UMVC3/Arthur: Difference between revisions

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  |properties={{stagger}} (bottle), {{otg}}, Priority: Low, Durability: 5 (bottle), 1 (flame)
  |properties={{stagger}} (bottle), {{otg}}, Priority: Low, Durability: 5 (bottle), 1 (flame)
  |description=  
  |description=  
THC Hyper: Goddess' Bracelet. Arthur lobs a fire bottle into the air. If it hits an opponent (or a projectile), it explodes, causing a {{stagger}} animation. If the bottle does not make contact with an opponent or projectile, it will burst on contact with the ground. This burst causes flames to appear on the ground in a forward-advancing pattern. These flames are {{otg}} capable and cause a very high amount of total hitstun or blockstun, making this assist very powerful when spaced correctly.
THC Hyper: Goddess' Bracelet. Arthur lobs a fire bottle into the air. If it hits an opponent (or a projectile), it explodes, causing a Stagger animation. If the bottle does not make contact with an opponent or projectile, it will burst on contact with the ground. This burst causes flames to appear on the ground in a forward-advancing pattern. These flames are OTG capable and cause a very high amount of total hitstun or blockstun, making this assist very powerful when spaced correctly.


Golden Armor version has several upgraded effects. The bottle gains Beam Durability: 5 per frame for 2 frames. Each flame has its durability upgraded from 1 to 3. Additionally, the bottle will still create flames on the ground even if it makes contact with an opponent or projectile, instead of just exploding. The upgraded version also created 8 flames in total, instead of 5, further enhancing this assist's damage and lockdown potential.
Golden Armor version has several upgraded effects. The bottle gains Beam Durability: 5 per frame for 2 frames. Each flame has its durability upgraded from 1 to 3. Additionally, the bottle will still create flames on the ground even if it makes contact with an opponent or projectile, instead of just exploding. The upgraded version also created 8 flames in total, instead of 5, further enhancing this assist's damage and lockdown potential.
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  |properties={{autoguard}} while active
  |properties={{autoguard}} while active
  |description=  
  |description=  
Has very poor range, damage, and startup. Notable for having the {{autoguard}} property, which is very rare in this game. Autoguard works in this way:
Has very poor range, damage, and startup. Notable for having the Autoguard property, which is very rare in this game. Autoguard works in this way:


While this attack is active, Arthur is considered to be stand-blocking. Mid and Overhead attacks will automatically be blocked during that window. The blueish block effect will appear as normal. Arthur will take no damage from normal attacks, and only take chip damage from specials and hypers. He will also not be put into hitstun and will continue the move as normal. If Arthur successfully blocks an attack using autoguard, he can cancel 5M on whiff as if it connected (as in, he can chain it on whiff into H or S normals).
While this attack is active, Arthur is considered to be stand-blocking. Mid and Overhead attacks will automatically be blocked during that window. The blueish block effect will appear as normal. Arthur will take no damage from normal attacks, and only take chip damage from specials and hypers. He will also not be put into hitstun and will continue the move as normal. If Arthur successfully blocks an attack using autoguard, he can cancel 5M on whiff as if it connected (as in, he can chain it on whiff into {{clr|3|H}} or {{clr|4|S}} normals).


Although this property is very unique and can be quite powerful, it is very difficult to use in a real match. 5M has long startup and a very narrow active window. In most cases, it is easier and safer to use Shield Deflect, Arthur's dedicated counter - 623L.
Although this property is very unique and can be quite powerful, it is very difficult to use in a real match. 5M has long startup and a very narrow active window. In most cases, it is easier and safer to use Shield Deflect, Arthur's dedicated counter - {{clr|1|623L}}.
  }}
  }}
}}
}}
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  |properties={{rpdfire}}
  |properties={{rpdfire}}
  |description=  
  |description=  
Fast low. Allows Arthur to run simple but effective high/low mixups when paired with j.5S.
Fast (relatively) low. Allows Arthur to run simple but effective High/Low mixups when paired with {{clr|4|j.5S}}.
  }}
  }}
}}
}}
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  |properties=-
  |properties=-
  |description=
  |description=
Works as an instant overhead naturally against most characters. When used this way, Arthur can chain into j.5S in order to quickly alter his jump momentum and confirm into a full combo.
Works as an instant overhead naturally against most characters. When used this way, Arthur can chain into {{clr|4|j.5S}} in order to quickly alter his jump momentum and confirm into a full combo.
  }}
  }}
}}
}}
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  |properties=
  |properties=
  |description=
  |description=
Works as an instant overhead naturally in almost the exact same way as j.5L.
Works as an instant overhead naturally in almost the exact same way as {{clr|1|j.5L}}.
  }}
  }}
}}
}}
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Using this move halts any ''vertical'' (upward/downward) momentum that Arthur previous had, and causes him to start accelerating downwards. However, it does not alter his horizontal trajectory, and he will continue to move forwards or backwards while falling. Examples of how to make use of this:
Using this move halts any ''vertical'' (upward/downward) momentum that Arthur previous had, and causes him to start accelerating downwards. However, it does not alter his horizontal trajectory, and he will continue to move forwards or backwards while falling. Examples of how to make use of this:
*Use j.5S as an instant overhead, or as a follow-up after other instant overheads. Arthur will quickly return to the ground, and can link a 5L to start a full combo.
*Use {{clr|4|j.5S}} as an instant overhead, or as a follow-up after other instant overheads. Arthur will quickly return to the ground, and can link a {{clr|1|5L}} to start a full combo.
*(Super)jumping up-forward or up-back and immediately activating j.5S causes Arthur to travel forwards/backwards faster than he would by walking normally. Since Arthur cannot dash, this is an important technique for quickly maneuvering around the stage.
*(Super)jumping up-forward or up-back and immediately activating {{clr|4|j.5S}} causes Arthur to travel forwards/backwards faster than he would by walking normally. Since Arthur cannot dash, this is an important technique for quickly maneuvering around the stage.
*Whiff canceling j.5S into aerial specials lets Arthur perform this specials with a sudden burst of downward momentum. For example, Arthur can Superjump -> j.5S -> j.236H to quickly gain access to Air Scatter Crossbow, while also ensuring he can land-cancel the recovery to immediately act afterwards.
*Whiff canceling {{clr|4|j.5S}} into aerial specials lets Arthur perform this specials with a sudden burst of downward momentum. For example, Arthur can Superjump -> {{clr|4|j.5S}} -> {{clr|3|j.236H}} to quickly gain access to Air Scatter Crossbow, while also ensuring he can land-cancel the recovery to immediately act afterwards.


