I still think Rush is our best upB. Beat kind of leaves us incredibly vulnerable during it, so I'm not a fan of that...
Rush vs Tornado Hold is kind of a wash. Tornado's recovery isn't enough imo, especially considering how good MM is at edgeguarding off stage. It has its uses, but the Rush "nope I'm not actually landing" control on stage, Rush traps > uair, and overall usefulness in recovery makes me prefer it.
Regarding the other specials... I think we should probably bring this back up every once in a while.
Neutral B: I still think Metal Blade is by far the winner here. Hyper bomb is interesting, but metal blade links to killmoves and is pretty ridiculous from the 45 deg angles. I really want to like Shadow Blade... and I thought it would be good for teams, but any time I use it, I feel like I'm missing those kill setups. the boomerang DOES combo into utilt, but that setup in a real match is super hard, and SB is a bit laggy so you get punished on miss. I DO like throwing the upward 45s from the ground. That's fun zoning.. If hyper bombs were just SLIGHTLY faster to throw, I'd consider them more seriously. I can see SB being useful in certain matchups... but for the most part, Blades all the way.
Decision: Metal Blade >> Shadow Blade = Hyper Bomb
Fwd B: let me get this one out of the way... There's almost no reason to use Ice slasher over either of the other options. It doesn't really pierce most projectiles and is slower than the others to shoot... does almost nothing at low %, and puts the opponent in the air at higher % (which you can do with leaf shield if you really want to).
Now that we have that covered... Crash Bomb and Danger Wrap.. Put simply, both of these are fantastic moves and you can't go wrong with either one. Crash bomb makes the fun mental games of making people shield and such... Danger wrap puts a very dangerous hitbox in the air to force bad situations when your opponent is trying to land (If they air dodge the bomb, they eat an utilt, for example). DW is also very good at covering your recovery path... just shoot it out, wait a sec and upB. it's hard for the opponent to avoid the DW AND hit you. dthrow > DW is a very nice trap
I really think this one comes down to matchup. I prefer DW against floaty chars or anybody we can consistently put in the air. I prefer crash bomb against anybody who has a projectile/move that crash bomb instantly explodes on (Rosa, DHD, Villager, etc). I can't believe my opinion has changed this much in this short of time, but I'm slightly preferring DW now for most matchups. DW is also legitimately better in doubles where A) you really need your killmoves and B) crash bomb gets random in a hurry.
Decision: Danger Wrap > Crash Bomb >>> Ice Slasher
Down B: I have not really verified the changes to PB and Skull Barrier after the patch. So I'm making the assumption that the throw cooldown is SIMILAR for all of these, fully aware that this may be completely wrong.
After playing around with Skull Barrier... the reflecting properties are not useful enough to give up the possibility of leaf > upper or leafstooling (or just rolling with it active). We really don't want to long range zone the vast majority of projectile chars, so a reflector seems mostly useless to me. *shrug
Plant barrier or Leaf shield seems like a preference thing. PB pushes the opponent horizontally on throw, LS pops them up, and is a better overall projectile. For me, I think leaf shield does what plant barrier does well enough and adds the throwing utility, so it's my personal preference. I can see why people would prefer PB, especially in certain matchups, though.
Decision: Leaf Shield => Plant Barrier > Skull Barrier.