Cloud is nothing like Roy at all, though I would place him above Roy in the tiers. Cloud has disjointed hitboxes the size of Mexico on his aerials, tilts and FSmash/USmash. He also has a dash that's quite a bit faster than his walk/run speed would lead on, and said mobility only gets better when he has Limit which has effects on mobility such as improved air speed. Cloud is about knowing neutral, knowing spacing and knowing how to juggle Limit all the while. He has some combo game, but most of what Cloud racks % with boils down to juggling the hell out of you once you lose neutral to him because it can be VERY difficult to escape disadvantage state when facing Cloud.
Cloud has access to a projectile (blade beam) which can turn into a potential kill move with Limit, but I wouldn't try to do any kind of hard zoning with it. It's not something you want to try and camp or turtle behind, it's more something to quickly throw out in neutral to either punish an approach or force a jump which you can pretty much always antiair with one of Cloud's massive aerials, typically BAir / FAir or sometimes NAir. It can also be used when coming back onstage for slightly easier recoveries, as can momentum stalling with his Side-B. Cloud as I said does have some combo game, he can string UTilts into a DAir or a NAir or start a juggle with UAirs out of a FAir meteor on-stage after the bounce. He doesn't have anything super crazy in terms of his combos though as it really isn't what he's about. Cloud is about winning neutral, giving your opponent absolute hell and never letting them escape disadvantage because Cloud has SEVERAL tools to make that task impossible (UAir, FAir, BAir, NAir, Limit moves, Side-B, Up-B, Smashes, Tilts..) due mostly to said massive hitboxes and Cloud's speed. You can literally just sit on the ledge at times and FAir / BAir cancel into landings from a short hop and score kills doing it if your opponent isn't being careful due to just how large the hitboxes on those moves are.
Once you rack up % with them in disadv, you can go in for the kill with something like a Limit Side B (Cross Slash) or Down B (Finishing Touch) which both have multiple confirms. You can also kill fairly early with things such as FSmash out of a hard read, LOTS of Cloud's moves can kill, just a matter of knowing when/how to use them. Otherwise, if Cloud gets you off the ledge, you could be screwed if the Cloud is worth his salt as he's one of the most terrifying characters to have keeping you offstage in Ultimate.. regardless of your %. He has two sweetspot meteors (FAir and DAir) and massive hitboxes, a good Cloud can also get back to the stage alright enough to come further out.. ESPECIALLY if he has Limit. He can also use his DSmash to catch rolls off the ledge, USmash to guard a high recovery or wall out platforms.. and his BAir tends to kill around 70%+ if he hits you offstage with it, sometimes sooner on lighter characters. DAir can be used to 2-frame spike you, and getting dunked by Cloud is surprisingly easy to have happen due to him having quite a few confirms to do-so if at the right % around the side of the stage. For example, DTilt > SH UAir > FH FAir is a dunk setup around 40% for a lot of characters depending on their DI and such.
All said, he's VERY good, fantastic even and I'd say definitely on the lower-end of top tier still.. BUT, he isn't perfect. As fast as Cloud's dash and air mobility is (esp. with Limit), he's not as fast as some other characters and some of his moves have either a fair bit of startup OR endlag. For example, FAir has quite a bit of startup, and DAir/UAir a good bit of endlag (though the hitboxes linger, so this can be a good thing at times). So don't run off the stage and immediately DAir, as you'll be stuck in the move's endlag JUST long enough to short your recovery unless you have Limit, and if FAiring out of short hops, be sure to time it right as to not cancel the move before the hitbox becomes active. He has a few quirks, but only few and I still don't think he has any truly horrid matchups.
Link (adult) is more of a turtle / zoner character who is about doing nearly everything he does in neutral, which is where he thrives. A good Link is a wall. Young Link has similar tools, but has more of a focus on rush-down mechanics and doesn't have nearly as much kill power or range, but is MUCH faster. Toon Link gets the shortest end of the stick of the 3, he's floaty, lacks kill power and range, isn't too fast and just.. meh. If going for a Link, go Young or Adult Link.. not Toon. They're a far cry from Roy, but if they're what you feel like you need then hey, there you go.
I actually want some insight here, though I'm browsing the character forum and have been playing against friends in the Social thread for experience.
I'm thinking of maining Corrin. I love her movement and ability within neutral. The moveset flows well and, while I initially tried to play a lot of Lucina, Corrin feels more natural to me. However, I cannot ****ing kill with her in a reasonable amount of time against a decent player. I'll consistently rack up a substantial percentage lead before losing the stock lead because I can't hit with a tipper or properly chase offstage. The most reliable kill move I seem to have is her counter and that's not a good best-option to have.
Is there enough upside to warrant seriously pursuing her as a main or have her kill nerfs hurt her too much?
I know this post is older, but it seems the thread zipped right by it so, eh. Corrin is a pretty cool character and in my personal opinion Corrin has all the right tools a character would need to do well enough within the meta of Ult... BUT.. Corrin hits like a wet paper bag, got a needless recovery nerf and is resigned to walloping you in neutral before fishing for counters or sweetspots awkwardly as you inevitably kill Corrin and start chipping away at their % next stock, then you finally die and Corrin is already at 80% and it's just a ****-show from there. That's Corrin, in Ult.. I wish it wasn't, but in my 10-15 hours with them it's the jist of my gameplay experiences. At lower level play I could see Corrin working out, but against anyone half decent using anyone from High or Top Tier.. Corrin has serious struggles. I feel the right buffs could go miles for Corrin, though.
Right now, Corrin can't edge guard super well, Corrin absolutely cannot kill at all and Corrin is also probably one of the least honest FE characters 2nd to only Robin as well, which seems to attract salt toward Corrin mains from what I've seen in games / at locals. I feel like Corrin has tons of potential and I can absolutely see how a character like Corrin would appeal to certain play styles a lot, but it just seems they were neutered a little too hard in Ultimate. I don't remember Sm4sh Corrin much to comment there.
Cloud plays somewhat, kind of similarly to Corrin in that he's a swordie with a projectile and strong neutral focus, but he has far more range, speed and kill power. Cloud may feel SOMEWHAT natural if you like Corrin, but take that with like 50 grains of salt because I'm barely sane.