Will add this to the OP also:
Art synergy
Alriiiiight, so the reason why I summed up the applications that can be taken advantage of with the many effects of the Monado arts is because they all synergize with each other, somehow and basically, it's up to you to get creative. Like for example... You can use smash art to knock the opponent to set-up into jump/buster edgeguarding. Or the classic old-style Shulk play which actually still works: Rack up damage in buster then go into smash for the KO. Bypass camping and head into buster or smash art once you're at mid-range. Get rekt in shield art, punish the opponent out of hitsun, then switch into an art then wreck the opponent as hard as possible. Escape a combo via smash art, then switch into speed art to gain some footing then do whatever afterwards
I'm not gonna list ALL the possible ideas. That's up to you to think of and interpret. You can figure out some neat tricks by just looking at the advantages and disadvantages of each art and seeing what they do then figuring out how to weave each application together into one neat strategy. Make sure you actually try this in an actual match against a good player to see if it's at least situational or practical enough to use and take note of
Jump art
Increased jumping height
- Edgeguarding
- Setting-up for an edgeguarding attempt
- Bypassing projectiles
- Gimping
- Gaining stage control
- COMBOS
- U-throw becomes a good throw, for once
Increased damage taken
- No practical application tbh
Increased air speed
- Escaping juggle situations
- Recovering
- Tech chasing
Increased fall speed
- Safer aerials via FF'ing correctly and spacing correctly
Increased recovery distance
- U-throw > Air slash
- Recovering vertically
Speed art
Increased dash speed
- Bypassing projectiles
- Gaining stage control
- Tech chasing
- Boost pivot grab/f-tilt/f-smash
- Better dash to shield
- Amazing dash grab
Increased walking speed
- Fastest walking speed in the game
- Good for Shulk's grounded mid-range options
- U-tilt juggling is a thing
Decreased damage output
- More potential set-ups and combos due to the lower knockback (directly from decreased damage output)
Decreased jump height
- SH n-airs
- RAR B-airs are easier to aim
- Allows Shulk to be more focused on being grounded
Increased air speed
- Escaping juggle situations
- Recovering horizontally
Shield art
Decreased damage taken
- You take less hitsun so you can act out quickly and punish opponents for hitting or throwing you
- You can laugh at the damage you're taking while in shield art
Increased weight
- You take less hitsun so you can act out quickly and punish opponents for hitting or throwing you
- You're much harder to KO
Increased shield health
- Shield poking is MUCH harder/near impossible against Shulk
- Hiding in shield is pretty much a godlike defensive option
Decreased damage dealt
- Uh
Decreased air speed
- Foes tend to run circles around you so basically, you can slow down the pace of the match by using shield
Decreased ground speed
- Pivot f-tilts are easier to aim/land
- Foes tend to run circles around you so basically, you can slow down the pace of the match by using shield
Decreased jump height
- It's easier to aim with b-air, I guess
Buster art
Increased damage output
- Shield pressure increased (notably tipped n-air, d-tilt, f-tilt, b-air, d-smash, and f-smash)
- Damage output is godlike (whopping +40%)
- Spacing is basically much more rewarded in buster art
Decreased knockback dealt
- More combos and set-ups
- You can keep opponents at mid-range which you want them to remain at
- You can edgeguard with buster, and rack up damage+possibly gimp at the same time!
Increased damage taken
- Meh
Smash art
Increased knockback dealt
- You can KO at earlier percentages (~70%+)
- You can gimp opponents off-stage at surprisingly early percentages (~60%+)
- You can use the knockback to set-up for an edgeguarding attempt
- Kill throws are a thing now
Decreased weight
- You can escape combos using your decreased weight
Decreased damage dealt
- Gross
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Anyway, before I end this post, I wanna quickly talk about shield art and our options out of hitsun. If Shulk is hit in mid-air, he can either FF into a grab or jab, or d-tilt or basically any move depending on the end lag of the move used against him, or he can simply use air slash (frame 10, HUGE horizontal range) to punish the opponent.
So yeah