Marvel VS Capcom: Infinite/Arthur: Difference between revisions

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[[File:Mvci_logo.png|link=MvCI]]
[[File:Mvci_logo.png|link=MvCI]]


{| align="right"
{{MVC2 Character Intro|char=MVCI_Arthur|full=Arthur|short=AR|content=
| __TOC__
{{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''.


== Arthur ==
== Gameplay ==
{{MvC3HyperGuideCharacterBox | Mvci_Arthur.png }}


{{Nutshell|WIP}}
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.


=== Introduction ===
|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 ===
Line 39: Line 52:
|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
Line 123: Line 136:
|hit=-3
|hit=-3
|block=-6
|block=-6
|notes=
|notes=Arthur's fastest low.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 137: Line 150:
|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=[[File:Mvci_up.png]][[File:Mvci_lp.png]]
|command=j.[[File:Mvci_lp.png]]
|damage=200
|damage=200
|guard=High
|guard=High
Line 149: Line 162:
|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=[[File:Mvci_up.png]][[File:Mvci_hp.png]]
|command=j.[[File:Mvci_hp.png]]
|damage=600
|damage=600
|guard=High
|guard=High
Line 163: Line 176:
|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=[[File:Mvci_up.png]][[File:Mvci_lk.png]]
|command=j.[[File:Mvci_lk.png]]
|damage=400
|damage=400
|guard=High
|guard=High
Line 177: Line 190:
|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=[[File:Mvci_up.png]][[File:Mvci_hk.png]]
|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
Line 191: Line 204:
|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=
Line 203: Line 218:
|properties=
|properties=
|startup=24
|startup=24
|active=27
|active=-
|recovery=0
|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
Line 221: Line 236:
|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=[[File:Mvci_up.png]][[File:Mvci_fwd.png]][[File:Mvci_lk.png]]
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_lk.png]]
|damage=400
|damage=400
|guard=High
|guard=High
Line 233: Line 248:
|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=[[File:Mvci_up.png]][[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|command=j.[[File:Mvci_fwd.png]][[File:Mvci_hk.png]]
|damage=600
|damage=600
|guard=High
|guard=High
Line 247: Line 262:
|active=6
|active=6
|recovery=20
|recovery=20
|hit=
|hit=-
|block=
|block=-
|notes=
|notes=-
}}
}}


Line 257: Line 272:
|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
Line 271: Line 286:
|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
Line 286: Line 301:
|command=[[File:Mvci_tag.png]]
|command=[[File:Mvci_tag.png]]
|damage=500
|damage=500
|guard=
|guard=Mid
|properties=
|properties=
|startup=6
|startup=6
Line 293: Line 308:
|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.
}}
}}


Line 301: Line 316:
|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
|photo=
|name=Air Dagger Toss
|command=[[File:Mvci_up.png]][[File:Mvci_qcf.png]][[File:Mvci_lp.png]]
|damage=
|guard=
|properties=
|startup=
|active=
|recovery=
|hit=
|block=
|notes=
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 329: Line 330:
|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
|photo=
|name=Air Lance Toss
|command=[[File:Mvci_up.png]][[File:Mvci_qcf.png]][[File:Mvci_hp.png]]
|damage=
|guard=
|properties=
|startup=
|active=
|recovery=
|hit=
|block=
|notes=
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 357: Line 344:
|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
|photo=
|name=Air Scatter Crossbow
|command=[[File:Mvci_up.png]][[File:Mvci_qcb.png]][[File:Mvci_lp.png]]
|damage=
|guard=
|properties=
|startup=
|active=
|recovery=
|hit=-
|block=
|notes=
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 385: Line 358:
|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
|photo=
|name=Air Fire Bottle Toss
|command=[[File:Mvci_up.png]][[File:Mvci_qcb.png]][[File:Mvci_hp.png]]
|damage=
|guard=
|properties=
|startup=
|active=
|recovery=
|hit=
|block=
|notes=
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Line 413: Line 372:
|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=Air Scythe Toss
|name=Ax Toss
|command=[[File:Mvci_up.png]][[File:Mvci_qcb.png]][[File:Mvci_lk.png]]
|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=Ax Toss
|name=Heavenly Slash
|command=[[File:Mvci_qcb.png]][[File:Mvci_hk.png]]
|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=Air Ax Toss
|name=Hellbound Slash
|command=[[File:Mvci_up.png]][[File:Mvci_qcb.png]][[File:Mvci_hk.png]]
|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:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]]
|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.
}}
}}


Line 491: Line 450:
{{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:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]]
|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.
}}
}}


Line 537: Line 512:


'''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

Mvci logo.png

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
  • Zoning: WIP
  • Poor Mobility: WIP.