This attack also works as a very fast {{otg}} when done low to the ground. Arthur can pair this with many assists in order to relaunch, especially in situations where he does not have time to set up a Fire Bottle OTG.
This attack also works as a very fast OTG when done low to the ground. Arthur can pair this with many assists in order to relaunch, especially in situations where he does not have time to set up a Fire Bottle OTG.
  }}
  }}
}}
}}
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Arthur throws a blade immediately above him. After a pause, it boomerangs back to him, then shoots out again in front of him. After traveling a short distance, it again turns around and finally returns to Arthur.
Arthur throws a blade immediately above him. After a pause, it boomerangs back to him, then shoots out again in front of him. After traveling a short distance, it again turns around and finally returns to Arthur.


Awful move for multiple reasons. It has very limited range and takes a very long time to become active at all, let alone travel to a useful location. It disappears if Arthur is hit by any attack, and due to the {{nocancel}} property, he is very vulnerable while using it. They payoff is a single hit for minor damage.
Awful move for multiple reasons. It has very limited range and takes a very long time to become active at all, let alone travel to a useful location. It disappears if Arthur is hit by any attack, and due to the "No Cancel" property, he is very vulnerable while using it. They payoff is a single hit for minor damage.
  }}
  }}
}}
}}
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  |onhit=-2~6
  |onhit=-2~6
  |onblock=-4~8
  |onblock=-4~8
  |properties={{airok}}, {{rpdfire}},Priority: Low, Durability: 3 (5 in Gold Armor)
  |properties={{airok}}, {{rpdfire}}, Priority: Low, Durability: 3 (5 in Gold Armor)
  |description=
  |description=
Arthur tosses a dagger straight forward, as a standard projectile. Repeatedly pressing the button causes Arthur to throw additional daggers, up to 3 in total. Using it while airborne lets Arthur quickly deploy several projectiles at varying heights, which can be an effective zoning pattern.
Arthur tosses a dagger straight forward, as a standard projectile. Repeatedly pressing {{clr|1|L}} causes Arthur to throw additional daggers, up to 3 in total. Using it while airborne lets Arthur quickly deploy several projectiles at varying heights, which can be an effective zoning pattern.


Gold Armor version increases the durability of each dagger from 3 to 5, and causes each dagger to pierce opponents. Meaning they can potentially hit both the point character and their assists.
Gold Armor version increases the durability of each dagger from 3 to 5, and causes each dagger to pierce opponents. Meaning they can potentially hit both the point character and their assists.
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  |properties={{airok}}, {{rpdfire}}, Priority: Low (Medium in Gold Armor), Durability: 5 (10 in Gold Armor)
  |properties={{airok}}, {{rpdfire}}, Priority: Low (Medium in Gold Armor), Durability: 5 (10 in Gold Armor)
  |description=
  |description=
Similar to Dagger Toss, Arthur chucks a large lance straight ahead. Arthur can press {{m}} a second time to throw a second lance, although he can't throw a third lance this way the way he can with dagger. Slightly slower than Dagger, but much larger and more damaging.
Similar to Dagger Toss, Arthur chucks a large lance straight ahead. Arthur can press {{clr|2|M}} a second time to throw a second lance, although he can't throw a third lance this way the way he can with dagger. Slightly slower than Dagger, but much larger and more damaging.


Gold Armor version is significantly modified. It loses the {{rpdfire}} property, so Arthur can only throw one lance. However, this lance is significantly stronger. It gains a {{stagger}} on counterhit, gains the same piercing property as the upgraded dagger, and is upgraded to Medium priority. As a medium priority projectile, Enhanced Lance will completely destroy any low priority projectile (which is almost all non-hyper projectiles) on contact, without any durability check required. Very few characters can contest this attack in a projectile war.
Gold Armor version is significantly modified. It loses the Rapid Fire property, so Arthur can only throw one lance. However, this lance is significantly stronger. It gains a Stagger on counterhit, gains the same piercing property as the upgraded dagger, and is upgraded to Medium priority. As a medium priority projectile, Enhanced Lance will completely destroy any Low-Priority projectile (which is almost all non-hyper projectiles) on contact, without any durability check required. Very few characters can contest this attack in a projectile war.


With the speed boost from level 3 X-factor, repeated well-timed Enhanced Lances can lock the opponent in a true blockstring, eating away at their health with huge chip damage while they are trapped. However, well-timed pushblocks by the opponent can negate most of the chip damage dealt by this strategy, and they may be able to escape using an Alpha Counter as well.
With the speed boost from level 3 X-factor, repeated well-timed Enhanced Lances can lock the opponent in a true blockstring, eating away at their health with huge chip damage while they are trapped. However, well-timed pushblocks by the opponent can negate most of the chip damage dealt by this strategy, and they may be able to escape using an Alpha Counter as well.
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  |properties={{counter}} vs mid/low attacks, {{stagger}} on counter, {{projnull}}
  |properties={{counter}} vs mid/low attacks, {{stagger}} on counter, {{projnull}}
  |description=
  |description=
Arthur hides behind his shield in a defensive stance. Low priority projectiles are nullified during the active frames (hypers still hit normally). A non-overhead physical hit on Arthur will trigger the {{counter}}. Shield counter deals no damage but places the opponent in a {{stagger}} state, where Arthur can usually follow-up with a punish.
Arthur hides behind his shield in a defensive stance. Low priority projectiles are nullified during the active frames (hypers still hit normally). A non-overhead physical hit on Arthur will trigger the Counter. Shield counter deals no damage but places the opponent in a Stagger state, where Arthur can usually follow-up with a punish.


