erico9001
You must find your own path to the future.
Okay, let's do Mega Man then. From that thread (keep in mind this is advice for Mega Man v Shulk, just reverse the logic)-
Face Blade.
You can counter Mega Man's Crash Bomber but only when on the ground I'm pretty sure. Make sure you're close to him to get him with the slow effect, because if the counter does not hit you're wide open. Don't counter the bomb if in the air or far away for this reason.
From experience, you should not go to Monado shield even when at high damage (unless they are playing close range for some reason). It makes it incredibly difficult to face his projectiles and get out of the tornado U-air.
Keep away, keep away, keep away. Mega Man's advantage in this matchup is his projectiles, Shulk's is his melee range. Ultimately both characters are spacers, but IMHO we have the advantage at short and long range and Shulk had the advantage at mid range. So you want to spend most of the game either just outside of Shulk's Monado range (and at maximum pellet range) or right up in his face.
When he jumps at you, run backwards out of his range, short hop and b-reverse a Metal Blade at him. If it hits, you can combo it into a grab, utilt, or usmash.
If you don't want to retreat, nair him from out of his Monado range, then continue to nair or ftilt while walking or floating behind him.
Leaf Shield also tends to disrupt characters who rely on stringing a lagless approach move into jabs. If you predict an approach, short hopping into a LS can give you the brief hitstun you need to disrupt their combo and grab them.
Definitely in our favor. Our speed gives us more options... just don't go aggro. keep up the projectile pressure and force him to do something, then punish whatever it is (he really doesn't have lagless options)
Zoning Shulk out is probably the best strategy. I generally slap on speed to try and close the gap but good megaman players always give me trouble approaching them.
Zone him out hard. Most Shulks go on jump and speed to gain a lot of mobility and that's when things can get rough, but even if they use jump (green art) or speed (blue art), just zone him out. That's your best strategy against any Shulk. Also, his n-air isn't lagless, and his f-air's landing lag isn't even that much. His n-air, f-air and b-air are what you should worry about because all of them are really good for neutralizing projectiles and outpriortizing anything. Just zone him out and you'll be fine. Like what most have said, Shulk's smash attacks have lag so if a Shulk player randomly smashes for no reason, punish hard. His tilts are somewhat laggy but usually are only used when they're at range but punish them when you can
tl;dr: Zone and keep throwing them projectiles. Don't let them close the gap with jump or speed. Regardless of whose favor it is, just don't treat it like a cake walk
I play this MU quite often against my friend, & I'd say that it could go either way. This is going to disregard Customs btw.
Mainly Shulk likes to keep you in the mid-range because that's where Shulk does best, but your projectile kit out-ranges us keeping us out. Shulk doesn't handle pressure very well, so using a heavy amount of projectiles can overwhelm the Monado Boy. However Shulk alleviates the pressure by using a mobility-increasing Monado Art such as Jump or Speed, so that they can dis-engage & re-collect their thoughts setting it back to Neutral, but during this time you should always pull out a Metal Blade anytime you're able to; Metal Blade naturally being a core tool helps stop us in our tracks unless we pick it up.
Shulk's B-air is his longest-reaching tool in Neutral since the sourspot hit-box aka the tip is long enough to almost hit Mega Man at maximum pellet range, so be careful about it & watch for it, because B-air has landing lag & when he's about to land that's your cue to rush in & grab punish unless he's retreating with B-air. Shulk's N-air & F-air destroys pellets, & using Crash Bomber against Shulk in my experiences helps Shulk give a reason to run up-close to Mega Man while dash+shielding the oncoming pellets or Metal Blade to OoS Vision counter the Crash explosion. This is dangerous because Shulk's Vision has a slowing bubble that could touch you thus slowing you down, & Vision is unblockable. Imo I would never use Crash Bomber unless you've been dealing a lot of shield damage to Shulk's bubble shield & he panics by rolling backward or something.
If you get Shulk in the air, Tornado U-air does a good job keeping him up there or forces him to commit to DoubleJumping or AirDodging so follow-up on that. On the other hand, if you're in the air, & Shulk is on the ground you better respect his U-tilt, because its range is anti-air worthy & will give you a hard time if you try landing near Shulk.
General advice: Anytime you see Shulk put on his Shield Monado Art, just stall it out & play keep away so that his Shield mode goes to waste. You have a hard time KO'ing Shulk in Shield mode, & when you already have a good kit to zone out a character like Shield Shulk who now becomes slower on the ground & in the air, there's little reason to approach him unless you want to out-maneuver him & connect a grab on him to throw him off-stage.
I'll add more input the more I play the MU.
Okay, I'm really curious about opinions of Jump or Speed for this MU. From my perspective, Jump would be better as you can jump over Nair; just expect the MetalUgh, I bump into this matchup ALL THE TIME in For Glory. It's like Megaman is a Shulk magnet, lol.
I've gotten some experience fighting him, I'm going to agree with the rest here. Camp him.
If he goes JUMP art on you, prepare to greet him with a fistful of lemons on the air, or better yet, jump and Metal Blade straight ahead.
Speed art, I'd do the same except on the ground. And try to keep away.
Shield is an opportunity to gimp. Sometimes a simple grab and Fair/Bair is enough. (They come out faster than Shulk's Fair/Nair, but due to the range of the Monado, I'd use them as surprise attacks when I know I can gimp him, I.E., he's on Shield).
Try to bait his Back Slash. Not sure if they fall for them, but try pressuring them into one. That's a free Fsmash!
I only use CB when he's standing still/switching arts, or when I anticipate his Air Slash recovery going a bit above the edge before snapping. I usually have no time to place a good CB once Shulk is moving.
You can counter Mega Man's Crash Bomber but only when on the ground I'm pretty sure. Make sure you're close to him to get him with the slow effect, because if the counter does not hit you're wide open. Don't counter the bomb if in the air or far away for this reason.
From experience, you should not go to Monado shield even when at high damage (unless they are playing close range for some reason). It makes it incredibly difficult to face his projectiles and get out of the tornado U-air.