Bump
Match-up is basically +2
Here's the full fleshed out updated summary of it:
The grab mechanics don't seem like much but believe me, it changes the dynamic of the match-up by a LOT. I still think Shulk wins but winning the match-up will be tricky especially when one whiff will get you grabbed. Link's d-throw set ups are something to watch out for. Now in this match up, the best thing to do is to start with speed. You have options for approaching. You either rush in with b-air (RAR b-air) or dash to shield/walk and shield. Both options work very well but for the first option (RAR b-air), that requires some precise spacing. Although it would be a good idea to stick to speed, against Link's new grab? Not really. Maybe it would be fine if Shulk's air acceleration weren't so abysmal (it really sucks, seriously) so once you get into mid-range against Link. This is the time where in you switch into buster. Buster art will be your go-to art obviously when dealing with Link at mid-range. N-air is pretty much useless tbh and FF f-air is definitely not a good idea. Rising f-air and SH b-air are your main tools for poking Link. If you're close enough, you can start applying more pressure with d-tilt or f-tilt. Link's fastest option is his jab which is frame 7 (?) so Shulk's jab should do the trick. Once you go at CQC range, jab. None of Link's moves are faster than frame 5. NOW IF THINGS GET ****TY, you can either IMMEDIATELY go into shield. Link's option against shield art is.... attempt to perform d-throw set ups OR run away OR if they're near the edge, b-throw you off which is the worst case scenario, but only dumb Link mains would let themselves stay near the edge because the last thing they want is to get cornered by Shulk... or basically anyone in the cast because Link's recovery is fairly easy to edgeguard or gimp. If they run away, good. You won't take that much damage anyway. If the Link player tries to perform d-throw set ups, it won't work at all. Lol. No seriously, Shulk can jump out of it. SO when is jump art and smash art useful? Jump art is useful for escaping d-throw set ups. Like, immediately switch from shield then into jump then air dodge/jump away. When you air dodge, your air speed suddenly changes. The "physical attribute" effects (aka: air dodge speed, running speed, walking speed) will not kick in even if you activate the art until you do anything. You can also use jump art to approach Link but this can get really tricky because if you **** up your mix ups, you're going to take a LOT of damage. Shulk's best option (which I neglected for some reason) is to FF into a grab (frame 7) but tbh, I feel like jump should be used for recovering and maybe escaping the disadvantage. Smash art is good for edgeguarding Link. I'd say landing the kill but that tends to be inconsistent tbh. If you want another solid way of killing Link, you'll have to rely on speed or jump to land the KO (speed u-smash reads, or jump gimping)
My bro helped me point out some errors when I played with him for hours, said that I forgot a bunch of options that I should have used (tyty). This seems hard to apply in practice but truth be told, it's a lot simpler than it seems. The only thing that complicates things is how good you are at spacing (which applies for every match-up) and how you let Link's grab affect you. Remember that **** is frame 12. Frame 14 if you dash with it and frame 16 if pivoted
As always, be less predictable in the match-up. I think there's more than one way to go about Link and even during those strategies, things can radically change and it's up to you to adapt and respond. If we were to break down Link's mechanics and general traits.....
D-throw set ups are countered by shield art
D-throw set ups can be escaped via jump art although it's easier said than done
Projectile walls can be solved by power shielding
Projectile walls can be solved by speed art (dash to shield or simply walking and shielding)
Mid-range harassing with buster art or speed art
At CQC, just jab or grab. Link lacks CQC options, surprisingly
When **** hits the fan, either use speed art and run away or switch to shield and take the heat
Even if you know which art to use, knowing your options and remembering them is the most important aspect when optimizing arts. I don't think this is the optimal way of handling Link. Maybe it is, but I prefer not to think so. I just feel like looking at what the character's capable of and using the arts and your options with the art activated to counter or deal with those capabilities are the correct way of looking at how to go about any match up you're dealing with
Just know that things won't always go the way you want, especially if you're impatient or if you whiff your attacks too much. Oh boy. Learn how to not panic. Remember, shield art is there for you in case you feel pressured. Make sure you aren't predictable with your options.