Despite the animation's appearance, Arthur is not vulnerable to attacks from behind, and will counter them just as easily as attacks coming from in front of his shield.
Despite the animation's appearance, Arthur is not vulnerable to attacks from behind, and will counter them just as easily as attacks coming from in front of his shield.
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Upward swing with Arthur's sword. Has some invincibility, which is rare for meterless moves, and can be combined with its slight forward movement to blow through some attacks. However, it is very unsafe on block, and under normal circumstances offers basically no follow-up.
Upward swing with Arthur's sword. Has some invincibility, which is rare for meterless moves, and can be combined with its slight forward movement to blow through some attacks. However, it is very unsafe on block, and under normal circumstances offers basically no follow-up.


Gold Armor version causes a lengthy spinout into a forced {{softknockdown}} on hit. This spinout ignores hitstun deterioration, so the opponent can never air recover. Again, Arthur does not normally recover in time to capitalize on this spinout.
Gold Armor version causes a lengthy spinout into a forced Soft Knockdown on hit. This spinout ignores hitstun deterioration, so the opponent can never air recover. Again, Arthur does not normally recover in time to capitalize on this spinout.


This move shines most during X-Factor level 2 or 3. Arthur recovers fast enough from the Gold Armor version of this move to attack again, and can link another Heavenly Slash. Since this move ignore hitstun deterioration, it creates an easy loop that Arthur can use to easily kill an opponent.
This move shines most during X-Factor level 2 or 3. Arthur recovers fast enough from the Gold Armor version of this move to attack again, and can link another Heavenly Slash. Since this move ignore hitstun deterioration, it creates an easy loop that Arthur can use to easily kill an opponent.
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  |properties={{strk}} (first hit), {{hardknockdown}} (second hit), {{groundbounce}} (Gold Armor)
  |properties={{strk}} (first hit), {{hardknockdown}} (second hit), {{groundbounce}} (Gold Armor)
  |description=
  |description=
Arthur performs an upward swing, similar to Heavenly Slash (but without the invincibility). Afterwards, he follows up with a downward swing that causes a {{hardknockdown}}. Arthur can combo afterwards with either of his primary OTG attacks: Fire Bottle or j.5S.
Arthur performs an upward swing, similar to Heavenly Slash (but without the invincibility). Afterwards, he follows up with a downward swing that causes a Hard Knockdown. Arthur can combo afterwards with either of his primary OTG attacks: Fire Bottle or {{clr|4|j.5S}}.


Gold Armor version causes a {{groundbounce}} on the second hit, ending in a {{hardknockdown}} if the attack is not followed up by anything.
Gold Armor version causes a Ground Bounce on the second hit, ending in a Hard Knockdown if the attack is not followed up by anything.
  }}
  }}
}}
}}
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  |properties={{airok}}, {{stagger}}, {{otg}}, Priority: Low, Durability: 5 (bottle), 1 (flame)
  |properties={{airok}}, {{stagger}}, {{otg}}, Priority: Low, Durability: 5 (bottle), 1 (flame)
  |description=
  |description=
Arthur chucks a bottle upwards in an arcing trajectory. If the bottle makes contact with an opponent or projectile, it explodes, dealing reasonable damage and causing a lengthy {{stagger}}. If the bottle reaches the ground without hitting anything, it instead bursts into flames. The flames spread across the ground, advancing forward over time. Flames can hit {{otg}} and hit several times or a large amount of total hitstun, making them great for combo extensions.
Arthur chucks a bottle upwards in an arcing trajectory. If the bottle makes contact with an opponent or projectile, it explodes, dealing reasonable damage and causing a lengthy Stagger hitstun. If the bottle reaches the ground without hitting anything, it instead bursts into flames. The flames spread across the ground, advancing forward over time. Flames can hit OTG and hit several times or a large amount of total hitstun, making them great for combo extensions.


Gold Armor version has several upgraded effects. The bottle gains Beam Durability: 5 per frame for 2 frames. Each flame has its durability upgraded from 1 to 3. Additionally, the bottle will still create flames on the ground even if it makes contact with an opponent or projectile, instead of just exploding. The upgraded version also created 8 flames in total, instead of 5, further enhancing this move's damage and lockdown potential.
Gold Armor version has several upgraded effects. The bottle gains Beam Durability: 5 per frame for 2 frames. Each flame has its durability upgraded from 1 to 3. Additionally, the bottle will still create flames on the ground even if it makes contact with an opponent or projectile, instead of just exploding. The upgraded version also created 8 flames in total, instead of 5, further enhancing this move's damage and lockdown potential.
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Arthur tosses a single, large projectile. It travels forward while spinning around, covering a noticeably larger area than Arthur's other projectiles and staying on the screen for a long time. However, its spinning trajectory can cause this special to hit much later than expected, or even miss entirely. Arthur can only have one Axe active at a time. Staggers on counterhit.
Arthur tosses a single, large projectile. It travels forward while spinning around, covering a noticeably larger area than Arthur's other projectiles and staying on the screen for a long time. However, its spinning trajectory can cause this special to hit much later than expected, or even miss entirely. Arthur can only have one Axe active at a time. Staggers on counterhit.


