Okay, so this is 'maybe, not maybe' a continuation of a thread I just posted in the Roy character Forum (it's a neat read). There's something I am very confused about for Roy's aerials-particularly his F-Air, Aerial F-Tilt, and N-Air. So to make this quicker, I'll copy/paste what I said in that thread with some minor adjustments to comply with this thread's formatting.
F-Air: S
econd hit needs to be as strong current N-Air's second hit.
The second hit of F-Air is quite difficult to pull of because of the angle it needs to hit, and in its current state, it cannot KO as early as it should. Roy's playstyle revolves around being Captain Falcon levels of aggressive, and thus his F-Air needs to compliment that style-hitting hard and fast. Right now, it's his Neutral Air that does this (this aerial is stupidly powerful), which makes his F-Air more of a spacing tool-a completely different playstyle that condones more towards Marth. Thus Roy's second hit F-Air needs to have his current N-Air's KGB. This could also help Roy in giving him more options with the RoyDash tech combos (see link below).
Aerial F-Tilt/C-Stick F-Air: Remove the automatic jump, and let it be just the first hit of the F-Air.
The Aerial (C-Stick) F-Tilt is
very annoying, as its automatic jump comes out too quick to follow up with something like a N-Air or D-Air. Instead Roy becomes wide open for your opponent to take advantage of the situation. It also doesn't help that it executes at various points when I don't want it to use it, especially when my fingers are moving so quickly in the middle of a match. To fix this, make it a 'C-Stick Only' move to avoid the unintentional Joystick inputs. I would also request taking out the jump, and make the Aerial F-Tilt just have the second hit cancelled completely. This could allow a follow-up into another Aerial, thus allowing Roy have more options in taking an aggressive approach. Hell, Roy could have a more aggressive version of the Ken Combo or something of the like.
N-Air: Less KGB on second hit, keep KGB on first hit.
As I said before, Roy's N-Air is stupidly powerful. Like, horizontal-KO-at-50-percent-on-stage powerful. That's mainly due to the second hit of his N-air. It's great at KO-ing, but that's all it can do. Even when executed as a Quick Strike (see link below), it won't allow for proper follow-ups. It also doesn't help that the N-Air has next to no vertical hitbox (similar to Marth's N-Air) making it very situational. So, to increase Roy's N-Air combo potential, lessen the KGB of the N-Air's second hit, but keep the current KGB of it's first hit.
Original thread:
http://forums.brawlminus.net/threads/roy-4-0bc-thread.1293/