Hey look, my effort to inspire discussion actually worked. : )
RE to mega4000. Rosalina. Again... megaman is GOOD at punishing dodging. The argument you are making could literally be applied to every character that Megaman has an advantage on.. "Why? they can just roll and you can't hit them!". That's just not a strong or accurate argument, and again, I think we run mostly even with Rosalina when Luma IS around.
RE to Dave. I wanted to separate Sheik as I do think she's our hardest matchup by a fairly wide margin. Now that said, I think we run even with the vast majority of Sheik players, but at the very high level, the matchup really scares me because she can apply SO MUCH pressure and weave in and out of our zoning. We have to land our killmoves to keep up with her, and that (theoretically) proves difficult against her. This is 100% anti-salt though, as I've never played a Sheik that I was scared of yet.
ROB I don't really know. I have heard people calling him a mega man counter and I don't see that, but I don't know enough about the matchup to call it at this point. In my experience against him, I don't have any arguments with what you posted.
Little Mac, we edgeguard like crazy. I've actually played tourney level Macs and just stomped them. I think we have the tools to make him approach and punish him HARD for them. This may be a function of my life's devotion to grabbing... but the matchup really becomes "how long will it take me to land a grab and get you offstage?"
Shulk we just outspace with patient play. We control the pacing of the matchup, and dair edgeguards are wonderful against him. All of our bair combos work. I've played a bunch of Shulks, and I really just think we stomp him. I could see it being blue, but I don't see Shulk consistently beating us.
RE to Locke. Marcina we just outspace and all our combos work... our edgeguards are valid against them. I mean I think it's far from a counter, but they always seem our advantage... it also helps that they have trouble killing us too (have to land a higher risk move to do it), so it's fairly even in that regard. We had this discussion on the Lucina board a while back and they were calling it 4-6 too.
Shulk I responded to. DK, MK, Wario I need more experience against. In theory, MB wrecks DK, and we can edgeguard him well, hence the advantage. MK and Wario I don't know enough so they're grey. I think the killpower difference might be crucial in the MK matchup but I'm really not sure.
Kudos for being the person to call me out about the Pits... I wondered who would. So I actually do have reasoning for this one... I think Pit is a good deal harder than D Pit primarily because of the arrows. They give him an incredibly valid edgeguarding setup that has the potential to steal jumps or put us in bad situations for a followup. They also can be used in a variety of ways on stage against us to help neutralize our own spam. SideB being a better killmove is also nice, considering he has some trouble killing, but really the arrows are the defining trait. I kind of think his ftilt is a trash move anyway, so that didn't play in too much. All that said, I'm not sure where the Pit matchup should be... haven't played any good ones, and thru theorycrafting, it could go either way. I do feel pretty strongly that Pit is harder than D Pit however.