By holding the Special Button, the user continues to hold their sword behind them, essentially charging the move. As a visual indicator while charging, Roy will flash orange, flames will gather around the Sword of Seals, and a charging sound effect will play. Chrom will flash blue, and his sword will emit blue light while charging. The level of charge determines the damage and size of the explosion. As charging progresses, Roy and Chrom will flash faster, more effects will gather around their sword, and the sound effects will speed up. After four seconds, they will let out a battle cry and automatically release Flare Blade, inflicting 10% (12% in Ultimate) recoil damage.
Flare Blade for Roy deals 60% fully-charged sweetspotted, and 43.2% fully-charged sourspotted. For Chrom it deals the same, because this move, unlike others, has a sourspot for Chrom. The knockback is also dependent on the charge, but fully-charged inflicts high knockback that can OHKO most characters.
In Super Smash Bros. for Nintendo 3DS and Wii U, Roy can release a fully-charged Flare Blade without inflicting recoil damage if timed correctly, but compensates with higher startup, shorter duration, and increased charging time.
Flare Blade serves as a good defensive option, as it can easily force opponents off Roy and Chrom due to the size of the explosion. It also serves as one of Roy's most powerful KO options, as charging it halfway can KO as early as 45%, and fully charging the move will result in a OHKO against most characters. However, charging Flare Blade leaves Roy vulnerable, so caution should be taken if Flare Blade must be charged to KO capacity.
|Roy's Special Moves|
|Standard Special||Flare Blade|
|Side Special||Double-Edge Dance|
|Final Smash||—||Critical Hit|
This move is based on Roy's critical hit with the Sword of Seals in Fire Emblem: Fūin no Tsurugi.