Gold Armor version is significantly different. Arthur tosses a noticeably smaller golden projectile straight up. After a pause, it drops back down to Arthur's height and then shoots forward, hitting up to three times. This version causes a {{stagger}} on any hit, not just a counterhit, and has Medium priority. Like with Enhanced Lance Toss, Golden Ax Toss' medium priority means it will destroy almost any non-hyper projectile it touches.
Gold Armor version is significantly different. Arthur tosses a noticeably smaller golden projectile straight up. After a pause, it drops back down to Arthur's height and then shoots forward, hitting up to three times. This version causes a Stagger on any hit, not just a counterhit, and has Medium priority. Like with Enhanced Lance Toss, Golden Ax Toss' medium priority means it will destroy almost any non-hyper projectile it touches.
  }}
  }}
}}
}}
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The pre-flash startup is invincible, but there is a brief window after the super flash where Arthur is vulnerable. This can be negated by using a DHC.
The pre-flash startup is invincible, but there is a brief window after the super flash where Arthur is vulnerable. This can be negated by using a DHC.


At the end of this hyper's duration, Arthur's armor will explode. This will immediately end whatever action Arthur was currently performing (including being in hitstun or blockstun), and cause him to fall backwards into a {{hardknockdown}} state. In most cases, this gives the opponent a free OTG combo on Arthur, or a free reset on him if he was already being comboed. Additionally, the armor exploding powers Arthur down to his "Boxers" state, which is weaker than his default armor (see below).
At the end of this hyper's duration, Arthur's armor will explode. This will immediately end whatever action Arthur was currently performing (including being in hitstun or blockstun), and cause him to fall backwards into a Hard Knockdown state. In most cases, this gives the opponent a free OTG combo on Arthur, or a free reset on him if he was already being comboed. Additionally, the armor exploding powers Arthur down to his "Boxers" state, which is weaker than his default armor (see below).
  }}
  }}
}}
}}
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  |properties=Invuln until frame 229 (!!), {{hardknockdown}}, {{otg}}
  |properties=Invuln until frame 229 (!!), {{hardknockdown}}, {{otg}}
  |description=
  |description=
One of the few non-cinematic level 3 hypers in the entire game. Arthur summons a massive explosion of swirling dragons. This hyper covers the entire screen, hitting {{otg}} all the way up to jump height. However, it can be evaded at superjump height.
One of the few non-cinematic level 3 hypers in the entire game. Arthur summons a massive explosion of swirling dragons. This hyper covers the entire screen, hitting OTG, and all the way up to jump height. However, it can be evaded at superjump height.


As a non-cinematic hyper, it is capable of dealing its full damage to assists just as well as point characters. Additionally, Arthur can X-Factor cancel this hyper after the super flash, and the hyper will continue to occur normally without him having to channel it further. Arthur can then move around inside his own hyper, to pile on additional damage or run mixups on a blocking opponent.
As a non-cinematic hyper, it is capable of dealing its full damage to assists just as well as point characters. Additionally, Arthur can X-Factor cancel this hyper after the super flash, and the hyper will continue to occur normally without him having to channel it further. Arthur can then move around inside his own hyper, to pile on additional damage or run mixups on a blocking opponent.
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<code><nowiki>(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L xx 236XX (512,000 damage for 1 bar.)</nowiki></code> <br>
<code><nowiki>(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L xx 236XX (512,000 damage for 1 bar.)</nowiki></code> <br>


Arthur struggles to solo pickup after his own {{otg}} bottle midscreen. Since the damage is poor, it may be better not to cancel into hyper, and just start setting up Arthur's zoning patterns after the Fire Bottle instead. <br>
Arthur struggles to solo pickup after his own OTG bottle midscreen. Since the damage is poor, it may be better not to cancel into hyper, and just start setting up Arthur's zoning patterns after the Fire Bottle instead. <br>


<code><nowiki>(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 214H, 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L xx 236XX, 623M (636,000 damage for 1 bar.)</nowiki></code> <br>
<code><nowiki>(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 214H, 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L xx 236XX, 623M (636,000 damage for 1 bar.)</nowiki></code> <br>

Revision as of 12:35, 21 August 2022


Introduction

Arthur is the protagonist of the Ghosts 'n Goblins and Ghouls 'n Ghosts series of games, one of Capcom's oldest series. He is an archtypical knight, going on a heroic quest to slay monsters and rescue a captured princess. He fights using an array of medieval weaponry and occasionally magic spells.

In UMvC3, Arthur is a projectile-heavy keepaway character who uses a variety of long range special moves to deal significant chip damage to opponents while keeping them locked down. His zoning-intense playstyle is even more effective when combined with his special Gold Armor (214XX) hyper, and/or X-Factor, allowing him to deal an entire life bar worth of chip damage in seconds.

Strengths Weaknesses
  • Enormous chip damage potential with highly damaging projectiles. This can be further enhanced using his Gold Armor power-up and X-Factor, leading to true blockstrings that shred a guarding opponent's health.
  • Small stature gives Arthur several advantages. He can duck or even stand under many projectiles, avoid instant overheads, and even fall out of certain combos that don't work on small bodies.
  • Dagger Toss is a strong assist with more total durability than standard beams, that can be enhanced further via Gold Armor
  • Very poor mobility, among the worst in the game, with no grounded dash and an exceptionally lofty normal jump arc.
  • Normals have stubby range and poor speed. Arthur is dependent on his special moves to keep opponents at bay and avoid scramble situations.
  • Gold Armor install can backfire and kill Arthur if not managed correctly.
  • Proper pushblock timing can negate much of Arthur's chip damage potential.

Unique Mechanics

Arthur is unable to dash, even on the ground, where dashing is normally a universal action.