Players to Watch

Gonzo (gonzofgc)
l3r azurax-63
CappyOmega


Character Vitals

CHARACTER DATA
Health:
9,000
Double Jump:
Yes
Air Dash:
No
Air Dash/Jump count:
1
Misc Movement:
-

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
Mvci lp.png
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
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 14 4 23 -3 -8
Arthur's longest normal.
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 Mid 9 3 26 -11 -14
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 12 3 30 -9 -14
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200 Mid 6 3 14 -6 -5
Tied with 5LP for Arthur's fastest normal. However it's less stubby than 5LP so use this instead of it.
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 9 3 32 +19 -13 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 Low 9 8 13 -3 -6
Arthur's fastest low.
Crouching Heavy Kick
Mvci down.pngMvci hk.png
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.Mvci lp.png
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.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 14 3 22 - - Double Jump Cancelable
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 High 9 9 12 - - Double Jump Cancelable
-
Jumping Heavy Kick
j.Mvci hk.png
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

Cross Sword
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 Mid 24 - 27 +3 -2
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.
Lance Charge
Mvci fwd.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
100*5 (460) Mid 18 16 18 +2 -3
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.
Lance Impale
j.Mvci fwd.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400 High 10 8 15 - - Double Jump Cancelable
-
Lance Thrust
j.Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
600 High 12 6 20 - - Double Jump Cancelable
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Tag
Mvci tag.png
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 Cancel.png your tag-in.

Specials

Dagger Toss
Mvci qcf.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300*3/360*3 Mid 9 41 0 -17 -16 Airok.png, Rpdfire.png, Double Jump Cancelable
Second Set of damage is for Golden Armor

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.

In Golden Armor it pierces the opponent, letting it hit them and their partner, and it can't be reflected.
Lance Toss
Mvci qcf.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500*2/1200 Mid 12 53 0 -8 -13 Airok.png, Rpdfire.png, Double Jump Cancelable
Second Set of damage is for Golden Armor

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.

In Golden Armor it pierces the opponent, cannot be reflected and it can only throw out one lance instead of the usual two.
Scatter Crossbow
Mvci qcb.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400*2/360*3 Mid 15 35 0 -4 -9 Airok.png, Double Jump Cancelable
Second Set of damage is for Golden Armor

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.

In Golden Armor it cannot be reflected, the amount of arrows goes from two to three and it tracks the opponents location.
Fire Bottle Toss
Mvci qcb.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700,150*6/600,96*10 Mid 20 33 0 -16 -11 Airok.png, Double Jump Cancelable
Restand
(Bottle Damage,Fire Damage) Second Set of damage is for Golden Armor

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.

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.
Scythe Toss
Mvci qcb.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
400*2/240*3+480 Mid 20 41 0 -1 -4 Airok.png, Double Jump Cancelable
Second Set of damage is for Golden Armor
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.

In Golden Armor it hits more times and travels further.
Ax Toss
Mvci qcb.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1200/120*20 Mid 20 38 0 -7 -12 Airok.png, Double Jump Cancelable
Second Set of damage is for Golden Armor
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.

In Golden Armor it pierces the opponent, becomes a multi-hit and travels diagonally upwards before falling and performing its usual trajectory.
Heavenly Slash
Mvci down.pngMvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000/1200 Mid 7 8 32 +16 -21
Second Set of damage is for Golden Armor
Arthur swings his sword upward, sending his opponents into the sky when hit.

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.
Hellbound Slash
Mvci down.pngMvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800+500/720*2 Mid 16 7(16)6 28 +49 -15 Ground Bounce
Second Set of damage is for Golden Armor
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.
Shield Deflect
Mvci down.pngMvci down.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 4 26 16
Mvci hk.png 8 26 26
Arthur crouches down with his shield, hurting anyone who attacks him during this attack.

Hypers

Godess' Bracelet
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200*20 (3100) Mid 22 119 0 +17 +12
Arthur throws out fireball after fireball in this super. Can jump during the move. Can be used to lock down the opponent.
Golden Armor
Mvci down.pngMvci down.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - - 22 - - Invincible from frames 1-22
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

For The Princess
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800*10 (4880) Mid 23 135 87 +35 -73 Invincible from frames 1-30
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.

Hitboxes

Videos


Bum vs Smooth Viper ft10

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.

Match ups

How to fight Arthur

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