I'll gush a bit about
, sure.
I sometimes feel like people underestimate just how insanely good a move Monado Arts is. We all know about his frame data and his range is less impressive than it used to be with the introductions of Cloud and Corrin + the recent FE range buffs, but let's just look at this move for a sec. It lets you:
-Cancel your landing lag that you otherwise almost always have, including that of your air dodge, into essentially a spotdodge you can act out of 6 frames in.
-Cancel your run or dash into any action, which if I'm not mistaken no other character can do.
-B-reverse/wavebounce yourself in the air without committing to a move, which has proven to be a pretty handy tool to have by characters like Diddy and ROB, if a bit more situational for Shulk.
And that's the activation alone. As for the arts themselves:
-Jump and Speed probably do the best job at letting Shulk play his keepaway game, letting him maneuver around his opponent to keep them at big-*** sword's length, while also letting him mix in grabs when necessary. Specific strengths include Jump turning nair into a combo starter into fair or bair (and sometimes uair and dair)at a fairly large percent range, while speed gives access to an excellent pivot game, including a pivot grab that slides pretty far when successful, as well as an nice juggle game with walking Utilt. And of course both of them aid Shulk's unfortunately linear recovery by making it a smidge less linear.
-Shield is of course an excellent rage battery, and its knockback resistance discourages low percent combos that characters that want to get in like to use. It also buffs your actual shield, increasing its strength and improving its regeneration (IIRC?). And your skid animation from a run is GREATLY reduced, though the usefulness of this is questionable with your slow-*** running speed.
-Buster helps Shulk work against shields a bit, not only by improving his safety by up to 3 frames (if I've done my math right nair is +5 vs shield drop in the most optimal situations. Even without said situations that's pretty darn good.), but also improving his reward off of grab. A pummel into backthrow does 20% or so and at mid percents sets up a back slash. And of course otherwise you do a truckload of damage. A bit camp-able, but excellent if you've already got advantage.
-Smash is horrendous and easily camp-able in neutral sure, but if you've knocked the guy offstage at 90-100% they HAVE to respect that art on the way back. DThrow and BThrow become kill options and Shulk's ledge coverage game isn't too shabby thanks to his range. Not to mention the option of hopping off and fairing/air slashing them in the face if they don't expect it. And if they manage to get by you? Turn it off. Suddenly its awful downsides are pretty much non-existent.
And to round things out, he can buffer the deactivation of the arts to use their benefits in other ways:
-Canceling Jump from UThrow can be a mixup into Uair if you read DI properly.
-Canceling speed lets you chase you opponent from a throw without the damage reduction and also lets you do a fancy far-sliding up smash.
-Canceling buster lets you confirm a falling nair into an FSmash/Air slash at certain percents.
Long story short, Monado Arts is a damn good move and it's the real reason you should give Shulk at least the time of day.
Aww phooey Valak beat me to some of it. Oh well.