Wesker
Umvc3 arthur face.jpg
Character Data
Health 850,000
Ground Magic Series Stronger+
Air Chain Combo Limit Three
Forward Dash Duration None frames
Backdash Duration None frames
Jump Duration 58 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? Yes
Airdash? No
X-Factor Damage Boost (1/2/3) 10/25/35% / 30/45/70% / 50/65/100%
X-Factor Speed Boost (1/2/3) 15% / 25% / 35%
Minimum Damage Scaling (Normals, Specials) 20%, 30%
Minimum Damage Scaling (Hypers) 40%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Heavenly Slash
Assist A
Damage Startup Active Recovery
80,000 / 110,000 31 8 134, 104
On Hit On Block Guard Properties
- - Mid Softknockdown.png

THC Hyper: Goddess' Bracelet. Knocks the opponent up into the air. Not recommended over his other assists due to its limited range.

Gold Armor version causes a spinout, keeping the opponent airborne longer than the normal version, and making it easier to combo afterwards.

Dagger Toss
Assist B
Damage Startup Active Recovery
40,000 x3 / 55,000 x3 34 21 125, 95
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 3 per dagger (5 in Golden Armor)

THC Hyper: Goddess' Bracelet. Arthur throws three daggers which travel across the screen as standard projectiles. Good total durability and provides a solid amount of hitstun/blockstun for combos or pressure.

Gold Armor version increases the durability of each dagger from 3 to 5, and causes each dagger to pierce opponents. Meaning they can potentially hit both the point character and their assists.

Fire Bottle Toss
Assist Y
Damage Startup Active Recovery
40,000 + 20,000 x5 / 40,000 + 22,000 x8 44 - 128, 98
On Hit On Block Guard Properties
- - Mid Stagger.png (bottle), Otg.png, Priority: Low, Durability: 5 (bottle), 1 (flame)

THC Hyper: Goddess' Bracelet. Arthur lobs a fire bottle into the air. If it hits an opponent (or a projectile), it explodes, causing a Stagger animation. If the bottle does not make contact with an opponent or projectile, it will burst on contact with the ground. This burst causes flames to appear on the ground in a forward-advancing pattern. These flames are OTG capable and cause a very high amount of total hitstun or blockstun, making this assist very powerful when spaced correctly.

Golden Armor version has several upgraded effects. The bottle gains Beam Durability: 5 per frame for 2 frames. Each flame has its durability upgraded from 1 to 3. Additionally, the bottle will still create flames on the ground even if it makes contact with an opponent or projectile, instead of just exploding. The upgraded version also created 8 flames in total, instead of 5, further enhancing this assist's damage and lockdown potential.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
30,000 6 3 11
On Hit On Block Guard Properties
0 -1 Mid Rpdfire.png

-

Stand Medium
5M
Damage Startup Active Recovery
48,000 12 3 23
On Hit On Block Guard Properties
-5 -7 Mid Autoguard.png while active

Has very poor range, damage, and startup. Notable for having the Autoguard property, which is very rare in this game. Autoguard works in this way:

While this attack is active, Arthur is considered to be stand-blocking. Mid and Overhead attacks will automatically be blocked during that window. The blueish block effect will appear as normal. Arthur will take no damage from normal attacks, and only take chip damage from specials and hypers. He will also not be put into hitstun and will continue the move as normal. If Arthur successfully blocks an attack using autoguard, he can cancel 5M on whiff as if it connected (as in, he can chain it on whiff into H or S normals).

Although this property is very unique and can be quite powerful, it is very difficult to use in a real match. 5M has long startup and a very narrow active window. In most cases, it is easier and safer to use Shield Deflect, Arthur's dedicated counter - 623L.

Stand Heavy
5H
Damage Startup Active Recovery
65,000 14 5 22
On Hit On Block Guard Properties
-3 -5 Mid -

-


Crouching Light
2L
Damage Startup Active Recovery
28,000 7 2 12
On Hit On Block Guard Properties
0 -1 Low Rpdfire.png

Fast (relatively) low. Allows Arthur to run simple but effective High/Low mixups when paired with j.5S.

Crouching Medium
2M
Damage Startup Active Recovery
45,000 10 3 22
On Hit On Block Guard Properties
-4 -6 Low -

-

Crouching Heavy
2H
Damage Startup Active Recovery
63,000 15 4 24
On Hit On Block Guard Properties
- -6 Low Strk.png, Softknockdown.png

-


Launcher/Special
S
Damage Startup Active Recovery
70,000 9 4 31
On Hit On Block Guard Properties
Launch -13 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
30,000 7 9 10
On Hit On Block Guard Properties
+9 +7 OH -

Works as an instant overhead naturally against most characters. When used this way, Arthur can chain into j.5S in order to quickly alter his jump momentum and confirm into a full combo.

Jumping Medium
j.5M
Damage Startup Active Recovery
47,000 9 3 22
On Hit On Block Guard Properties
+16 +13 OH -

Works as an instant overhead naturally in almost the exact same way as j.5L.

Jumping Heavy
j.5H
Damage Startup Active Recovery
63,000 11 5 20
On Hit On Block Guard Properties
+16 +14 OH -

Upward-angled attack. Unremarkable.

Jumping Special
j.5S
Damage Startup Active Recovery
65,000 12 Until grounded 5
On Hit On Block Guard Properties
+9 +7 OH Aircombofinisher.png, Otg.png

Very unique attack, with several important properties and uses. Arthur stabs downward with his lance.

