Already seen this, Sethlon makes a lot of mistakes and one match he had like a 2 stock lead and squandered it. He also misses a lot of edgegards. Sethlon is usually pretty consistent, but he does get caught up in being more flashy and likes to combo (which is why he's fun to watch). Neo is probably the best, but I haven't seen him play in forever. Pyro is probably the newest Roy; a lot of potential, but he's hot and cold.
yeah, it's a shame that he likes to combo because roy is bad at that. i wish there were roys that made it far (i don't recall seeing pyro much at all and i watched a LOT of melee sets). the character itself being the problem is definitely a consideration you should take, but i'll leave it at that for now.
The main problem is; and you may not know this Comet, but Peach is about 14 spots higher on the tier list. Peach is considered top tier *spoiler alert* Always has been in the S tier since the beginning pretty much and was at spot #4 for a while. She has a deadly D smash (can do 60-70 if DI'ed into, does 54 to Sethlon in that match), and her aerial game is way OP not to mention she's hard to combo, has turnips (one of the best projectiles), and can recover from anywhere. That was also a solid Peach main, and the matchup is actually like 30:70 for Roy - Peach. It's like saying Pichu sucks and then referencing an Ice Climbers match.
first, please consider being a nice person. i've been respectfully debating with you, and you really didn't have to be obnoxious. down smash is common knowledge, aerial game too, and it's a shame that those two things pretty much destroy roy's crouch cancel which can sometimes be good... the other stuff is common knowledge as well... no, that's pretty much normal for roy's matchups. if i wanted to mention something like pichu vs ice climbers, i'd mention roy vs ice climbers.
And up throw is an often used KO option when percents get to high to combo. The same goes for Marth you'll see Marth players going for up throws on small box stages very often when the percents of the opponent break 170% (aerials hit too far but not far enough to KO). Roy's up throw off YS top KOs Marth at 145%, Fox at 175% and JigglyPuff at 125%.
yeah, it's a shame that percents can get too high for him to combo a lot because his moves are like marth's with more startup, more cooldown, and overall worse properties (down tilt trajectory <3 though). a throw killing jiggly at 125% on yoshi's story is also not impressive. it's nice that it can kill, but jigglypuff should never live that long on that stage so it shouldn't be relevant (and 125 on YS is, once again, not impressive).
And to address your ignorant statements about no combos leading to KOs *facepalm* c'mon really, are you that naive? On Yoshi's Island there are like 100s of ways to end combos with an F-smash starting anywhere from 40-120% (very common to D-tilt them up to a platform follow up nair or Fair > Fsmash). Pretty much any stage with platforms has easy KO combos with Roy. FD is the only real tough one where you have to get creative using his other moves, but he's got easy edgeguarding usually just a back throw off can finish a stock at any %. Heck even D-tilt > D-tilt > F-smash KOs when DI is read right or they DI wrong. There is a 60%+ combo on Fox/Falco D-tilt > dash grab > F throw > D-tilt x 3 > grab again THEN you can do more damage from a d throw DED.
"yoshi's island." being able to get kills on the stage with the closest blast zones is not a strong argument. i also have to wonder how anybody wouldn't manage to jump or DI out of it (i'd just SDI out of the nair lol, and for fair it likely wouldn't be necessary). for down throw, why can't (most of the cast here) pick one of these options to just beat it: shine stall to jump (spacies), delayed jump to air dodge/up b (about everyone), immediate jump to airdodge (about everybody), and yoshi can do anything. there are also a lot of other characters who can wreck spacies (G&W, mewtwo, pichu) that are really bad...
Also I never see any other Roys do this but it works 100% for Fox and Falco's recoveries.
It doesn't matter where they angle their Up-b (as you were whining about), as Roy you just jump out right in front of them and counter as they are about to launch. Bye Bye. And you have more than enough time to double jump back and up b safely to the ledge, on any stage this is a guaranteed kill as low as 30% on Fox/Falco.
falco should be dead already, so w/e. for fox, if he's far enough from the stage, see falco. if he's close enough to firefox high, i'm sorry about your dropped edgeguard.