After we talk about Monado jump, we should go back to talking about Smash art. That art needs some love.....
I'm planning to put an additional note regarding "which arts to start with against certain characters"
Edit
Once we get the game at release, we'll probably see a ton of overhauls at the 3rd post or not. Whatever.
Decisive monado arts.. This may seem underwhelming especially for one on ones but this is actually more potent than most people think. I know Mace already made a post about this but he was talking about doubles so this one will talk about singles. The difference between D-arts and Normal arts is that D-arts lasts 20 seconds (around 3 seconds longer than normal arts). The main gripe with D-arts is that you can't switch your art while using one currently so you have to be decisive and actually sure when switching to an art, thus the name "Decisive arts"
This is probably discouraging especially for Smash since, assuming you KO the opponent, there's a good chance you're still in Smash stance and you can't voluntarily switch out. Depending on your %, that's fatal HOWEVER, if your percentage is high enough such that it's 150%+, you'll be buffed with the rage effect which caps at 15%. It's not much but it gives an additional slight incentive for you to scare with vision counter. As always, you have to space with Smash and play safe especially if you're in a high percentage
For jump, this is very beneficial. Sure, you'll take more damage and lose weight but your air mobility really gives you a lot of options for rushing down and going around the stage. Additionally, this means that recovering won't be a problem at all for the next 20 seconds. Basically, it's every Jump art tactic usage for 20 seconds.
Same can be said for speed. Like jump, you're extremely mobile on the ground plus it's easier to go against projectile spam. The kicker here is the damage reduction but regardless, the amount of mind games and offensive tactics you can do with speed compensates for the damage reduction.
Buster art seems to be double edge'd here. You're basically gonna play safe for 20 seconds while hopefully racking up enough damage and not take a lot of damage for the duration. Nothing much to say here
Shield is gonna be a *****. Lasts for 20 seconds which means you have more time to kill with shield and more time to piss off your opponent by not getting killed. The main problem here is that you have to NOT get knocked off stage. That is important because if you're too far, you can't switch out then you inevitably get killed unless you land a vision counter in mid-air which boosts you forward.
You're always using one Monado Art for a long time without being able to switch out. Although it's reduces the versatility of the special, it allows you to play around more with jump, shield, buster, smash and speed as individual arts which may actually be helpful in a lot of scenarios. Like, if you need to stay longer with speed or jump Shulk against a certain character, this custom special works.
............... Yeah. That's my 1 cent about this custom special BUT **** THAT ****. I'M STICKING WITH DEFAULT MONADO ARTS (Invalidates everything above). I'll only use it when I'm feeling like it's needed
Your 1 cent of input is gracious. Why didn't you put in another cent?
I want dollars of metagame put in here.
Although we already talked about
Smash, it's great for countering early game combo strings against us.
And about your input on DArts:
I agree. Adding 4 extra seconds of longevity to the duration is actually a huge bonus, almost an overwhelming aspect that some may not think is when comparing to EMArts that are more underwhelming lasting for 6 seconds; going from MArts being 16/17 seconds down to EMArt's 6 seconds is such a reduction of time. DMArts removing the ability of switching off them inclines to commit to a mobility Art(s) like
Jump Speed or
Shield, rather than
Buster or
Smash. Thinking about Vision when
DMASm is active is a nifty option to intimidate the opponent making them aware of your Rage boosted Art's KB even stronger.
DMAJ is especially great because a SH+Aerial can be so safe we can forward our DI input & DI backward after the attack's pressed to make our landings incredibly safe being a bait-worthy tactic to make the opponent approach assuming it won't be a safe landing;
DMAJ for 20 seconds is basically perfect aerial spacing for 20 seconds.
DMASp can be so effective on the ground we have no need to approach until we see the foe make a move & we judge it's safety or not punishing accordingly. Running then Sidestepping, Pivot grabbing, or Rolling forward / backward may carry over the faster movement to our basic movement input, even more ground-game tactics.
DMAB can be used immediately at the start of a match's countdown playing footsies with spaced aerials to landing Jabs or dash+grab, it only hurts to put on
DMAB if you lose Neutral Game & continue to lose stage control to your foe. Then that means your stuck going through that MU moment without a mobility boost to give you any edge.
DMASh is the ultimate ground-based DMArt when you know how to handle the match, stalling your stock longevity & setting yourself up for
DMASm with that high % with the Rage Effect built on top of your situation.
Depending how quick a match is going in Shulk's favor, he'd start with
DMAB, set up for
DMASm if the damage you dealt in the past 20 seconds is a % higher than 80.
Starting with any Art regardless of the outcome,
DMAJ,
DMASh, &
DMASm are your end-game DMArts to utilize on your high % stock.
DMAB &
DMASp are likely the generic DMArts to go with at 0%.
I gtg so I may discuss more when I get back.