For us, I'd have to say, in no particular order:
Reasons:
- Very good aerials, shutting down her most comfortable area. Banana (nightmare for lots of characters) because even if you shield it, he can use the stun to grab or usmash if we choose to jump away. Grounded attacks are very powerful with several of them being safe from certain ranges. He is rarely in a spot where we can take advantage of him.
- High air speed along with powerful disjointed aerials and ground attacks. Kills very early, though improperly spaced aerials from him can lead to us punishing with Rest, good Roy players make sure he usually does not have that problem. Smash attacks kill super early.
- Several true combos that lead into his strongest KO moves is the main concern. Dair is very good in this matchup against him IMO, but if we space it even slightly incorrectly, it's not safe on landing like Kirby's leading to being punished pretty easily. True DP does a number on us.
- Zoning game is quite strong against us if we don't catch the Gyro or shield it. Nair covers his whole body and has minimal landing lag. Scoring hits against him is very hard due to the coverage that his attacks have.
- I wasn't sure about putting him as one of our worst MUs, but when I think about it, he has several options that can make him very difficult to fight. True, we can gimp him easily. We have air power, something he sorely lacks. However, when he is played to his fullest, he has a lot of ways to make sure we can't get him out of his comfort zone, namely his fast attacks and armored smash attacks. His smash attacks do excessive shield damage and don't leave him open to enormous punishment unless we power shield or are in the air.
- Hmm...I'm not going into detail. We all know the reasons why. I think this is her worst.
- While he lacks in air speed, his aerials are all disjointed and deadly to us. Moves like PK Fire are ones we can get around, but he is good at racking up damage and THAT BACK THROW. BOY OH BOY THAT BACK THROW. 80% or so on up and a clean back throw means we'll just go
and wonder how did we get grabbed. If we can get him offstage and we're careful, we can beat his recovery, but first we have to get him offstage.
- In a running theme, disjoints! They can space us well with those swords and they have a pretty decent projectile (Pit's more than Dark Pit due to the control). Decent grab range, long ranged usmash, and great ways to cover themselves against us.
- They have many options to damage us and quite a few to KO us. Wading through the projectiles is a tough order because they can have so many on the screen at once. Our ground movement is not great, so we have to rely on careful movement in the air and dash attack to get close. Waiting them out is not a great option due to the fact that they have plenty of ways to damage us from afar. And not to mention (again!) they have swords, so while the swords are not as easy to use as Pit/Dark Pit's, they are still disjointed.
- He's the fastest thing alive! In all seriousness, his great hit-and-run style is one that we have a hard time dealing with due to the relative safety of his moves. He runs really fast and packs a punch so one mistake and we'll be eating 30% damage in one string.
Those are my opinions on tough matchups.