Yeah, even if Roy isn't top 5 anymore, which he very well could be, he's at least 6 or 7.
Dtilt tip is fine, and a lot less of a problem than expected. You can still poke and threaten with it just fine. You have to be a bit more thoughtful about recognizing when it's going to do what. Tippered Dtilts send the opponent a little bit up and away (DI may vary that I guess), meaning you can still just move forward and establish more stage control. Dtilt on-hit is now 1 of free combo or extra spacing, which almost seems more versatile to me.
Up B's boxes seem to be the same to me, there's nothing terribly weird happening there and I haven't had any particularly janky moments with it thus far. The nerf was ehhh. It doesn't dig quite as far into the stage, which is fine, but the hangtime nerf means a simple roll onto the ledge will hog it in a very braindead way every time. It was already simple enough to steal the ledge from him if you wavedashed back onto it from a platform while he sat there in the air. I feel as though either one of the animation change or the hangtime could have fixed it just fine, and that both is just a little bit too hard a hit, but that's just my opinion, and I certainly like playing good characters.
His combo game is pretty much the same, though I'm still not the absolute best at combos so take that with a grain of salt.
Tipper dair can basically still gimp as a ledgeguard, too, and comboing with tipper Dair isn't really even a thing regardless, but maybe I'm wrong on that one.
The ledgedash was far and away the biggest and most unfortunate 'nerf' though. Getting back onto the stage is a bit of a chore without that option being as powerful, and having to relearn the timing is inconvenient to say the least. Saffron offers a pretty solid spot to practice it on the helipad, by the way. It's the perfect distance for ledgedash into RAR wavedash back and forth between either side, if you don't just WD right back onto the ledge anyway.