I am a little late to this guide but I sis notice quite a few things left out, or not expressed with more emphasis. I am a Roy main, and also have a pocket puff and a secondary fox. But that is besides the point. The main things I noticed with this review:
General Pros: this guide did a great job at going over Roy's tricky neutral game as well as the emphasis on safe spacing.
The guide went over most of his moves that are important to keep note of when playing as Roy.
General Cons: at some points in the review, there were facts that were inaccurately emphasized or just were completely.
The review left out a number of Roy's important tools.
The review was written by someone who doesn't main Roy, which obviously lead to inaccuracy.
The specific errors:
Roy's UpB usually does not combo out of down throw on all characters.
Roy's UpB is generally a bad move to use because it is unsafe and usually doesn't grant any more damage than a neutral air, which can lead to more follow ups.
Roy's nair, Jab, and Dtilt all lead into a re grab if your opponent is expecting pressure.
Jab is pretty much 100% safe.
Jab is an amazing combo starter (not emphasized well).
Jab is a safe, reliable way to cover approaches or slow punishes after moves like nair and neutral b.
DOWN THROW IS NOT YOUR BEST THROW COMBO STARTER. Forward throw has equal potential to down throw, and has more follow up potential and can steal jumps if your opponent makes the wrong decision of jumping instead of Airdodging. It comes to a 50/50 in which your opponent can either attempt to jump away and possibly lose their jump and be sent off stage, or they can air-dodge and suffer landing lag in which they could be punished by a tomahawk fsmash. (This does range between character weights. A heavy character might reach the ground before you can get to them which would lead to a tech chase opportunity, or a missed tech punish, whereas light characters will suffer more hitstun and knock back from the fthrow, making it much easier to KO at the edge.)
Down throw sometimes can lead into a true up air combo.
Landing up air is amazing at low/mid percent to follow up with most anything. Weak landing upair is also great at high percents and can combo into ftilt and fsmash.
Roy has a great dash which gives him great movement speed, an average perfect pivot (applicable to uptilt to kill off the top) and great foxtrotting and foxtrot canceling.
Aerial mobility is 4th in the game, so he can easily chase in the air just as well as on ground.
Roy's grounded UpB is good to kill at higher percentages, and has armor frames similar to that of Little Mac's smash attacks. Aerial UpB has neither of these features.
All-in-all, this guide lacks many important aspects about the character, and has slight inaccuracies throughout the guide, but it does put a great overall summary on the character, which is the most important part of a character guide.