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[[File:Mvci_logo.png|link=MvCI]] | [[File:Mvci_logo.png|link=MvCI]] | ||
{| | {{MVC2 Character Intro|char=MVCI_Arthur|full=Arthur|short=AR|content= | ||
| | {{2 Column Flex|flex1=6|flex2=4 | ||
| | |content1= | ||
== Story == | |||
Sir Arthur, ruler of the Britons, is the same Arthur of Arthurian Legend, but in a cartoonier form, hailing from Capcom's blisteringly difficult ''Ghosts 'n' Goblins'' series, also known as ''Makaimura'' in Japan. His quest is to rescue the fair Princess (known variously as Prin-Prin, Guinevere, or just "Princess") of his realm from the clutches of the evil overlord of the Demon Realm, Astaroth. Along the way, he'll make stout, commital leaps over treacherous terrain, as well as acquire an arsenal of various weapons, armors, and magic spells, many of which he has brought to battle in ''Marvel vs. Capcom Infinite''. | |||
== | == Gameplay == | ||
Arthur is a low-mobility zoner with a large variety of projectiles at his disposal. With the ability to jump cancel his attacks he can cancel one air special into another in the air for oppressive screen control and lockdown. Arthur struggles to escape pressure however due to extremely low mobility and lack of a meterless reversal. | |||
= | |content2= | ||
<youtube>MGVAuTedAXA</youtube> | {{Content Box|content= | ||
<center><youtube>MGVAuTedAXA</youtube></center> | |||
}} | |||
}} | |||
{{ProConTable | |||
|pros= | |||
*{{Clr|4|'''Zoning:'''}} WIP | |||
|cons= | |||
*{{Clr|3|'''Poor Mobility:'''}} WIP. | |||
}} | |||
}} | |||
=== Players to Watch === | === Players to Watch === | ||
Line 24: | Line 37: | ||
=== Unique Trait === | === Unique Trait === | ||
'''Jump Cancel''': Arthur can jump cancel his special moves while in the air and chain multiple attacks together. While the applications in combos are certainly there, this gives him access to some very devastating projectile lock down. | {{Clr|6|'''Jump Cancel'''}}: Arthur can jump cancel his special moves while in the air and chain multiple attacks together. While the applications in combos are certainly there, this gives him access to some very devastating projectile lock down. | ||
=== Normals === | === Normals === | ||
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|hit=-3 | |hit=-3 | ||
|block=-2 | |block=-2 | ||
|notes= | |notes=Arthur's fastest normal. Incredibly stubby however leading it to be outclassed by 2LP. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 53: | Line 66: | ||
|hit=-3 | |hit=-3 | ||
|block=-8 | |block=-8 | ||
|notes= | |notes=Arthur's longest normal. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 67: | Line 80: | ||
|hit=-11 | |hit=-11 | ||
|block=-14 | |block=-14 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 81: | Line 94: | ||
|hit=-9 | |hit=-9 | ||
|block=-14 | |block=-14 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 95: | Line 108: | ||
|hit=-6 | |hit=-6 | ||
|block=-5 | |block=-5 | ||
|notes= | |notes=Tied with 5LP for Arthur's fastest normal. However it's less stubby than 5LP so use this instead of it. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 109: | Line 122: | ||
|hit=+19 | |hit=+19 | ||
|block=-13 | |block=-13 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=-3 | |hit=-3 | ||
|block=-6 | |block=-6 | ||
|notes= | |notes=Arthur's fastest low. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+51 | |hit=+51 | ||
|block=-8 | |block=-8 | ||
|notes= | |notes=Arthur's longest low. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Light Punch | |name=Jumping Light Punch | ||
|command= | |command=j.[[File:Mvci_lp.png]] | ||
|damage=200 | |damage=200 | ||
|guard=High | |guard=High | ||
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|active=3 | |active=3 | ||
|recovery=13 | |recovery=13 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=Arthur's fastest air normal. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Heavy Punch | |name=Jumping Heavy Punch | ||
|command= | |command=j.[[File:Mvci_hp.png]] | ||
|damage=600 | |damage=600 | ||
|guard=High | |guard=High | ||
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|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Light Kick | |name=Jumping Light Kick | ||
|command= | |command=j.[[File:Mvci_lk.png]] | ||
|damage=400 | |damage=400 | ||
|guard=High | |guard=High | ||
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|active=9 | |active=9 | ||
|recovery=12 | |recovery=12 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Jumping Heavy Kick | |name=Jumping Heavy Kick | ||
|command= | |command=j.[[File:Mvci_hk.png]] | ||
|damage= | |damage=600 | ||
|guard=High | |guard=High | ||
