Play me. I can help you recover. People can't edgeguard me when they should > = )
Roy has so many recovery mixups that other characters with similar recoveries just don't. His recovery's easily his worst aspect but it's definitely overlooked and underrated. I almost never get edgeguarded. I often go entire friendlies sessions and sets without people pulling off a single edgeguard on me because I make them tricky and limit options well. Roy forces people to respect his Blazer hitboxes in an odd way, and even then, they're difficult to properly trade with.
If you don't want people to recognize you in combo vids, either don't use a tag, or use a tag that you don't use at tournaments if you have custom controls. It doesn't matter otherwise since a lot of random people are gonna be in their vids anyways, nobody will recognize you later (hell nobody ever came to me about being in one of Alpharad's 101's and one of Shofu's FG videos) and they'll never put your mii in a vid unless you're on a For Glory session video or if you trash talk through tags. If you're still afraid, just go on FG with an alt account which can be created in minutes. You need to start using resources and put actual practice in to improve if you want to place.
Btw, use Anther's ladder and the Roy discord for matches, similar practice while being much more efficient than FG.
All FG really does is teach you to beat cheese/gimmicks and bad habits better, with the occasional solid player hopping in, and lots of wasted time on bad players, laggy players, or atrociously laggy horrible players with annoying playstyles that don't work anyways.
As for tournament running times, go there as soon as the venue opens and play friendlies for several hours before the tournament. Playing friendlies before the tournament is just as important, if not more important than doing it after. Take notes and save replays if possible. Have people help you review the replays and see where you can improve. The smash upload to youtube feature (you can set it to unlisted and share it with 1-2 people) or just sending replays to your friendslist is pretty universal and convenient.
Why feel bad about using Roy? You have to ask yourself why you're playing the game to begin with. If playing Roy doesn't conflict with your goals or why you play, then **** anyone who tries to make you feel bad about it and don't take it to heart. I feel you're too nervous (it's not bad to feel nervous, it's bad to let it limit you too much when you can swallow it at crucial times to get something done, I had to do it at work today to put in my 2 week notice) and afraid to stay true to yourself and what you want often, and you'd be much happier if you re-approached a few things in a new light and veered away more from going to negative thoughts so quickly.
At low percents, dthrow jab is really good and can lead to regrab or DED for 25-30+ damage.
After they're past a certain point (it's hard to explain properly, you'll want to feel it out over time) then you want to fthrow. Fthrow leads into nair, DED, and dash attack often. Nair can potentially combo into a lot and it's my main fthrow combo tool, but every Roy uses different throw combos.
Dthrow:
Around 0, I go for jab, sometimes odd but great stuff is something like jab -> dtilt -> regrab.
One gimmick I've been messing around lately is jab after dthrow, then if they try to land, I just fsmash for damage if I don't feel they'll jump out, and it'll unstale at fsmash kill % anyways. It's 32.5 damage. If you catch them jumping out, you can a different option instead and set up juggles and landing traps.
I often like jab -> DED, or jab -> regrab off dthrow.
Around 10-15, I go for utilt then punish landings or escape attempts, sometimes combo'ing utilt into itself or uair/nair.
After that, I fthrow.
Depending on distance, I go for DED (frame 6, so it's easy to link from that hitstun with), nair, or dash attack from fthrow.
If they're forced into a tech, I'm pretty good at tech chasing, that's something you should invest in with fthrow.
You need to improve how you react to situations to tech chase, and it's an acquired skill through practice and failing a lot at first.
You need to react instantly to missed tech and neutral tech, while being able to be patient enough for a tech roll, and if you don't punish missed tech, you need to be ready for neutral getup, getup attack (perfect shield and punish), or a roll left/right.
At higher percents, something I've been doing lately is usmash after fthrow.
Roy can follow them with usmash, which is great because it covers:
-Opponent doing nothing and trying to land that way, or if you outspace a combo break the same thing happens
-Airdodge (wait out, a bit of help from lasting hitboxes)
-Missed tech (foot hitbox of usmash)
-Neutral tech (lasting hitboxes)
-Jump out (catching the jump with Roy's massive vertical phallus)
-Jump out and airdodge (wait and catch them)
-Tech roll (if followed correctly)
Doesn't always work, but it's easy to react to and catch, and happens very often for me now.
Here's a tech chase minigame for everyone here, it's more for Melee players but it's good if you don't have someone to help you lab tech chasing or if you're in a spot where you can't play but can still use a browser to improve:
http://reactiontraining.herokuapp.com/
I still consider it excellent for 4, and general smash fundamentals.
My tech chasing in this and 20XX pack helped make it easier to transition to how 4's tech chasing works and how Roy's moves pop opponents at new angles.