Kay, here I go.
First off, Roy is awesome. Fiery grab pummeling is just bad ***. His tip effects are really interesting and make for some fancy on the fly combos, especially the fsmash and bair tips. Fair tip sets up nicely for all kinds of fun stuff. Dtilt is back in its full melee glory.
Uair tip, while super fancy, is pretty much useless. There were a couple of times where I'd short hop uair tip GHNeko and he'd get a free dsmash because he recovered from the lag before I did
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
More hitstun on it would probly be a good idea.
Upsmash seems pretty good for its tech chasing/combos, but actually connecting with it is kinda difficult due to its strange hit boxes.
The down smash tip is kinda figidy. I never actually got it to connect with dsmash tip -> second swing sweespot. Most of the time it sent Neko behind me fast enough that the second swipe completely missed (although one time the second swing tipped him, sending him back to other way, which looks sweet lol).
OverB is lots of fun. The third swipe over is nice for a quick combo, but it has no chance to kill since it has set knockback. Third swipe up spikes wonderfully. If you hit a grounded opponent with it, you can combo with the fourth hit (although if you're too close you'll move past them and miss). I didn't mess around with third swipe down very much.
Roy's overall KO power is better than melee. Bair makes for an excellent kill move, and with its range can get surprise sweetspots relatively often. Dtilt -> turn around bair combos at high percent, and can be used for a flame spike or just a hard hit depending on if you're opponent is over the edge or not. Fsmash hits like a truck, and is still useful on tip, so its safer to throw out. Dsmash still sweetspots often, so it makes a good kill move.
Alot of the kills I got on Neko were edgeguards though...his new aerial mobility combined with actual priority at the tip of his swings makes his edgeguarding alot better than melee. His plethora of spikes make it so you can edgeguard in different ways (backwards ledge jump bair spike, ledge hop onto the stage dair spike, a well spaced dtilt tip for a stage spike, etc).
His grab game is nice. In melee one of his bigger downfalls against non-fastfallers was that if your opponent just didn't DI at all you couldn't combo them out of a grab. This new roy can still combo if they don't DI at all though, so unless they guess correctly on the fthrow/dthrow mix up you can follow it up, as it should be, IMO.
And then, there's his downside...roy's recovery is terribad. He falls like a brick, doesn't go very high with his upB, and he can't curl it as far as he could in melee. He falls too fast to be able to use a neutral B boost, and overB doesn't help his recovery at all. In melee, if your opponent had the edge, if you timed it right the multihits of your upB could often push them off of it, but roy's upB is faster in Brawl+, so you can't really use that to your advantage either. Similar to melee, hes a perfect weight/falling speed to eat big combos (mario can chain grab roy at 0% with upthrow and then switch to dthrow at 75%ish), roy as is will likely end up being a char that gets combo'd to hell and then gimped. He does have better means to avoid getting hit than melee though, what with actual tip priority and no crouch cancelling.