0:04 Dash attack as your opening act to this math's beginning isn't a wise first move, but again like you said this is 3 weeks old so I feel like a lot of critiques I point out will be outdated & you already know
0:06 - 0:07 The first roll away from him when you got hit by his SH N-air was fine, but then you opt to roll toward him, then roll behind him again. This is a no-no imo, because you roll toward the worst area to be on the stage, which is the ledge area. Nice F-smash though
0:10 Very unsafe N-air early percent. Nair is preferred to be landed with most of the time, & despite him having Buster on to help knock him away from his lightened weight, it was for naught when he dealt 21% to you while you only dealt 7%. Ouch
0:14 I dig the Back Slash when he was over-committed on the Dtilts
0:16 The follow-up Dash attack wasn't the greatest option. The Back Slash was fine, & your running toward the predicted area of his limited options was fine, but run & put up your shield to stop your movement & be more patient for this moment so you can punish his option accordingly
0:26 - 0:27 Be more careful when you're returning back to the stage during launch. Don't waste your doublejump & autopilot in a manner that puts you in a horrible position to be above Shulk, as his U-tilt & U-smash are formidable anti-air options
0:39 - 0:40 I know you know, but pay more attention to your opponent when you're using MArts. Shield didn't activate any earlier to help reduce that B-air's damage & frankly the other Shulk's Speed Art reduced his own damage output, but regardless, get to the Art you want ASAP, use your shield bubble, jump in the air, or roll away if needed, as long as you avoid damage while switching / activating an Art
0:43 This Back Slash was educational, thanks for doing it
0:45 Here the Shulk uses his doublejump in the same manner you did at 0:26 - 0:27, so using Dash attack would of never connected to hit him. This is a decent moment to use a SH or FH aerial like F-air or if you're facing away by using RAR or turning around first then jumping backward to use B-air, either option would of defeated him
0:47 - 0:51 There were several ways of avoiding this entire situation of being strung to that extent, despite Shield being active & reducing a LOT of the damage he put on you. One alternative of avoiding that U-smash was to free-fall & use Air Slash to snap-ledge grab & find an opening. Another alternative was to doublejump anyways but buffer a landing F-air or Nair, which may or may not hit him because of Shield's reduction to your Jump Height stat. For the aftermath of being hit by U-smash, you could of used Vision earlier than his first U-tilt juggling you because you didn't tumble at all from being hit from U-smash
0:53 - 0:54 The double roll backwards is a bit quirky to see, thus your edge-attack didn't connect, but you had a tight window of opportunity to put up your shield for the Dash attack
0:55 the doublejump+Airdodge wasn't safe, your movement towards him is autopilot-mode, & not only is your doublejump gone in risk of being gimped by your own doing if you get hit away, but your Airdodge especially wasn't safe against a D-smash setup like that. You could of avoided the situation with free-falling toward the ledge & use Air Slash defensively & offensively to hit him away & fre--fall to grab the ledge & get back on stage. Other scenarios include you using a landing aerial like Nair or Fair, or if you're really feeling it, then use Vision
0:57 - 1:01 This is what I like to see.
You did well using Air Slash to hit him away despite him using F-smash getting greedy, & his carelessness of cycling through Marts without paying attention helped that Back Slash follow-up connect successfully. Good stuff
1:02 I don't dig the Dash attack read, I mean yeah there are players that do tech & would of been hit by the Dash attack had they teched, but tech roll is used a lot more than a regular tech input. So my advice here is the same critique I gave for your clip at 0:04
1:04 I dig the Vision
1:07 I dig that Shulk's Vision, though keep in mind here that if he's conditioned to be using Vision for his landing option, then punish it by doing nothing & walking up to grab+throw him
1:09 Avoid being above Shulk. See advice given at 0:26 - 0:27
1:11 - 1:12 This is small critique advice, but it goes a long way for Shulk if you input N-air right before you land on the ground because of it reducing almost all your landing lag with or without using Airdodge first. The extra amount of frame advantage you get for doing it helps
1:14 Dash attack is unsafe when used as a approach option
1:17 - 1:19 Normally autopilot movement is unsafe, but here an Airdodge wasn't the better input to do. Retreating B-air behind you as your landing doe fairly well in keeping him out, or dealing damage for the brighter side scenario. Landing with N-air does good too because N-air's hit-box starts from behind
1:20 What?!
