Here's my first match that was recorded that I actually have access too.
It was this past Friday's Reset the Bracket that I'll post results to eventually.
https://www.youtube.com/watch?v=mkdyoXsICwA&list=PLUKQH9RBRC_YNlXjZLpqk0iP8ivZBGCal&index=9
Looking back on it, my movement looks kinda uncrisp, and I'm not really sure if I went in enough. Course, I don't have much Mewtwo matchup experience.
Let me know what you guys think.
In regards to your movement, it does seem you weren't using it the threaten enough. You've got the mechanical control, but in this match you tend to be either all the way in or all the way out. Shulk needs to maintain control of the midrange, where he is most powerful. You have a habit that I am also trying to break, which is trying to cover whiffed Nairs with Dtilt. This works against people who run in after Nair, but it's not safe, and a good opponent will read it. For that kind of purpose, I often like to do Jab1 after Nair. If it hits, confirm and continue the Jab combo. If not, you're almost unpunishable. Dtilt still has uses, of course, since
Speed,
Buster and
Jump can all get stuff of of it, but it shouldn't be your go-to.
Edit: Oh yeah, and try to find other ways to land than Bair. It's a great move, but without MALLC it has WAY too much landing lag. Remember that Fair has hitboxes below you that can be much safer even similarly spaced. If you're facing the wrong way, holding a direction during Monado art activation will turn your facing.
Personally, I think everyone needs to be comfortable with ledge trumping. We've got nothing safe that hits below the ledge except a really well-spaced Fair, and it's just so strong an option against people like Mewtwo with no-hitbox recoveries. You struggled to seal the stock in game 2, and being able to pressure Mewtwo's recovery better would've been valuable.
Here's some tips about trumping: if you run up to the ledge and shield, you'll have one of two positions, depending on how early you shielded.
A) If you shield very close to the ledge, your momentum will slide you to the very lip, where the "teetering" animation will happen if you drop shield. From this position relative to the ledge, you can do an instant snap by doing a quick half-circle from Away->Down->Towards the ledge. You can also do this instantly from the skid or foxtrot animation if you don't hold shield, which is important to:
B) If you are close but not quite on the ledge, after releasing shield you can do a quick grab by tapping towards the ledge quickly then doing the previous half-circle motion. The first tap registers a foxtrot, which will never on its own cause you to run off the ledge. Then, the half-circle instant snap works while you're "sticking" to the edge.
These methods are a bit slower but easier than the timing for runoff quick-snaps, and if you're aiming to snipe a non-damaging recovery, the setups can be very useful.
HOWEVER:
This instant snap is dependent on your monado art! The Jump mode snap is very difficult, and I'm not sure if Speed is possible or not. Unsurprisingly, it's easier in Shield. It's a shame that
Jump Trumping isn't a particularly easy thing from the stage (though your fall speed makes it viable from the air), but either way it's a good time to switch to Smash mode.