Thanks guys, this last bunch of posts sounds promising.
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GrnFzzTgr
: I generally know what I'm doing with regards to the spacing of my moves and I think I have a feel for where, within Shulk's range, lie the areas of differing risk. Fsmash and such can easily hit from just a short way inside his range but some of Kirby's shorter moves do require him to be within actual sword (not beam) length for a noticeable (if still short) period. The former grants you a lot more reaction time and thus less chance of him actually hitting you, while, by the time you reach the latter, a hit is near guaranteed.
Retreating Bair requires me to already be within that problem zone and Fair would likely put me within the boundary aswell but they do pose an interesting escape option and I like the idea of using my momentum like that. It almost seems familiar from my Melee days.
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Unknownkid
: I know I am being way overconscious about Vision but it really does seem like, if one could have the required speed of non-instinctual reaction, the move could put a stop to almost everything. I am now at the point where I'm winning 3 out of 4 matches against AI Shulk but it feels empty and unjustified. He's not countering me at times when I know full well he's able to, just to give me a chance. I'm only winning because the character isn't performing even close to what he could be and I suspect I'd be just as dissatisfied facing humans with poor counter speed.
At this stage, I feel as though I have to be able to outplay the possibility more than the reality, just so I can be satisfied with my victories.
Now, onto your actual points:
Talking about the end of Final Cutter is interesting. I honestly thought I was the only person to use this move offensively as a projectile and thus the only person who would choose Wave Cutter as a custom. I have not had the luck with the move that you have so I figured my custom version might be the problem however, on closer inspection, Wave Cutter looks as though it might actually have more range than its default counterpart. I will need to test this further to see if your suggestion works but it's right up my alley if it does.
Points 2 and 3 explain why Shulk tends to hit closer than he needs to and only frequently uses the beam against Jumping Inhale, Stone and recovery.
Nair doesn't look too bad, comparatively, and can probably be ducked under if he throws it out at the height of his short hop.
When I've referred to how fast Vision comes out, I've been referring to the speed of the hit blocking section, not the attack portion. Still, it's interesting to know that there are two versions, maybe this is why my ability to crouch cancel the move at low percents has been so variable.
Hitting with Dair does not stop Vision from Killing me as the move has great downwards knockback, even on a single hit, which somehow all gets translated into horizontal by the counter. Dash attack, on the other hand, has all kinds of weird going for it. I like to aim my dash attacks to take place roughly ontop of the target so as to hit from both sides and leave it unclear as to where I will be when the move ends. If, however, the move ends exactly there, I don't get shoved aside like I would be if we were both stationary and so end up right where Shulk was. It only happened one time but it looks like, if positioned perfectly, you can avoid being hit at all this way. I have no idea why this would be.
The idea with baiting and punishing with Hammer Flip was that Hammer Flip can be charged indefinitely, making it perfect for holding until counters end. There is little else that can trick someone into using the move if they have AI reactions but human reactions will be much more abusable.
And defensive mindgames, yuck. Still, it does seem the way to go.
And thanks for the conclusion. I do believe I learn something from every AI I struggle with and Shulk has been the hardest of them all. I have no doubt I will emerge from this a better player for the experience, despite how much the process frustrates me.