|properties=Groundbounce Hardknockdown, Double Jump Cancelable | |properties=Groundbounce Hardknockdown, Double Jump Cancelable | ||
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|active=25 | |active=25 | ||
|recovery=6 | |recovery=6 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=Dives you straight towards the ground. | ||
}} | }} | ||
=== Command Normals === | |||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
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|properties= | |properties= | ||
|startup=24 | |startup=24 | ||
|active= | |active=- | ||
|recovery= | |recovery=27 | ||
|hit=+3 | |hit=+3 | ||
|block=-2 | |block=-2 | ||
|notes= | |notes=The sword tracks your location on its way back meaning dash, jumping or using Time Stone will change its trajectory on its return. Cannot be reflected. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+2 | |hit=+2 | ||
|block=-3 | |block=-3 | ||
|notes= | |notes=Makes you travel forward a fair distance letting you convert from distances you usually flat out can't from or from distances where your options are otherwise limited. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Lance Impale | |name=Lance Impale | ||
|command= | |command=j.[[File:Mvci_fwd.png]][[File:Mvci_lk.png]] | ||
|damage=400 | |damage=400 | ||
|guard=High | |guard=High | ||
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|active=8 | |active=8 | ||
|recovery=15 | |recovery=15 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Lance Thrust | |name=Lance Thrust | ||
|command= | |command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]] | ||
|damage=600 | |damage=600 | ||
|guard=High | |guard=High | ||
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|active=6 | |active=6 | ||
|recovery=20 | |recovery=20 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes= | |notes=- | ||
}} | }} | ||
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|name=Throw | |name=Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=1000 | ||
|guard= | |guard=Throw | ||
|properties= | |properties= | ||
|startup=3 | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Additional damage scales by 50% | |notes=Additional damage scales by 50%. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Air Throw | |name=Air Throw | ||
|command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_fwd.png]] or [[File:Mvci_back.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=1000 | ||
|guard= | |guard=Throw | ||
|properties= | |properties= | ||
|startup=3 | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Additional damage scales by 50% | |notes=Additional damage scales by 50%. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|command=[[File:Mvci_tag.png]] | |command=[[File:Mvci_tag.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup=6 | |startup=6 | ||
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|hit=+33 | |hit=+33 | ||
|block=+28 | |block=+28 | ||
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in. | ||
}} | }} | ||
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|name=Dagger Toss | |name=Dagger Toss | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=300*3/360*3 | ||
|guard= | |guard=Mid | ||
|properties= | |properties={{airok}}, {{rpdfire}}, Double Jump Cancelable | ||
|startup= | |startup=9 | ||
|active= | |active=41 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=-17 | ||
|block= | |block=-16 | ||
|notes= | |notes=Second Set of damage is for Golden Armor<br><br>Arthur throws out daggers. Repeated presses of the button will throw out two more daggers. The timing between button presses is lenient so the timing between each dagger toss can be changed based on your inputs.<br><br>In Golden Armor it pierces the opponent, letting it hit them and their partner, and it can't be reflected. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Lance Toss | |name=Lance Toss | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=500*2/1200 | ||
|guard= | |guard=Mid | ||
|properties= | |properties={{airok}}, {{rpdfire}}, Double Jump Cancelable | ||
|startup= | |startup=12 | ||
|active= | |active=53 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=-8 | ||
|block= | |block=-13 | ||
|notes= | |notes=Second Set of damage is for Golden Armor<br><br>Arthur throws out lances. Pressing the button a second time will throw out a second lance. The lance is slower and more damaging than the dagger.<br><br>In Golden Armor it pierces the opponent, cannot be reflected and it can only throw out one lance instead of the usual two. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Scatter Crossbow | |name=Scatter Crossbow | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=400*2/360*3 | ||
|guard= | |guard=Mid | ||
|properties= | |properties={{airok}}, Double Jump Cancelable | ||
