UMVC3/Arthur

From SuperCombo Wiki


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
  • High Damage: Enormous chip damage potential with highly damaging projectiles and a super that can link into itself from full screen. This is only further enhanced when using his Gold Armor power-up and X-Factor, leading to true blockstrings that shred a guarding opponent's health and an infinite starting from an invincible dp.
  • Strong Zoning: Arthur has vast array of projectiles that all cover different angles at different timings. It can be hell to get in on an Arthur that knows how to cover himself correctly.
  • Size: 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.
  • Support Value: Dagger Toss is a strong assist with more total durability than standard beams, that can be enhanced further via Gold Armor. Goddess' Bracelet and Gold Armor are both safe DHC options, with the former being a plus on block potential mixup and the latter being a nice way to get armor up and reset the neutral.
  • Terrible Mobility: Very poor mobility, among the worst in the game, with no grounded dash and an exceptionally lofty normal jump arc.
  • Bad Normals: 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 Timer: Once the timer is up on Arthur's Gold Armor install, he falls into a hard knockdown and can be hit with an otg. On top of that, he'll be in his boxers instead of normal armor, which makes him take 30% more damage than usual. If not managed well or if the matchup simply isn't in his favor, Gold Armor can harm you more than it helps.
  • Weak to Pushblock: Although Arthur has many projectiles that fly at different speeds, proper pushblock timing can negate much of Arthur's chip damage potential. This is especially potent with his XF3 lance infinite.


Unique Mechanics

  • Arthur is unable to dash, even on the ground, where dashing is normally a universal action.
  • Arthur has three states depending on what kind of Armor he has on: Normal (or Regular), Golden, and No Armor (or Boxers). This is controlled by his 214XX "Golden Armor" Hyper.
    • Normal Armor is the state he starts in and what occurs when he uses 214XX in No Armor.
    • Golden Armor occurs when he uses 214XX in Normal Armor, his special moves gain various beneficial properties, and he has a flat 20% damage reduction when taking damage. Golden Armor lasts for 1200 frames (20 seconds), and when it ends Arthur is put into a Hard Knockdown state in which he can be OTG'd and is in the No Armor state. Additionally, his X-Factor Boosts are greater in this state, 25% / 45% / 65% Damage and 15% / 25% / 35% Speed.
    • No Armor occurs after the timer for Golden Armor has run out, and lasts until 214XX is used again. In this state he receives 30% more damage and his X-Factor Damage Boost is less than normal at 10% / 30% / 50%, while his X-Factor Speed Boost is increased to 30% / 40% / 50%.
UMVC3 Arthur Nameplate.png
UMVC3 Arthur Portrait.png
Health 850,000
Invulnerable Reversal(s) 623M, 236XX, 214XX, 623XX
Grounded Magic Series Simple
X-Factor Damage Boost (1/2/3) 25% / 45% / 65%
X-Factor Speed Boost (1/2/3) 15% / 25% / 35%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
0 No No No No
Minimum Attack Scaling
Normals Specials Hypers
20% 30% 40%
Golden and Naked Armor Values on Data Page

Move List

Assists

Heavenly Slash
Assist A
UMVC3 Arthur AssistA.png
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
UMVC3 Arthur AssistB.png
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
UMVC3 Arthur AssistY.png
UMVC3 Arthur AssistY Land.png
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
UMVC3 Arthur 5L.png
Damage Startup Active Recovery
30,000 6 3 11
On Hit On Block Guard Properties
0 -1 Mid Rpdfire.png

-

Stand Medium
5M
UMVC3 Arthur 5M.png
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
UMVC3 Arthur 5H.png
Damage Startup Active Recovery
65,000 14 5 22
On Hit On Block Guard Properties
-3 -5 Mid -

-


Crouching Light
2L
UMVC3 Arthur 2L.png
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
UMVC3 Arthur 2M.png
Damage Startup Active Recovery
45,000 10 3 22
On Hit On Block Guard Properties
-4 -6 Low -

-

Crouching Heavy
2H
UMVC3 Arthur 2H.png
Damage Startup Active Recovery
63,000 15 4 24
On Hit On Block Guard Properties
- -6 Low Softknockdown.png

-


Launcher/Special
S
UMVC3 Arthur 5S.png
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
UMVC3 Arthur jL.png
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
UMVC3 Arthur jM.png
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
UMVC3 Arthur jH.png
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
UMVC3 Arthur jS.png
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
UMVC3 Arthur 4H 1st.png
UMVC3 Arthur 4H 2nd.png
UMVC3 Arthur 4H 3rd.png
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
UMVC3 Arthur 6H.png
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
UMVC3 Arthur 236L.png
UMVC3 Arthur j236L.png
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
UMVC3 Arthur 236M.png
UMVC3 Arthur j236M.png
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
UMVC3 Arthur 236H.png
UMVC3 Arthur j236H.png
UMVC3 Arthur 236H Gold.png
Crossbow fires an extra bolt and gains homing in Gold Armor Mode.
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
UMVC3 Arthur 623L.png
Opponents are staggered if they attack into 623L.
UMVC3 Arthur 623L Counter.png
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
UMVC3 Arthur 623M.png
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
UMVC3 Arthur 623H.png
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
UMVC3 Arthur 214L.png
UMVC3 Arthur 214L Land.png
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
UMVC3 Arthur 214M.png
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
UMVC3 Arthur 214H.png
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)
UMVC3 Arthur 236XX.png
UMVC3 Arthur 236XX Jump.png
While not Air-OK, Arthur can jump after activating Goddess' Bracelet to attack from the air.
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)
UMVC3 Arthur 214XX.png
"Give me Strength!"
UMVC3 Arthur 214XX Effect.png
"King's Armor!"
UMVC3 Arthur 214XX End.png
Oh no.
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 ("/"). Once activated, Arthur can tag out to benefit his team with enhanced assists, and the duration of the buff will not deplete until he returns to the point position.

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 mostly identical to Arthur's default armor in terms of move properties. However, Arthur suffers two penalties for being in Boxer form:

  • Arthur receives 30% extra damage while in this state compared to his default armor, making him very fragile.
  • Arthur's X-Factor damage boosts are slightly weaker in boxers form compared to his default armor, and much worse than they would be in gold armor.

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)
UMVC3 Arthur 623XX.png
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
UMVC3 Arthur GroundThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

-

Air Throw
j.6H, j.4H
UMVC3 Arthur AirThrow.png
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
UMVC3 Arthur 5H.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
UMVC3 Arthur HardTag.png
Damage Startup Active Recovery
30,000 - 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)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Arthur Color 1.png UMVC3 Arthur Color 2.png UMVC3 Arthur Color 3.png UMVC3 Arthur Color 4.png UMVC3 Arthur Color 5.png UMVC3 Arthur Color 6.png UMVC3 Arthur Color Alt.png