I thought general consensus after that was that Roy was better now that they took away one of Chrom's most effect tools? I don't know, with Lucina taking up so much attention, Roy and Chrom don't seem to be hot topics for discussion.
Chrom still has Chromicide. It's not as hilarious as it was pre-nerf, but it's an excellent tool if you are a stock above and want to close a game out quickly, as Fair combos into Up-B.
As for Roy and Chrom:
The general consensus seems to be that one is better than the other... depending on the MU. It's also not unusual for people to play either one exclusively, rather than go back and forth.
I'm not going to go into things that I think this board already knows. Roy hits harder up close, Chrom does consistent damage. Roy has a better horizontal recovery making his options more flexible, Chrom can do the Chrombo.
Now, let's go into some finer details:
For Roy:
Due to his sour spot, Roy's (now functional!) DED becomes a legit killing option at mid-percents. It becomes worth it to space maximally, as the reduced knockback on the initial three hits feeds opponents into the final hit, which will always be a sweetspot. It can be comboed into from a few options and can net kills extremely early, even on heavier characters like Captain Falcon.
The penalty for misspacing and getting a weak hit is somewhat offset by Blazer becoming a potent OOS option with super armor on frame 4, despite the hitbox coming out frame 9.
Roy's combo game is extensive, due to his mechanics, allowing some flexibility, but requires a bit more in-depth knowledge.
For Chrom:
Chrom trades some of that explosive (ha!) kill power for a few things:
1. His ground game is better, flat out. In the air, the difference in shield safety between Roy and Chrom is about 1 frame. On the ground, though, the difference between Roy's sour spot and sweet spot is about 3-4 frames of shield safety. So, at max distance, Chrom is about 1 frame less safe than Roy is at his sweetspot.
If Roy wants better shield safety, he needs to be closer, which then opens him to faster OOS from his opponents.
2. Chrom also trades some edge guarding ability for top 5 ledge trapping. Why?
With the removal of a sour-spot, Ftilt and Uair become almost completely different moves. Uair alone makes Chrom's juggle game extremely potent, and combined with Ftilt's ability to two-frame and kill, and you have a monster at the ledge.
In general, Chrom is better on stage, but Roy gets to make it back more easily.
Finally, a note about an underutilized tech: Wavedashing/landing. Yes, I'm serious.
Shoyo James tends to exploit this, as Chrom benefits from wavedashing/landing to microspace/bait options from opponents more than most characters. His fall and aerial speed are fairly high, and although he incurs almost a third of a second of lag from a wave-dash back, whiffed moves in Ultimate are far more dangerous than moves on shield, and forcing a whiff as Chrom ends stocks, as Nairo experienced during his set with James during Suplex City.
So, why don't other swordies use it more? Aerial and fall speed. Lucina and Marth don't fall nearly as fast as Chrom, and their air speed is decidedly middle of the pack, so their ability to juke opponents out with movement alone is somewhat more predictable.
Roy can't take quite as much advantage either, as the wavedash back puts him in sour-spot range, and a closer wavedash back may not force a whiff.
Fun fact: You know which character
also likely benefits a lot from wavedash back-whiff punishing?
Wolf.
Just looking at that chart above...
Why does Brawler have such a bonkers looking counter, at least in terms of frame data? O_o "Hi I'd like to have 5 frames of start up and only 20ish frames of cooldown instead of the standard 30-40ish frames, with a duration that's only slightly shorter than average." That's borderline something you could work into a regular gameplan.
Also why is Ike's so bad, particularly considering it has the same knock back multiplier as the other standard FE counters? And why is Shulk's so good outside of the reducing duration with spamming?
For Brawler, as far as I know, the active hitbox of the counter is on his upper half, so it's very very specific in terms of use.