|startup= | |startup=15 | ||
|active= | |active=35 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=-4 | ||
|block= | |block=-9 | ||
|notes= | |notes=Second Set of damage is for Golden Armor<br><br>Arthur shoots two arrows diagonally upwards (diagonally downwards if done in the air). This is Arthur's main keep away tool and a great way to lockdown the opponent.<br><br>In Golden Armor it cannot be reflected, the amount of arrows goes from two to three and it tracks the opponents location. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Fire Bottle Toss | |name=Fire Bottle Toss | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=700,150*6/600,96*10 | ||
|guard= | |guard=Mid | ||
|properties= | |properties={{airok}}, Double Jump Cancelable<br>Restand | ||
|startup= | |startup=20 | ||
|active= | |active=33 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=-16 | ||
|block= | |block=-11 | ||
|notes= | |notes=(Bottle Damage,Fire Damage) Second Set of damage is for Golden Armor<br><br>Arthur throws a bottle forward that hits the ground and then trails fire across the ground. If the opponent is hit with the bottle before it touches the ground then the flames will not spawn. Can be used for lockdown or for restanding due to its unique properties.<br><br>In Golden Armor it pierces the opponent, travels further and hits higher and doesn't disappear even if the bottle hits the opponent. Loses the ability to restand during install however. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Scythe Toss | |name=Scythe Toss | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] | ||
|damage= | |damage=400*2/240*3+480 | ||
|guard= | |guard=Mid | ||
|properties= | |properties={{airok}}, Double Jump Cancelable | ||
|startup= | |startup=20 | ||
|active= | |active=41 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=-1 | ||
|block= | |block=-4 | ||
|notes= | |notes=Second Set of damage is for Golden Armor<br>Arthur throws a scythe forwards that then boomerangs back to him. Tracks his location similar to Cross Sword Cannot be used again until it returns to Arthur and cannot be reflected either.<br><br>In Golden Armor it hits more times and travels further. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Ax Toss | ||
|command= | |command=[[File:Mvci_qcb.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=1200/120*20 | ||
|guard= | |guard=Mid | ||
|properties= | |properties={{airok}}, Double Jump Cancelable | ||
|startup= | |startup=20 | ||
|active= | |active=38 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=-7 | ||
|block= | |block=-12 | ||
|notes= | |notes=Second Set of damage is for Golden Armor<br>Arthur throws an axe forward that moves slowly and has a big hitbox. Cannot be reflected and you cannot have two axes on screen at the same time from the same Arthur. Cannot be reflected.<br><br>In Golden Armor it pierces the opponent, becomes a multi-hit and travels diagonally upwards before falling and performing its usual trajectory. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Heavenly Slash | ||
|command=[[File: | |command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lp.png]] | ||
|damage= | |damage=1000/1200 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=8 | ||
|recovery= | |recovery=32 | ||
|hit= | |hit=+16 | ||
|block= | |block=-21 | ||
|notes= | |notes=Second Set of damage is for Golden Armor<br>Arthur swings his sword upward, sending his opponents into the sky when hit.<br><br>In Golden Armor it gives a hard knockdown and traps the opponent into hitstun until they hit the ground letting it be used for combo extensions far better than its Norma counterpart. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Hellbound Slash | ||
|command=[[File: | |command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=800+500/720*2 | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Ground Bounce | ||
|startup= | |startup=16 | ||
|active= | |active=7(16)6 | ||
|recovery= | |recovery=28 | ||
|hit= | |hit=+49 | ||
|block= | |block=-15 | ||
|notes= | |notes=Second Set of damage is for Golden Armor<br>Arthur swings his sword upward and then swings it downward. This causes a small ground bounce comboed into a super, or converted off of by your partner. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
|photo= | |photo= | ||
|name= | |name=Shield Deflect | ||
|command=[[File: | |command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= | |ldamage= | ||
|lguard= | |lguard= | ||
|lstartup= | |lstartup=4 | ||
|lactive= | |lactive=26 | ||
|lrecovery= | |lrecovery=16 | ||
|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
Line 479: | Line 438: | ||
|hdamage= | |hdamage= | ||
|hguard= | |hguard= | ||
|hstartup= | |hstartup=8 | ||
