Yea I know you didn't care here. To me though getting away with stuff like that can start to regress your play-style, even if you're having fun with a baddie.
I've seen almost all your recorded matches because you're one of the very few remaining active Roy mains which is awesome.
There's a few things I find effective in my usage of Roy, take em as tips or just another perspective but these have been tourney tested and on good players:
1. Use a lot more grabs and tech chase grabs/ follow ups (DD grabs, WD grabs), it's one of the few things Roy has as an adv. insane grab range like Marth and you see Marth mains grab/pummel much more.
2. WD F-smashes and D-smashes (yes it's slow; but it often catches people since the front comes out fast, it's safe at mid-high percents or as combo finisher, does 21 damage, good to avoid stale move loss and adds mix up, shield pokes well)
3. In general edge-guarding needs to be more relentless and consistent. Reaction time is pretty much it since it seems you already know what tools to use on what characters and when. Roy has a great edge guard game, almost every top tier aside from peach should never be able make it back once off.
4. Jump in flare blades - no one ever expects the bottom sweep reach of the generous hitboxes, comes out fast. Good as mix up, doesn't do a ton of damage uncharged but can throw off momentum in neutral. Has 10-15 frames of end lag once you land depending on how well you space the bottom arc.
5. More wave-lands
6. Use spot dodges, especially spot dodges to grabs (soooo effective even at high level)
7. Counter as a good mix up in neutral and on/off edge. I think this is a really under utilized move across almost all Roys. It can leave you open and has a small window, but once you use it well it can start to condition an opponent and it can add on tons of damage when landed (think of as a reverse hard read). There are certain scenarios where you know they will aerial attack you (both jumping at each other) and other situations where you know what's coming (Ganondorf coming from above - Dair, Falcon coming at you - knee, Fox/Falco from below - jump up > upair or Dair from Falco). I like to use it in neutral when I'm at low percents where the punish would be minimal, and I will use it a ton one match then very sparingly the next match and mix up it's usage constantly like that. This actually starts to heavily condition the opponent, they start second guessing if they want to attack and when they want to. Has a similar effect as a fully charged Samus shot, just actively knowing it's there is a mind game (even if you never use it again). It can really throw people off if someone knows that you do use it unlike most Marths/Roys.
Wally isn't actually bad. He beat me the last time we played... I just decided I wanted to win here...
1. My tech chase game usually turns into dtilts or other moves quickly. I've found that as guaranteed as tech chases are, limiting your options to only tech chases limits you as a player. Learn how to convert off of many situations with many different moves. Players can escape tech chases with smart techs and good DI. It's not always completely guaranteed.
2. I'll only do this if I'm pretty confident they'll get hit. It's a once a match thing, and even then, it's incredibly unsafe against higher caliber players who know the Roy matchup.
3. I agree with consistent. I haven't been practicing much Marth recently, so I need to work on it more. My Falco/Fox flowchart is pretty good, but not unbeatable. There are things that need work, such as high recoveries.
4. I do need to work on this, in particular converting off sweet spot uair.
5. I guess? I think theoretically Roy can do some Ganon **** with waveland ftilts... No Impact Lands are actually better a lot times.
6. That is not going to work. This isn't Brawl
7. Yes and no. I've been playing S4 Lil Mac who has a really solid counter, so I've been getting practice with that. On the same note, I have a spectacular PS game... Like absurdly good. PS->stuff is 10x better than trying to predict things with counter.
Here's a scenario:
Fox runs at you and jumps. You think he's going to ff nair. That's pretty normal for Fox. So would you rather predict the nair and try to:
A. Counter
B. PS -> (Grab, jab, dtilt)
Counter doesn't kill until high percent and is kinda slow to come out, to the point where people can react to it. If it misses, you eat death. Counter is risky but easy to perform.
PS to things will set up for death stuff. If you miss your PS, you either eat a hit and CC it or go into shield and still don't die. So overall PSing things is safe but difficult.