How do you run away from Link, Young Link, and Toon Link, though? They'll just spam their projectile and back up when I start moving in. Same issue with the Belmont Clan.
The new ability to hold our smash attacks longer is a huge buff to our ability to time reflections easier. After a bit of practice, they literally can't hit you.
Harder on FD, but still doable.
These characters are average to above average in speed, but they aren't nearly as fast as Thunder. (PK Thunder)
If they run away to spam, jump very high and use PKT to chase them instead of coming close.
If you can get away with using the bat, use it. It is the most powerful reflector in all of Smash Bros Ultimate, doubling the damage on return.
Even if you whiff once in a while, you are doing back DOUBLE what they're doing. It isn't unusual to get 30% off a single reflection.
Your goal is spam superiority and to frustrate them into running in. If they are smart, they will mix up aggression and evasion based on their percentage lead.
Link:
Link is especially easy, since the jump PKT tactic forces them to engage. You can camp him out. His arrows take a long time to charge so he can't quickly hit at range. Solution? Get half a stage away and toss out aerial PK Thunders. His boomerang can't hit you, but if he manages to out-space you, PKT can be redirected to stop it.
Yink:
Probably the best Link yet, a lot of things that worked well on Smash 4 Link will be harder due to his sheer speed and smaller size, but can still be done. In all Link matchups, spam PKT. It eats moves or hits, every time. He outruns you, but on battlefield he can't out-camp you.
Tink:
The arrows go farther off less charge, so they actually become more of a threat at range, but they're slower and easier to reflect. His speed is high, so keep PKT between you and him so he can't approach. His boomerang is slow and easy to ignite with PK Fire, if ignited, bombs will not pass through, but will explode on contact with the pillar, giving you a rare chance to actually go for the obnoxious PK Fire to PK Thunder.
Belmonts:
These are joke characters. The new Little Mac, but great at edgeguarding you with spam. Your bat works on the fire even after it has started burning, which can really be unexpected since there is little clue to let them know they don't own the fire anymore. The whip is extremely predictable and slow. Dash attack, downtilt, and projectiles are the only way in. They ALL have very predictable ranges and once you can mentally overlay the axe arc from them, you know their zone of control and play outside that. If you're inside the axe arc and above the cross path, you have to PK Fire or fair cross-up over their shield. Limited options. If you stay outside that, spam PK Thunder. They really can't outrun it. They have no answer to it. PK Thunder IS the neutral game versus the Belmonts. Dash attack is short and slow, but PK Fire is faster, and if you are out-spaced, nair out of shield. Downtilt goes farther and moves faster, but the windup before the leap gives you enough time to shield the attack and assess your options. KO with PK Thunder. It will get them in the air and you can finish them then.
Remember, this is if they're playing the "Runaway and Spam" playstyle, and will NOT work if they're playing more aggressively.
The spammers are my favorite matchups, specifically because of how spacing and camping work. PK Thunder is the best move in the game, and its only weakness is your immobility while using it. If they're not running to you, they are going to have to run away from PK Thunder. It is a rare treat to get to spend an entire match PKT juggling. End your juggles with PKT2 for some highlight reel B-roll footage.