|hactive= | |hactive=26 | ||
|hrecovery= | |hrecovery=26 | ||
|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes= | |notes=Arthur crouches down with his shield, hurting anyone who attacks him during this attack. | ||
}} | }} | ||
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{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=Godess' Bracelet | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=200*20 (3100) | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=22 | ||
|active= | |active=119 | ||
|recovery= | |recovery=0 | ||
|hit= | |hit=+17 | ||
|block= | |block=+12 | ||
|notes=Arthur throws out fireball after fireball in this super. Can jump during the move. Can be used to lock down the opponent. | |||
}} | |||
{{UMvC3MoveListRow2.0 | |||
|photo= | |||
|name=Golden Armor | |||
|command=[[File:Mvci_down.png]][[File:Mvci_down.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |||
|damage=- | |||
|guard=- | |||
|properties=Invincible from frames 1-22 | |||
|startup=- | |||
|active=- | |||
|recovery=22 | |||
|hit=- | |||
|block=- | |||
|notes= | |notes= | ||
Gains a 20% Damage and Defense buff and enhances all projectiles. | |||
When the timer expires the armor explodes and Arthur will be knocked down. Taking 20% more damage until this hyper is used again to regain his default armor. From there you can reactivate Golden Armor | |||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name= | |name=For The Princess | ||
|command=[[File: | |command=[[File:Mvci_qcb.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=800*10 (4880) | ||
|guard= | |guard=Mid | ||
|properties= | |properties=Invincible from frames 1-30 | ||
|startup= | |startup=23 | ||
|active= | |active=135 | ||
|recovery= | |recovery=87 | ||
|hit= | |hit=+35 | ||
|block= | |block=-73 | ||
|notes= | |notes=Arthur creates many explosions and summons a fire dragon that travels across the screen. Hits basically full screen. It's also locks down the opponent and is a non-cinematic level 3 super meaning you can tag out during it to apply mixups during its duration. | ||
}} | }} | ||
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'''Power''' | '''Power''' | ||
Power Stone can be used to give Arthur a Wall bounce attack or give him an anti-air since Arthur's tiny size means Power Stone is incredibly disjointed when used by him. Similar to every other character he appreciates the Storm for its damage boost and combo extending capabilities. | |||
'''Time''' | '''Time''' | ||
The Time stone's surge can make up for Arthur's poor defense and poor mobility letting him escape pressure and move around the screen better than usual. Time Storm also lets you spam as many projectiles as you want making it pretty good for filling the screen. Generally considered his second best stone. | |||
'''Reality''' | '''Reality''' | ||
Can be used in zoning patterns to make it even harder than usual for the opponent to approach you. It's Storm can further enhance his zoning with the oppressive lockdown the fire pillar and lightning strike provide. | |||
'''Soul''' | '''Soul''' | ||
Soul surge can be used in zoning patterns either as a way to break armor or to simply fill the screen. Not as good for this purpose however as Reality Stone. In Soul Storm Arthur can use some of his laggier attacks to desync him and his partner and either zone in tandem with them or use his projectiles as a way to help them approach in Soul Storm. | |||
'''Space''' | '''Space''' | ||
Space can be used to draw opponents into your projectiles or toss them overhead when they jump at you. This stone's storm is also helpful since it can give you opportunities to set up Golden Armor risk free, and it ensures the opponent can't pressure you up close while you're zoning. Like most zoners he makes great use of this stone. Often said to be his best stone. | |||
'''Mind''' | '''Mind''' | ||
Arthur is too slow to make effective use of this stone's surge. It’d Storm however can ensure that he gets Golden Armor as much as possible. | |||
=== Match ups === | === Match ups === |
Latest revision as of 23:47, 4 November 2024
Story
Sir Arthur, ruler of the Britons, is the same Arthur of Arthurian Legend, but in a cartoonier form, hailing from Capcom's blisteringly difficult Ghosts 'n' Goblins series, also known as Makaimura in Japan. His quest is to rescue the fair Princess (known variously as Prin-Prin, Guinevere, or just "Princess") of his realm from the clutches of the evil overlord of the Demon Realm, Astaroth. Along the way, he'll make stout, commital leaps over treacherous terrain, as well as acquire an arsenal of various weapons, armors, and magic spells, many of which he has brought to battle in Marvel vs. Capcom Infinite.
