erico9001
You must find your own path to the future.
With Decisive Arts, it's hard to go wrong with the monado art you pick. Even with regular Monado Arts, all the Monado arts are pretty damn good. It's easy to just look at one negative aspect of an art and miss how another positive aspect completely makes up for it, possible even in the exact same sense. That's what this post is for:
- Monado Jump's stage control and unpredictability (and comboability).
- Monado Speed's speed. You know, I was facing this Mega Man, and Speed is actually the most recommended art for that MU in his MU thread. Decisive Speed made it a breeze.
- Decisive Shield improves defenses to the point where a lot is unsafe on hit, and you're unstoppable with AAS at high percents unless hit by like a Smash Attack or something else very strong. Decisive Shield was even viable against the Mega Man thanks to the threat of dash vision on his pellets and the even greater, extra shield strength allowing me to shrug his projectiles.
- Buster is even more Busterish. More stuff is safe on shield. Combos do more damage. Etc.
- Smash is somewhat interesting, because I've been able to use it consistently without dying from it. After killing the person, I become avoidant. I jump around a lot, utilize platforms, and do my best to not die. I do make sure to send out some safe aerials, however, in order to leave me less predictable. If the aerials do hit, it actually sends the opponent quite far away, helping out my stalling.
Overall, as long as I understood what were probably the best arts to be using in the MU in general, managing the Monado Arts was very easy. Each art is now like its own character, and they are all pretty good characters, except for Smash. Other character can deal without having the ability to change Monado Arts, and so can we (but don't forget we can still change it every so often). Changing monado arts seems to me to be more like thinking 'is it time for Monado Shield yet?' than anything else. That is, unless I was already using Monado Shield, because it's already great in the neutral. Maybe I would do Buster at the start and then Speed and then Shield, or something. Or, why not Jump? Stick out in Shield (avoiding hits during cooldown) until I die. Then, if they have not died yet, Smash time.
Decisive arts take this and expand on it a lot. Everything that counteracts the negative aspects of the arts is improved vastly! Everything. Decisive arts actually feel quite powerful thanks to their huge buffs.Anyways, so here's the monado arts from my perspective.
No monado art has a glaring weakness except for Monado Smash, and maybe Monado Shield WITHOUT Advancing Air Slash.
Monado Jump:
You take 1.22x damage. However, your jumping ability makes it easy to avoid attacks and escape from combos. You can be very unpredictable with this art, and you have very good control over the stage. More damage taken if you are hit, but much less of a chance to be hit in the first place.
Monado Speed:
You deal .8x damage. However, you get more hits out thanks to improved grab game, faster air speed, and combos. Your worse shield pushback is mediated by improved cross-ups and aerial mobility (being able to go forward and back easily). Lowered jump height is fine, because your recovery is actually still improved by the air speed.
Monado Shield:
Worse mobility all around. So, just don't move around much; play a defensive game. Rather than hit shields with your worse shield pushback, use your extra shield strength to play a great defensive game. You don't need to approach projectile users anyways; let them stale on your shield. Uhh, you deal less damage, but take less damage yourself. Has an overall effect of slowing the game. Less air mobilty/recovery is somewhat mediated by the less knockback taken. However, hits can string you off-stage. Then, this is mediated either by switching to Monado Jump or using Advancing Air Slash.
Monado Buster:
You deal more damage. 1.4x damage. You take more damage. 1.13x damage. I have seen several different people call Buster risky. No. If you take some hits while in Monado Buster, it's really not that bad. In the long run, 2-4% more damage is not going to matter, especially if Monado Shield is being used well to extend your stock. If anything, the shield pushback makes Buster more safe. Also, of course, the lower knockback is not actually a real downside, because it allows for combos (easy D-throw combos).
Monado Smash:
There's no too much that redeems this art outside of kill percents. Helps against some combos and can get some early gimps. If used defensively, it does help keep people away from you for some time as it sends them farther away. That could moderately help in stalling, but Jump/Shield are better for that role.
Where am I going with this? Well, I think this is important for understanding why decisive arts are so good.
- Monado Jump's stage control and unpredictability (and comboability).
- Monado Speed's speed. You know, I was facing this Mega Man, and Speed is actually the most recommended art for that MU in his MU thread. Decisive Speed made it a breeze.
- Decisive Shield improves defenses to the point where a lot is unsafe on hit, and you're unstoppable with AAS at high percents unless hit by like a Smash Attack or something else very strong. Decisive Shield was even viable against the Mega Man thanks to the threat of dash vision on his pellets and the even greater, extra shield strength allowing me to shrug his projectiles.
- Buster is even more Busterish. More stuff is safe on shield. Combos do more damage. Etc.
- Smash is somewhat interesting, because I've been able to use it consistently without dying from it. After killing the person, I become avoidant. I jump around a lot, utilize platforms, and do my best to not die. I do make sure to send out some safe aerials, however, in order to leave me less predictable. If the aerials do hit, it actually sends the opponent quite far away, helping out my stalling.
Overall, as long as I understood what were probably the best arts to be using in the MU in general, managing the Monado Arts was very easy. Each art is now like its own character, and they are all pretty good characters, except for Smash. Other character can deal without having the ability to change Monado Arts, and so can we (but don't forget we can still change it every so often). Changing monado arts seems to me to be more like thinking 'is it time for Monado Shield yet?' than anything else. That is, unless I was already using Monado Shield, because it's already great in the neutral. Maybe I would do Buster at the start and then Speed and then Shield, or something. Or, why not Jump? Stick out in Shield (avoiding hits during cooldown) until I die. Then, if they have not died yet, Smash time.
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