Using this move halts any vertical (upward/downward) momentum that Arthur previous had, and causes him to start accelerating downwards. However, it does not alter his horizontal trajectory, and he will continue to move forwards or backwards while falling. Examples of how to make use of this:

  • Use j.5S as an instant overhead, or as a follow-up after other instant overheads. Arthur will quickly return to the ground, and can link a 5L to start a full combo.
  • (Super)jumping up-forward or up-back and immediately activating j.5S causes Arthur to travel forwards/backwards faster than he would by walking normally. Since Arthur cannot dash, this is an important technique for quickly maneuvering around the stage.
  • Whiff canceling j.5S into aerial specials lets Arthur perform this specials with a sudden burst of downward momentum. For example, Arthur can Superjump -> j.5S -> j.236H to quickly gain access to Air Scatter Crossbow, while also ensuring he can land-cancel the recovery to immediately act afterwards.

This attack also works as a very fast OTG when done low to the ground. Arthur can pair this with many assists in order to relaunch, especially in situations where he does not have time to set up a Fire Bottle OTG.

Command Normals

Cross Sword
4H
Damage Startup Active Recovery
70,000 26 - 24
On Hit On Block Guard Properties
-1 -3 Mid Chipdamage.png, Nocancel.png, Priority: Low, Durability: 5

Arthur throws a blade immediately above him. After a pause, it boomerangs back to him, then shoots out again in front of him. After traveling a short distance, it again turns around and finally returns to Arthur.

Awful move for multiple reasons. It has very limited range and takes a very long time to become active at all, let alone travel to a useful location. It disappears if Arthur is hit by any attack, and due to the "No Cancel" property, he is very vulnerable while using it. They payoff is a single hit for minor damage.


Lance Charge
6H
Damage Startup Active Recovery
70,000 20 11 15
On Hit On Block Guard Properties
-2 -4 Mid -

Arthur charges forward, stabbing in front of him. Useful to compensate for the limited range on Arthur's normals, letting him close the distance and connect a 5S. However, this move itself has a very limited vertical range, and is difficult to land against airborne opponents.


Special Moves

Dagger Toss
236L
Damage Startup Active Recovery
40,000 x1 - x3 / 55,000 x1 - x3 10 - 28-32
On Hit On Block Guard Properties
-2~6 -4~8 Mid Airok.png, Rpdfire.png, Priority: Low, Durability: 3 (5 in Gold Armor)

Arthur tosses a dagger straight forward, as a standard projectile. Repeatedly pressing L causes Arthur to throw additional daggers, up to 3 in total. Using it while airborne lets Arthur quickly deploy several projectiles at varying heights, which can be an effective zoning pattern.

Gold Armor version increases the durability of each dagger from 3 to 5, and causes each dagger to pierce opponents. Meaning they can potentially hit both the point character and their assists.


Lance Toss
236M
Damage Startup Active Recovery
60,000 x1 - x2 / 130,000 13 - 28-32
On Hit On Block Guard Properties
0~-4 -2~6 Mid Airok.png, Rpdfire.png, Priority: Low (Medium in Gold Armor), Durability: 5 (10 in Gold Armor)

Similar to Dagger Toss, Arthur chucks a large lance straight ahead. Arthur can press M a second time to throw a second lance, although he can't throw a third lance this way the way he can with dagger. Slightly slower than Dagger, but much larger and more damaging.

Gold Armor version is significantly modified. It loses the Rapid Fire property, so Arthur can only throw one lance. However, this lance is significantly stronger. It gains a Stagger on counterhit, gains the same piercing property as the upgraded dagger, and is upgraded to Medium priority. As a medium priority projectile, Enhanced Lance will completely destroy any Low-Priority projectile (which is almost all non-hyper projectiles) on contact, without any durability check required. Very few characters can contest this attack in a projectile war.

With the speed boost from level 3 X-factor, repeated well-timed Enhanced Lances can lock the opponent in a true blockstring, eating away at their health with huge chip damage while they are trapped. However, well-timed pushblocks by the opponent can negate most of the chip damage dealt by this strategy, and they may be able to escape using an Alpha Counter as well.


Scatter Crossbow
236H
Damage Startup Active Recovery
50,000 x2 / 40,000 x3 15 - 33*
On Hit On Block Guard Properties
-9 -11 Mid Airok.png, Priority: Low, Durability: 3 per shot (5 in Gold Armor)

Arthur pulls out a crossbow and fires two bolts in a slight spread pattern. When performed on the ground, he fires them at an up-forward angle. This is a decent anti-air option, and the lower bolt can still be a threat against tall characters even if they remain on the ground.

When performed in the air, Arthur fires at a down-forward angle instead, which can be very challenging to approach against. Instead of having a fixed recovery, Air Crossbow recovers 1 frame after Arthur returns to the ground. Arthur can take advantage by using this move while he is falling towards the ground (such as immediately after using j.5S). He can recover almost instantly this way and follow up with more zoning.

Gold Armor version fires 3 projectiles instead of 2, with upgraded durability. More importantly, the projectiles gain homing properties, and will arc to chase after the opponent. Gold Armor Air Crossbow is extremely difficult for the opponent to maneuver around, and can be used repeatedly for long-range harassment.


Shield Deflect
623L
Damage Startup Active Recovery
- 5 26 15
On Hit On Block Guard Properties
- - Counter Counter.png vs mid/low attacks, Stagger.png on counter, Projnull.png

Arthur hides behind his shield in a defensive stance. Low priority projectiles are nullified during the active frames (hypers still hit normally). A non-overhead physical hit on Arthur will trigger the Counter. Shield counter deals no damage but places the opponent in a Stagger state, where Arthur can usually follow-up with a punish.

Despite the animation's appearance, Arthur is not vulnerable to attacks from behind, and will counter them just as easily as attacks coming from in front of his shield.


Heavenly Slash
623M
Damage Startup Active Recovery
90,000 / 120,000 7 8 41
On Hit On Block Guard Properties
-18 -27 Mid Invuln until frame 14, Strk.png, forced Softknockdown.png in Gold Armor

Upward swing with Arthur's sword. Has some invincibility, which is rare for meterless moves, and can be combined with its slight forward movement to blow through some attacks. However, it is very unsafe on block, and under normal circumstances offers basically no follow-up.