Was that an effect of doing Reverse Monado Arts on the ground?? Very educational
1:23 - 1:26 I dig it
1:27 Pay attention to that doublejump. When characters use doublejump that early, it automatically tells you, "I'm recovering low", so now you answer their quote with edge-guarding them from low. This means you can be aggressive off-stage very early while they're still recovering off-stage, or you can just go ahead & walk-off the stage & meet him down half-way aligned with the stage's lip to edge-guard there
1:39 - 1:40 Nice tech roll toward him, but now you have to focus on punishing his landing whatever option it will be. You can't be cycling through Arts right now because you don't wanna miss a likely chance to deal some damage to him. Think about cycling through Arts after you take away his stage presence
1:42 I dig it just because you didn't get punished
1:45 I've realized people like to talk about Dash attack during Shield because the Art doesn't alter your Dash attack move in any way, but that doesn't justify for doing the move here in this moment. He played the smart way & opt to grab ledge safely. If you have Shield on, you're better of just shield roll traveling where you wanna go to capitalize on your edge-guarding presence
1:46 Now the issue with that previous Dash attack is now you're not well-spaced to punish most of his options when getting back on stage, I could say "buffer the D-smash quicker", but that would of left you open if he waited by ledge-dropping to avoid the attack & use an aerial to punish you. You have to use defensive options to dis-engage out of there, or hold your ground & use your shield bubble for whatever he's about to do. To follow-up on that note about your shield bubble, Shield mode increases the strength of your bubble shield, so it's definitely okay to use your shield buble in that case
1:48 Nice roll read using D-smash
1:52 I dig the B-air, because he's doing autopilot movement toward you & he already used his doublejump back at 1:50
1:55 Nothing to see here, carry on
2:05 - 2:06 This is definitely not something to be doing early, especially with him being fresh at 0%. Buster does make that Dash attack a lot stronger dealing a whopping 14%, but the trade-off of him doing Vision so early because of the less hit-stun you deal not only parried you dealing 12%, but you lost stage presence when being launched. Avoid Dash attacking this early in the match including Buster mode's Dash attack
2:12 Nothing to see here carry on
2:12 - 2:14 You had a moment of time to turn off Buster & switch to Shield. Shield mode is amazing
2:27 Small critique, but y u no fall towards the left in his direction?
2:29 Unsafe Dash attack
2:31 - 2:35 Your dash+grab was great, except when you went autopilot mode when doing Uthrow > U-tilt > Air Slash with both hits. You didn't get punished for it & you may of initially thought he still had Shield on, which would explain why you went for that setup string, but pay close attention to the Shulk using his MArts. The execution of that entire moment was dangerously risky regardless
2:41 Be more patient before you throw out a Dash attack
2:45 Nice try using that Back Slash as a landing option to punish landing. The only critique to give here is to time it a tid bit better
2:46 I dig the Dash attack because his F-tilt didn't connect & Shulk's F-tilt has bad ending lag
2:49 Even if your U-smash didn't connect, his first attempted Vision was far too early & could have punished you, but he panicked doing another Vision counter which was a mistake given the distance between you both. Never roll away from a sweet sweet punish opportunity, as you had a good one
2:56 The D-smash input wasn't wise to do immediately after your back roll. He inputted Vision so quickly after his Back Slash that it's probably him conditioned to do that
3:04 D-smash done here definitely wasn't safe either. Your emergency go-to option should not be D-smash to begin with. You were facing away, & D-smash only hits twice behind you while the front-facing hits 3 times. Never use the backward facing hits of D-smash as your punish OoS
3:18 Never roll away too much from a opportunity to punish his landing, you were in the perfect place to U-tilt once you rolled back once
3:27 - 3:35 The first mistake was doublejumping at 3:27 too early & not reserving it for when you really need it. The not-so-bad mistake was fast falling to land on the ground to refresh your double jump back, but overall it wasn't the best thing to do because he was charging up D-smash before you inputted a fast-fall on the controller. If you feel pressured that much, switch off Shield then, because Shield mid-air is bad due to limiting your lateral air movement & your jump height too. Alternatives include using D-air here without any fast-fall because he wasn't going anywhere, and for that,
GG, Thanks for Playing