Can someone teach me a few things about Roy? I want to learn how to DI/SDI his moves properly and what he's weak to. Hyper beat me 3-0 at a tournament, to include one of his kills being a tech-chase FSmash on the corner, which I feel is quite hard to evade.
Also, it's true that all of his aerials are unsafe on shield, correct?
Yeah, I've seen some of your matches with Hyper. Since, I'm a good soul I'll actually give you tips on how to beat Roy with Ike lol. Even though I really want to see Hyper get some amazing results ;p.
I think the biggest thing with Hyper is that he loves to hit confirm a ton with Roy, since that's usually how Roy gets those really devastating combos. It's far better if you try to evade these/outspace these than just shield them. You don't want to let Roy move all over you, you want to move with Roy. Since Ike has limited OoS options (Jab becomes negligible because Roy has a disjoint) you really don't want to try to get stuck in shield. This is because Roy really loves having the freedom of playing around his opponent's space when they decide to go on the defensive. Our hit confirms are N-Air, F-Air, Up-Air and Jab typically (though a lot of Roy's moves literally combo to anything lol)
You really want to attempt to play more spacing mindgames/traps with him, so you can whiff punish Roy's attempt to N-Air you, or place hitboxes in a way that challenges Roy kind of hard. (When he Dash Dances, space your Down-Tilt in the middle of the Dash Dance range, or Dash Attack to cover his Dash back) Now this may seem hard, since Roy is really fast. However, if you can refuse Hyper from trying to be aggressive (through the means of shutting down his game or establishing some really scary threat that causes him to act a little bit more hesitant), you can begin enforcing your Ike stuff. I'll could analyze one of your matches later, and make a second post for more specific examples and things you could do better with the MU to help you out.
I think your gameplan as Ike, should be to space Roy out and establish zones that Roy should watch out for. Once Hyper starts respecting these zones or gets hit enough where he starts playing more defensively. That's when you should start grabbing him, and bullying him with your range and grab combos.
How you should DI most of Roy's combos are Down and Away typically. Stuff like Jab --> Blazer is not a real kill confirm because you can DI Away to avoid the Blazer (though reacting to the Jab isn't really forseeable) However, I don't think Hyper really uses Jab --> Blazer. He typically does more frame trap stuff, and a lot of incredible combo extensions for some of his kills. Roy super punishes DI-in, you should almost never DI-in unless you're absolutely sure Roy can no longer hit you.
F-Throw Tech Chase to F-Smash in the corner is actually one of the few dumb things with Roy. You kind of need to be smart with your techs, like tech-in-place shield typically beats this option if his timing is off. A lot of the times we prefer to react to roll, but in the corner it's a mathematical 50-50, for DI-in or cover everything for DI-out. But, if he throws you too close to the corner, you could try DI-in completely out and land on ledge/offstage (it might be a little bit better than a 50-50 death situation).
Nah Roy's aerials are safe on shield. A lot of Roy things are actually safe on shield. Unfortunately, our character is plagued by misconceptions D:. Like Roy's N-Air spaced right can be +2 on shield and out of shield grab range.
I hope this helps you out. I'll probably look at one of your matches versus him with a closer eye later to tell you stuff you could do better in the MU or avoid doing.