AlvisCPU
Smash Ace
I haven't fought many projectile-heavy characters in a while, but I think I agree with the sentiment. Speed either goes well for me, I get the rushdown going, or the opponent starts playing Shield-Grab: The Game, because I keep trying to kamikaze nairs into people. Or I'll keep trying to dash grab and getting punished. In Buster I'll tend to play a bit more safe. Since I can't roll around at the speed of sound, I'll watch what they do and try to keep them at mid-range. I play smarter somehow.What I find with Speed is that I tend to fall into repetition too much: If I wanna grab, I keep trying instead of changing tactics after a whiff. Stage control is great, but not when we're idiots about it, like I am. I find that speed is nice in certain matchups, but the reduced damage output makes it feel like a wash. For that 30% I packed on in speed, I could have just gone Vanilla or Buster and did the same in half the time. So, I feel it takes a lot of know-how to use speed right. I'm still working on it... I know Speed is good, but I personally suck at using it.
For some reason, I don't find Meta Knight too terrifying to fight as Shulk. Especially when I use Jump to edgeguard. (Heck, Jump is good for edgeguarding any way you slice it.) I've really gotten back into the swing of using Jump, but I noticed a terrible trend in myself: In any given battle, there's usually one or two arts I completely neglect to use, even when they're good in the situation.
What are your opinions on using Buster against bruisers? It seems to put Shulk on an even footing, damage-wise, but it also makes their hits all the more devastating... Roy in particular seems to just kill Shulk (and 75% of the cast) at stupid early percents. Jump does wonders when edgeguarding him, but it also is crazy risky with Shulk's weight-reduction.
As for heavies, I like Buster against them. Not sure if it's a good idea, but I like it. I regularly go up against an awesome Ganondorf player in local tourneys and Buster seems to go down well. Of course, there's a lot of factors, maybe he doesn't know the matchup, whatever. But I tend to find that Ganon (like most hard hitters) is pretty susceptible to combos even at high percents, so even a short string of hits can be worth it. Going against Ganondorf especially, screwing up once can get you punished hard - going into Buster adds "DON'T GET HIT" to the forefront of my mind and it seems to work. I use a lot of Speed as well to get in/out, but in general, jab and grab as a generic "fast move" and things like dtilt and nair to space him out. I'd expect the same to apply to most of the other heavy guys.
As long as you play patiently, you keep people out of your face and you don't be an idiot with it, it's worth it.
I love going to Lylat on these guys. Tilting screws with some of the projectiles pretty badly.Shulk's Discord has a pretty good Mega Man named Kam, and against him I love to use Monado Speed RAR Nairs. It really does wonders!
As for Link, I focus on Monado Jump, but go into Buster when up close. Maybe some speed, but the lowered jump height can hurt.
I also secondary Link, and when I face Shulks, I know that I really need to utilize my long distance grab. I just spam projectiles, shield when they get near, and shield grab if they hit, or shield grab in advance if I see a tomahawk coming. It's easy and very hard to get around...
Anyways, as a Shulk, I like to bring projectile users to Smashville. It's a small stage, and the platform moving above can create opportunities to get in on the opponent. Another possibility is Lylat Cruise.
Also I hadn't thought of RAR nair. Might have to give it a shot.