Hello again guys. This weekend I got to play LOTS of offline matches against my friends, so here are my general (and updated) impressions on some (more) characters.
[Greninja]
I played many, many Greninja games and every single one I felt like I was working waaaay too hard for both damage and kills. I feel like his tilts have no range and are too slow, making his neutral ground game really poor, meaning your best bet is either spamming Water Shuriken or spacing in the air with Fair. His other aerial options just kinda suck in general, as Bair doesn't autocancel in a shorthop and Nair has too long of a startup (but it's still a decent move). Dair is surprisingly useable though, as long as you hit it, and makes for good shield pressure. His smash moves are pretty strong, and you can consistently hit your Up Smash by punishing rolls and dodges (t also hits the platforms on Battlefield). While it's honestly not really looking very good for Greninja, I feel like there's something I'm missing about him, so I hope next time I can find out exactly what that is.
As for finishers, his smashes are actually pretty strong, but the move decay mechanic comes into play here. If you use your USmash to punish rolls, it probably won't be strong enough to KO most characters at acceptable percentages. DSmash is not as strong, and FSmash is not as easy to hit. You can finish (or follow people offstage) with Fair, but that's another move you'll be using a lot, so the decay kinda screws you over.
In the end, I don't really know what to make of Greninja. Like I said earlier, I feel he has potential and that I'm probably not fully 'getting' him. He's really fun to play, and his movements are great. But he also feels weak, and that the speed-power tradeoff is not worth it when you have to work so hard for your kills. I'll say it again though: he's a blast to play.
[Shulk]
Initially I was very underwhelmed with Shulk. He felt just like Brawl Ike to me, except he had a poor Fair zoning game due to the lack of a C-Stick (jumping backwards and using Fair is hard without it), and less kill potential. However, as I started to explore his Monado stances more, and as my understanding of his range and startups got better, I started to see the potential in this guy. His best tools are definitely his Ike-like jab, OOS UpB, Bair/Fair spacing and smash attacks. Oh, yeah, his counter is decent as well.
When you know the order of the stances (jump, speed, defense, damage, power), you can tap B really quickly and get to the one you want easily. The stance-change animation can be cancelled by inputting any other attack, too. I usually start the match with either the purple (damage) or blue (speed) stances. Purple is for obvious reasons -- his three-hit jab combo does about 12%, and other tilts/aerial moves all do more than 10% per hit. It's not hard to get from two to three jab combos and maybe a Fair or Nair with the stance up, giving you a very nice lead. The blue stance, however, is great against projectile spammers or shield-happy players. What it allows you to do is to run past your opponent before they can react, and either pivot tilt or pivot grab them. It's an amazing, amazing mixup, and very hard to punish. When you get them to about 70~90%, it's a good time to switch to red (power) and punish rolls with your smashes or bait them into an OOS UpB. The second hit from your UpB is so strong with the power stance, KOing early.
I think players who make good use of the Monado stances will be really rewarded. Shulk is fun and strong, and I feel he's pretty good. If you're excited about him, you're directing your excitement quite well!
[Rosalina & Luma]
Wow. Just wow. I know this has been said over and over, but this character has so much potential it's even a bit unsettling to play as her. You always feel like "damn, I could've done ~that~!" while playing her, because as you start to understand how Luma works and how to position them, the ideas just start coming to your head. When you have Luma with you, your combined tilts and smashes create such a safe zone around you, with good damage and combo potential. When Luma is away from you, the stage will be under your control, reducing the opponents options and potentially 'sandwiching' them in a combo. It just feels like there's so much you can do with her, and it's even a bit hard to explain.
As strong, fun and full-of-potential as Rosalina sounds, she's not without a few faults. Luma sometimes will turn around weirdly, using their tilts in the wrong direction. Luma's range, when alone, is also really short and whiffs will be common until you get used to them. As for when Rosalina is alone, her Utilt has no hitboxes in front of her, and all of her B moves are useless against pressure when Luma is not around. As a counterpoint, I feel like people are over-exaggerating her weight issues. She may be big and light, but with Luma shielding her most of the time, the safeness of her aerials and tilts, the fact that the opponent has to divide their attention between both Rosalina and Luma, plus her great rolls and dodges and her hard-to-gimp recovery, it feels like you can survive most things just fine.
All in all, playing Rosaline & Luma is a very unique experience. It can't be overstated how much potential this characters has, and how great it feels to play her (except when Luma behaves weirdly, but I believe this is just a matter of getting used).