Double-Edge Dance performs similarly to Dancing Blade, as its input can be changed by tilting the control stick. However, unlike Marth's, Roy's final inputs release a flame effect (with the exception of the final downward hit in Melee, with the flame relegated to the third downward hit), making it more powerful.
In Super Smash Bros. for Nintendo 3DS/Wii U, the animations of Double-Edge Dance have been updated to match the ones Dancing Blade received in Brawl. Each input now no longer requires as much technical precision, making it more reliable for comboing.
Double-Edge Dance has a fast startup, making it one of Roy's most reliable moves, and is more powerful up close due to the flame effect and Roy's closer sweetspot. However, it can be shielded, leaving Roy vulnerable to punishment.
|Roy's Special Moves|
|Standard Special||Flare Blade|
|Side Special||Double-Edge Dance|
|Final Smash||—||Critical Hit|
- The first two hits of the combo come out no matter how fast the player presses the buttons. For the third and fourth hits, the player must wait a few frames in between button presses, or else Roy will not perform the attacks. Due to this, the opponent can counter-attack or roll away after the first and second hits if they manage to shield or crouch cancel them.
- If the player uses the Up variation as the third hit, it will act as a Meteor Smash. A useful combination when the player has got their opponent near the edge is: Forward, Up, Up. The second Up is a mini launcher that sets up for the Meteor Smash. However, if the opponent is expecting the move, it is easily Meteor Cancelled.
- Using Forward as the third hit provides more knockback than the other third hits. All of the fourth hits have even higher knockback, with the exception of the Down. The Down attack, however, is useful against crouch-cancelers, and also helps to eat away a shield.