Conversely, I think Samus and Lucina are definitely better, but am a bit skeptical of Shulk.
At least the three of us agree that Samus is better. Really not sure why she's still got such a terrible wrap. She's not that bad.
She was considered bottom tier because of Brawl even though she had some good buffs and favored the mechanical changes a bit... Yeah, she had nerfs too but so did literally every other character, namely the top tiers.
This mentality stuck for quite some time and was only perpetuated by a lack of significant buffs on top of a certain video being made. (Which resulted in a ton of fraud tier lists putting her below Zelda. Yeah, no.) Her noticeable buffs on top of a favorable mechanical change in the decreased shield safety improved the general opinion of her though.
There's a key aspect, flaw, and clearly intentional weakness that is built into Samus that make people rate her poorly. All of the hitbox complaints, the jab complaint, all of it stems from one quality: Samus is purposely designed not to have any go-to panic buttons.
Her Up B is of course really good, but if you miss that's a problem. Her jab doesn't link, and the game even tells you that it's better to jab and run sometimes than to follow up. A lot of her attacks do not hit close to her body. She can't even roll comfortably because it's the slowest in the game. This forces you to be conscious of everything she can and cannot do.
You might call this a bad neutral or disadvantaged state or whatever, but when you look at Samus's qualities on paper I think we can see why they decided to introduce this flaw into her. She's heavy, yet floaty, which means she survives longer and is harder to juggle. She comes with a fearsome projectile. Her attacks actually DO hit hard, or combo, or BOTH, and she can even through out multiple ones in a single short hop.
Of course people are going to say being floaty isn't a good thing... In Melee, yes it was with Fox's Usmash of doom. But Brawl onwards balanced out the upwards resistance of fast fallers by increasing upwards knockback depending on how fast you fell. Samus in Smash 4 has the 16th best survival upwards IIRC.
Is Roy really regarded as that poor of a character?
Frame 5 Jab is weak, sure. Everything else isn't particularly safe mechanically, (besides his Neutral B) weakening his spacing game. He has a linear recovery, thus making it easy to gimp him and end his stocks earlier.
And what? His grab game is good, his coverage of ledge options is good with his tilts, his F-Smash is always a looming threat. Being a Fast-faller gives him a good combo game and his speed gives him opportunites for punishes and mind games. He's not on the level of Cloud and Ike, but he's a threatening character regardless. Not a character you can throw into "low tier" and ignore, unless you're a top player. (which I'm far from being one lol)
As far as Ike and Cloud are concerned, I'm leaning towards Cloud based on Genesis 3 results. But I'd be a fool to ever count Ike out of consideration.
Roy's Fsmash isn't really better Pit and Cloud's. Cloud's is still plenty powerful and a little slower, while Pit's is tied for fastest Fsmash and he's a rage machine, and of course both moves will typically beat spotdodges. Roy's is incredibly risky, and gets punished way too hard for attempting it due to his other attributes.
And of course Cloud has limits, which are both faster and safer for the most part, and Dark Pit has Electroshock which is armored from frame 11, has a convenient step back to avoid people trying to space him out and reaches halfway across FD when B-reversed. They both kill at silly percents
without rage... With, well, Roy's Fsmash ain't so fearsome anymore because Roy usually isn't living very long.
Gonna be real, he has more range and hitboxes than Marth, the only slower moves in startup are FSmash and FAir. (I think they both kind of suffer this problem honestly). He lacks the dumb deadzones Marth has and has better or equal FAF on like everything but FSmash.
I'm kind of leaning back and forth between Marth and Roy but honestly I don't even think it matters a whole ton now that Cloud is here. I tend to find Roy more accommodating on a personal level, Marth's mobility feels really lacking to me in conjunction with his aerials and grounded game (mostly after playing Cloud).
On the note of grabs and throws, I don't find Cloud's grab game to be better than Roy's, however. I would rank Cloud's grab and throw game above Marth, though. Cloud's grabs have really poor startup compared to both emblems but the reason I find myself preferring his to Marth's is that they still give Cloud position and damage, except Cloud gets BETTER damage and has the mobility to fish for them a bit better if he wants to. Roy's movement speed is part of why his grabs and throws are actually stellar (nothing amazing like Ike's, though)
Vipes already cleared up some of the confusion, but to elaborate...
Roy has better arm/hilt hitboxes then
Marth. Pit has good body hitboxes on the majority of his moves, such as jab, Dsmash, Dair, and Bair, not to mention the moves obviously built for being dead close, Utilt and Nair. Dtilt has a minor deadzone but there's literally no reason to ever use it that close because jab, grab and Dsmash, Ftilt is weird but it's deadzone is created by the gigantic step forward Pit takes and you still should be jabbing, grabbing or Dsmashing at that point, so really the only significant issue would be on Fair but that's not hard to work around with Dair. Cloud and Ike I imagine also have good up close hitboxes, namely on their jabs which start as literal jabs.
Being less broken in one aspect compared to another underwhelming character isn't too big a selling point...
Also, uh, don't remember saying Cloud had a better throw game then Roy. Although now that I think about it Cloud gets a bunch of limit charge off of it, while Roy's throws are fairly easy to DI. All things considered it might be closer then you'd think.