
Up angled side B plus an F-strong is one of the easiest and campiest strategies I’ve experienced. The side B protects fleet from aerial rushes if there isn’t a platform, and the F-strong covers any grounded approaches, is too fast to reactively parry online, and is also safe on shield from relatively short distances.
Additionally, the opponent is practically forced to go in since if they are at a higher percent by the end of time, they lose.
I propose that F-strong gets an endlag nerf of a few frames, probably no more than 5-6 to start out, so that it can be punished, even by characters that do not have the best movement speed.
why does fleet projectiles not work like other stuff when you parry it xD

what do you mean? they either get reflected or fleet is put into parry stun if reflecting them is not possible. Same as for any other char.
why do some projectiles not put them into stun

because those moves get reflected back at her. just like zetters fireball, loxes meat ball, wrastors tornado etc.
the simple rules is: if a projectile can be reflected in a meaningful way (meaning it gives the person reflecting an advantage) it will be reflected otherwise the char throwing the projectile will get stunned. the stun is longer the further away the char is so you can always move in for a punish. so fleets projectiles are acting just like any other char in that regard.