Gameplay
Arthur is a low-mobility zoner with a large variety of projectiles at his disposal. With the ability to jump cancel his attacks he can cancel one air special into another in the air for oppressive screen control and lockdown. Arthur struggles to escape pressure however due to extremely low mobility and lack of a meterless reversal.
Strengths | Weaknesses |
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Players to Watch
Gonzo (gonzofgc)
l3r azurax-63
CappyOmega
Character Vitals
Move List
Unique Trait
Jump Cancel: Arthur can jump cancel his special moves while in the air and chain multiple attacks together. While the applications in combos are certainly there, this gives him access to some very devastating projectile lock down.
Normals
Standing Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | Mid | 6 | 4 | 10 | -3 | -2 | ||
Arthur's fastest normal. Incredibly stubby however leading it to be outclassed by 2LP. |
Standing Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 14 | 4 | 23 | -3 | -8 | ||
Arthur's longest normal. |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Mid | 9 | 3 | 26 | -11 | -14 | ||
- |
Standing Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 12 | 3 | 30 | -9 | -14 | ||
- |
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 9 | 3 | 32 | +19 | -13 | Launch | |
- |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | Low | 9 | 8 | 13 | -3 | -6 | ||
Arthur's fastest low. |
Crouching Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | 15 | 6 | 23 | +51 | -8 | ||
Arthur's longest low. |
Jumping Light Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | High | 7 | 3 | 13 | - | - | Double Jump Cancelable | |
Arthur's fastest air normal. |
Jumping Heavy Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 14 | 3 | 22 | - | - | Double Jump Cancelable | |
- |
Jumping Light Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | High | 9 | 9 | 12 | - | - | Double Jump Cancelable | |
- |
Jumping Heavy Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 11 | 25 | 6 | - | - | Groundbounce Hardknockdown, Double Jump Cancelable | |
Dives you straight towards the ground. |
Command Normals
Lance Impale j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | High | 10 | 8 | 15 | - | - | Double Jump Cancelable | |
- |
Lance Thrust j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 12 | 6 | 20 | - | - | Double Jump Cancelable | |
- |
Misc
Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you your tag-in. |
Specials
Shield Deflect or |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
4 | 26 | 16 | |||||||
8 | 26 | 26 | |||||||
Arthur crouches down with his shield, hurting anyone who attacks him during this attack. |
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Power Stone can be used to give Arthur a Wall bounce attack or give him an anti-air since Arthur's tiny size means Power Stone is incredibly disjointed when used by him. Similar to every other character he appreciates the Storm for its damage boost and combo extending capabilities.
Time
The Time stone's surge can make up for Arthur's poor defense and poor mobility letting him escape pressure and move around the screen better than usual. Time Storm also lets you spam as many projectiles as you want making it pretty good for filling the screen. Generally considered his second best stone.
Reality
Can be used in zoning patterns to make it even harder than usual for the opponent to approach you. It's Storm can further enhance his zoning with the oppressive lockdown the fire pillar and lightning strike provide.
Soul
Soul surge can be used in zoning patterns either as a way to break armor or to simply fill the screen. Not as good for this purpose however as Reality Stone. In Soul Storm Arthur can use some of his laggier attacks to desync him and his partner and either zone in tandem with them or use his projectiles as a way to help them approach in Soul Storm.
Space
Space can be used to draw opponents into your projectiles or toss them overhead when they jump at you. This stone's storm is also helpful since it can give you opportunities to set up Golden Armor risk free, and it ensures the opponent can't pressure you up close while you're zoning. Like most zoners he makes great use of this stone. Often said to be his best stone.
Mind
Arthur is too slow to make effective use of this stone's surge. It’d Storm however can ensure that he gets Golden Armor as much as possible.