Gold Armor version causes a lengthy spinout into a forced Soft Knockdown on hit. This spinout ignores hitstun deterioration, so the opponent can never air recover. Again, Arthur does not normally recover in time to capitalize on this spinout.

This move shines most during X-Factor level 2 or 3. Arthur recovers fast enough from the Gold Armor version of this move to attack again, and can link another Heavenly Slash. Since this move ignore hitstun deterioration, it creates an easy loop that Arthur can use to easily kill an opponent.

Hellbound Slash
623H
Damage Startup Active Recovery
50,000 + 60,000 / 60,000 + 80,000 15 5(18)6 28
On Hit On Block Guard Properties
- -11 Mid Strk.png (first hit), Hardknockdown.png (second hit), Groundbounce.png (Gold Armor)

Arthur performs an upward swing, similar to Heavenly Slash (but without the invincibility). Afterwards, he follows up with a downward swing that causes a Hard Knockdown. Arthur can combo afterwards with either of his primary OTG attacks: Fire Bottle or j.5S.

Gold Armor version causes a Ground Bounce on the second hit, ending in a Hard Knockdown if the attack is not followed up by anything.


Fire Bottle Toss
214L
Damage Startup Active Recovery
40,000 + 20,000 x5 / 40,000 + 22,000 x9 15 5(18)6 28
On Hit On Block Guard Properties
- -11 Mid Airok.png, Stagger.png, Otg.png, Priority: Low, Durability: 5 (bottle), 1 (flame)

Arthur chucks a bottle upwards in an arcing trajectory. If the bottle makes contact with an opponent or projectile, it explodes, dealing reasonable damage and causing a lengthy Stagger hitstun. If the bottle reaches the ground without hitting anything, it instead bursts into flames. The flames spread across the ground, advancing forward over time. Flames can hit OTG and hit several times or a large amount of total hitstun, making them great for combo extensions.

Gold Armor version has several upgraded effects. The bottle gains Beam Durability: 5 per frame for 2 frames. Each flame has its durability upgraded from 1 to 3. Additionally, the bottle will still create flames on the ground even if it makes contact with an opponent or projectile, instead of just exploding. The upgraded version also created 8 flames in total, instead of 5, further enhancing this move's damage and lockdown potential.


Ax Toss
214M
Damage Startup Active Recovery
100,000 / 50,000 x3 20 - 38
On Hit On Block Guard Properties
-5 -7 Mid Airok.png, Stagger.png on counterhit, Priority: Low (Medium in Gold Armor), Durability: 10 (5x3 in Gold Armor)

Arthur tosses a single, large projectile. It travels forward while spinning around, covering a noticeably larger area than Arthur's other projectiles and staying on the screen for a long time. However, its spinning trajectory can cause this special to hit much later than expected, or even miss entirely. Arthur can only have one Axe active at a time. Staggers on counterhit.

Gold Armor version is significantly different. Arthur tosses a noticeably smaller golden projectile straight up. After a pause, it drops back down to Arthur's height and then shoots forward, hitting up to three times. This version causes a Stagger on any hit, not just a counterhit, and has Medium priority. Like with Enhanced Lance Toss, Golden Ax Toss' medium priority means it will destroy almost any non-hyper projectile it touches.


Scythe Toss
214H
Damage Startup Active Recovery
50,000 x2 / 25,000 x4 20 50 40
On Hit On Block Guard Properties
+2 -1 Mid Airok.png, Priority: Low, Durability: 3 (5 while gold).

Arthur throws a weapon in a boomerang arc. It travels forward a fixed distance, and then stops and moves back towards Arthur - hitting from both directions. On hit, this move pulls opponents closer to Arthur, while on block it tends to push them much farther away.

Gold Armor version is almost identical, but deals 4 weaker hits instead of 2 strong ones. This is actually worse, as it applied more damage scaling without any benefit.


Hyper Combos

Goddess' Bracelet
236XX (1 bar)
Damage Startup Active Recovery
22,000 x20 - x40 15+1 122 5
On Hit On Block Guard Properties
+18 +16 Mid Invuln until frame 10, mashable, Priority: High, Durability: 2 per projectile.

Arthur fires a rapid volley of projectiles directly forward. Arthur is able to move during this hyper: he can walk forward and backwards, jump and double jump. However, he can not superjump.

Very advantageous on hit, allowing Arthur to follow up with other attacks. Notably, he can link this hyper into itself. This is much easier to time if Arthur is the only character alive, as otherwise mashing 236XX will cause a DHC instead.

Useful as THC support for other characters due to its very long duration.


Golden Armor
King's Armor
214XX (1 bar)
Damage Startup Active Recovery
- 20+2 - -
On Hit On Block Guard Properties
- - - Invuln until frame 20, lasts 1200 frames

Arthur transforms his armor to a more powerful version. This install hyper lasts 1200 frames (20 seconds). While in Gold Armor, all of Arthur's special moves (including the assist versions) are improved, with new properties and additional damage. In this move list, the Gold Armor properties of each special are included in the move's description, and the improved damage is included, separated by a slash marker ("/").

Gold Armor also reduces damage dealt to Arthur by 20%. It does not improve his speed, or the damage/properties of Arthur's normals or hypers. It DOES improve the damage boost he gains from X-Factor.

The pre-flash startup is invincible, but there is a brief window after the super flash where Arthur is vulnerable. This can be negated by using a DHC.

At the end of this hyper's duration, Arthur's armor will explode. This will immediately end whatever action Arthur was currently performing (including being in hitstun or blockstun), and cause him to fall backwards into a Hard Knockdown state. In most cases, this gives the opponent a free OTG combo on Arthur, or a free reset on him if he was already being comboed. Additionally, the armor exploding powers Arthur down to his "Boxers" state, which is weaker than his default armor (see below).

