We already have our boy to be faster than Marth
Now that we have Roy, it's just a matter of making him... you know... good. Some cool things to consider about Roy is that he ranks among the characters who spawn at kill % (the guy recovers like he's SSB64 Link) which means his onstage game can be daaamn ****. His physics really promote a much faster air to ground game than Marth, and his moveset just needs to actually complement his physics instead of just being awful.
Ha ha, **** on stage game but awful recovery? I know there is another clone who has the same problem...
*Falco hides in shame*
Anyway, as far as Roy goes, Marth should have the better air game in terms of set ups and combos, whereas Roy should have better ground game for similar reasons; something he is already suited for thanks to his great shffl and dtilt.
(DISCLAIMER: I am NOT a roy expert or a avid roy player so I won't know if I'm saying things Roy already has/ definitely doesn't need)
neutral A: his neutral A on the ground should remain the same and remain anti- fox illusion and falco phantasm move like Marth.
ftilt, dtilt,utilt: Not much to say about dtilt since it sets up into half of his moves at low and mid percents. Ftilit should have very good kill power when sweet spotted, and utilt should have low BKB and be good for comboing at low percents.
Smashes: Nothing much to say here either. Maybe just restore his spiking hitbox on usmash.
Throws: TBH, I think you should play with Roy's throws and make that aspect of his game godly. Maybe make it so his fthrow or bthrow has a shiek dthrow esqued bounce which will allow him to chain grab non-fast fallers at low percents. His uthrow and dthrow should be left the same though.
Neutral Aerial: In melee, a shffled nair typically resulted in only the first hit connecting. I'm not sure if that exploit was commonly used but to me I see that having great set up potential. If it already wasn't fantastic in Melee, make it so in P:M because it would sort of be Roy's personal Fox shffled dair.
Fair: Increase the knock back and damage obviously. The "tug" mechanic for the tip of the sword should come into play here. Maybe have the top of the swing tug opponents slightly above him for a uair, and the rest of it tug toward the ground.
Bair: should have good kill power when sweet spotted. Should have similar "tug" aspects like fair except in reverse so it makes sense with the way he swings his sword. I.E. bottom half tugs above him, and top part tugs his enemies downward.
Uair: Should have low base knock back on sweet spot for combos, and tugs should pull enemies toward the ground.
Dair: Should be harder to sour spot than to sweet spot like Marth's dair. It should also spike, but due to its outmost part not being a sweet spot Roy will have difficulties pulling off ken combos even if it spikes.
Neutral b: should be the stab and aid in Roy's recovery when charged up. TBH, he doesn't need the explosion.
DED: Should remain awesome. Perhaps Roy should be able to JC out of it during the second hit in case a roy player decides to bail. Not sure though.
Up b: Maybe sped up a little.
Down B: already good