I would have been filthy rich if I receive 100 dollars everytime I maull up those overly turtling, defensive players online with Roy. He's quite adept with that.
Kind of begs me the question that should his true strength lie in pressure games more than "combo menace" as he was first thought to be. I think his strengths kind of lend to that (though again, similar characters can also do same on the higher tier, but again, I really think Roy needs his own niche rather than attempt to simulate more successful characters and keep coming up short according to fans and competitive players)
Haha I like playing Roy on For Glory, Lemmy is way too easy.
I feel like most players don't know how to fight Roy, but everybody picks campy characters who are good on FD. Makes it easy to practice dealing with projectiles and items. Also lots of mistakes to punish
I'm really starting to play the pressure game more, like Roy actually has no true combos around 0% most characters can hit out of it and his grabs are awful. Once you get a few hits you can start dishing out and trading hits more. His combo game is also a bit funny, he's a rare character in smash 4. Not really any free hits, but can followup with just about anything. I've had too many times combos I've tested extensively in training or easily DIable or opponents dodge through it.
You don't have much time to react, but Roy definitely has the speed and frames to read dodges, techs, and DI like it's nothing and followup with just about anything though. And when you do get a bad airdodge it can be another free combo. I like to go for more safer consistent things rather than trying to rack up as much damage as possible than wait for a hard punish. Weaving in and out with neutral air into downtilt or uptilt if the opponent get's behind you seems to be the best choice.
Roy's so quick, but dash grab is awful, dash attack is slow, and you don't want to jump into shields.. Go too hard for combos and you'll lose to shield grabs everytime. Really need to use that speed and disjoints to corner opponents. His shield pressure on downtilt and jab is incredible which can help force reactions from the opponent.
His ledgeguarding and offstage KOing potential is ridiculous. But you want to be super quick and get behind the opponent or wait for them to grab the ledge. There's quite a few characters that just die to Blazer everytime you manage to get behind their recovery, even if you don't get the KO it's great for grabbing the ledge quickly and ledgetrumping with some added safety.
Roy's Neutral Air is godlike offstage, spike is bit laggy but can combo into and good vertical reach. Flare Blade also amazing offstage for stage spikes or just holding it. Roy himself can't do much about that, dodge down and you can't recover, time anything else wrong and you get blown up. Run off back air is also great for a powerful untechable stagespike. Can also do footstool into back air resets for a free forward smash, or just bait out a dodge and footstool off stage.
I've played against good Roy's before, sometimes they aren't even hitting you and before you know it you're trapped against the ledge fearing for your life. Flare Blade great for intimidation as well.
Edit: He does have a few things that might not be true but are very safe at lower percents:
Jab-> Jab
Jab-> Downtilt
Up Tilt (Reverse sweespot)->Up Tilt
Up Throw->Up Tilt (Might not hit but won't be punished at 0% like Down Throw)
Double Edge Dance.. the directions and timing for true combos on it are highly dependent on matchups. 4th hit down isn't always safe they can end up DIing inside or behind you and it last a while.
Blazer is ridiculous in smash 4. Don't want to throw it out at lower percents, but amazing for getting KOs off reads or bad approaches at high percents. Sourspot Up Air can combo into it at KO percents, Perfect Shield or OoS Blazer is like another counter for Roy, and it has that weird instant hitbox behind you on Reverse Blazer XD You can actually combo off of ledge cancelled Blazer, even into another Blazer. Really dissapointing KO power in the air though.. that's one thing I feel like they really should have buffed.
Characters like Diddy can do similar things, I personally think there's a ton of potential in Roy's specials compared to Marth and Lucina, or many other characters. Learning how to combo into them and using them effectively with his aerials is the key. With perfect timing and aim Blazer can hit through just about anything for a KO at higher percents, Flare Blade is an incredible KO option at higher percents even with no charge, Counter has decent enough frames for the early KO power and can discourage players from going for hard reads.
Another part of his specials is the tech and movement options though. Flare Blade and reverse Flare Blade give another movement option in the air, is quick enough to combo into and has a fantastic hitbox. You just have to know where it hits and release at the right time, I still end up too high when I lightly charge it in the air a lot of times
Double Edge Dance though.. That's something I still don't have enough experience with, I know you can cancel certain hits into other moves and combo into Double Edge Dance. I know it's good for racking up damage or KOing with 4th hit Side but I've unintentionally pulled off some interesting combos with it. Cancelling 2nd hit into a counter or fsmash is also a good strategy, that seems to be the one opponents can act out of.
Also, has anyone else noticed double edge dance really doesn't help you recover? You can cancel falling momentum but I feel like by the time you can act again you would have drifted even farther and Blazer travels a considerable distance with a great autosnap. You don't want to leave yourself open, 1st hit DED in the air just makes you a sitting duck. Forward Air on the other hand carries you through the air with less lag and can disrupt edgeguarding attempts.
Like seriously, if you haven't tried it yet spam forward air towards the stage when you get launched far.
Up Smash and Down Smash are also amazing on Roy, when put in Context. You have to think about how his other attacks work, in most situations Roy's up tilt would be better than most upsmashes anyways. The ability to hit anything touching your body while crouching with an invincibile arm above you is pretty amazing. Seriously, if someone lands on a platform on battlefield and your in the right spot it's a free upsmash or grounded blazer if they roll away.
Down Smash destroys backrolls. Outside of this the only thing Roy really has is up tilt. Marths Down Smash is kind of stupid, like I don't think I've ever been hit by the 2nd hit tip even when you roll in it's sourspot. The first hit on downsmash also comes out really quick and hits low which helps against small opponents, like crouching G&W as an alternative KO option near the ledge. Multi-hits on Blazer and Up Smash is also situationally amazing (Ryu Focus Punch, no thanks.) but it also results in the move lasting a while. Up Smash pretty punishable on the ground but will beat Links Down Air.
Blazer isn't actually so bad onstage, you can cancel most of the lag and with that meaty hitbox and falling speed you shouldn't be punished too hard even if you miss. But you shouldn't really miss anyways, punish at point blank or try to catch someone landing on a platform. Or on the ledge. You really should work on landing the sweetspot against the tip of the stage if you play Roy, but even if it's an opponent who tends to tech a lot of them you grab the ledge so fast you can drop off and forward air or flare blade immediately. Characters like Cloud can actually still die even if they do tech it XD
Roy has combos, but it's not free consistent combos and spam like most smash 4 characters. A lot of really flexible 2 or 3 hit combos that deal massive damage, but more frame traps and a lot of trading or blocking hits. Just think about your damage output and KO ranges, in some matchups you probably will take more damage early but it's not the end of the world. Projectile walls with Roy? Lol, just forward air through that garbage.
You don't want to be risky, but you definitely need to be in peoples face weaving in and out of range and cutting off their options. There's where I think Roy really excels compared to other characters, even the ones considered top tier.