Boxers Form
Automatic after Golden Armor expires
Damage Startup Active Recovery
- - - -
On Hit On Block Guard Properties
- - - Hardknockdown.png (self-inflicted)

When Arthur's Golden Armor install hyper wears off, he is downgraded to his Boxers form. Boxers form is identical to Arthur's default armor in terms of move properties. However, Arthur receives 30% extra damage while in this state compared to his default armor, making him very fragile.

Activating Arthur's Gold Armor install while in Boxers form will instead restore Arthur's default armor. Once his default armor is restored, he can use his Golden Armor install normally again.


For the Princess
623XX (3 bars)
Damage Startup Active Recovery
400,000 15+5 150 70
On Hit On Block Guard Properties
- -62 Mid Invuln until frame 229 (!!), Hardknockdown.png, Otg.png

One of the few non-cinematic level 3 hypers in the entire game. Arthur summons a massive explosion of swirling dragons. This hyper covers the entire screen, hitting OTG, and all the way up to jump height. However, it can be evaded at superjump height.

As a non-cinematic hyper, it is capable of dealing its full damage to assists just as well as point characters. Additionally, Arthur can X-Factor cancel this hyper after the super flash, and the hyper will continue to occur normally without him having to channel it further. Arthur can then move around inside his own hyper, to pile on additional damage or run mixups on a blocking opponent.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

-

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

-


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 5 22
On Hit On Block Guard Properties
- -5 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 35
On Hit On Block Guard Properties
- -15 OH Softknockdown.png

-


Team Position

Arthur is typically placed in the Anchor position. While in gold armor mode, his level 3-Factor bonuses are among the highest in the game, comparable to the buffs granted to Dark Phoenix. These buffs can allow Arthur to overcome his naturally limited mobility and remain a threat in a comeback situation. Additionally, his assists, especially Dagger Toss, are quite strong and allow him to remain useful in the backline. If Arthur is tagged in early, it is usually to activate his Golden Armor hyper and then tag or DHC out. This upgrades his assist attack indefinitely, as the Gold Armor duration will not count down so long as Arthur is not the point character.


Notable Synergies

Haggar: Dagger Toss assist when enhanced by Golden Armor has very high durability, meaning it will destroy most non-hyper projectiles cleanly. This is excellent for Haggar, who can use the coverage to get close to zoning opponents. For combo extensions, Haggar is not particularly picky, and can get extra damage with just about anything, including Arthur's assists. In the opposite direction, Haggar's invincible Lariat assist can provide Arthur with breathing room if he finds himself on point and being rushed down. This pair also has strong THC synergy, as Haggar can recover from Giant Haggar Press while the opponent is still being attacked by Goddess' Bracelet. Haggar can use this to do a full combo into THC and then additionally extend afterwards for massive total damage, or use it in neutral to snipe assists or force block pressure.

Players to Watch: Sacktap (Ghost Rider/Haggar/Arthur, Nemesis/Haggar/Arthur), FrankLotion (Haggar/Rocket/Arthur), Chilldog (Haggar/Sentinel/Arthur)

Wolverine: Wolverine ideally wants an assist that allows him to convert off instant overhead and cross-up 214X attempts, while also allowing him to pick after after his 3M OTG slide. Dagger Toss' high hitstun means it can be used for all of these things, while also clearing projectiles to help Wolverine approach in neutral. If Arthur gets snapped in early, Golden Armor xx Berserker Charge DHC route represents a relatively easy way for him to escape, as Wolverine's install hyper only has 8 frames of recovery.

Players to Watch:

Nemesis: Similar to Haggar, Nemesis is a big-body character who appreciates having a high durability assist like Dagger Toss to clear a path for him.

Players to Watch: Sacktap (Nemesis/Haggar/Arthur)

Other Players to Watch: Rikir (Tron/Dante/Arthur), Marvisto (Firebrand/Arthur/Taskmaster, only briefly)

Combos

video combo guide

Solo Combos

(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L xx 236XX (512,000 damage for 1 bar.)

Arthur struggles to solo pickup after his own OTG bottle midscreen. Since the damage is poor, it may be better not to cancel into hyper, and just start setting up Arthur's zoning patterns after the Fire Bottle instead.

(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 214H, 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L xx 236XX, 623M (636,000 damage for 1 bar.)

Scythe pickup is spacing specific.

(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 5S sjc. j.5H > j.5S, land, 214L xx 236XX, 623M (630,000 damage for 1 bar)

CORNER ONLY. Using Fire Bottle in the corner to repeatedly relaunch.

(Requires Gold Armor) 5L > 5M > 5H > 6H > 5S sjc. [j.5M > j.5M > j.5H xx 214M, land, j.5S sjc.] x2, j.5H > j.5S, land, 214L xx 236XX.

Alternate loop using Gold Armor version of axe, which forces a soft knockdown on air hit.


X-Factor Combos

2L > 5M > 5H > 6H xx 214H xx 214XX xx X-Factor (Level 2 or 3), 5H > 6H xx 623H, 623M, 623M, 623M, 623M, etc.

Basic example of how to go from no X-Factor and no Gold Armor into having both for the Heavenly Slash loop. Basically any confirm will work here.

2L > 5M > 5H > 6H xx 214H xx 214XX xx X-Factor (Level 3), 2H xx 236M, 236M, 236M, 236M, etc.

Can also loop Lance into itself in X-Factor 3 and Gold Armor, which kills slightly faster than the Heavenly Slash version. Harder to time (maybe corner only?).


Sample Team Combos

Small Dante extension

Generic assist extensions


Alternate Colors

Arthur colors.jpg

Videos and External Resources