imo if you pair up arthur as an anchor with any charecter that can teleport, you got a pretty rape team. mainly because the daggers hit at seperate times, there for it then kind of takes awhile to get to you’re opponent. in the time it takes for the daggers to reach them,you can go for a teleport and you have a huge mix up advantage.(like grabbing,tricky blocking,etc)

I’m using Iron Fist Rising Fang to aid Arthur. Arthur’s daggers and general horizontal projectiles eat up the ground but eventually people try to jump. Iron Fist is ridiculously fast and eats this alive on reaction given Rising Fang doesn’t truly travel horizontal but travels at a rising angle like parabolic shot from Taskmaster. It literally rides over projectiles like disruptor at the angle it travels and when coupled with Arthur’s horizontal stuff its a pretty good lockdown combination. Plus, it causes a wall bounce into full on combo when this happens. Its great. Plus you can DHC from the bracelet into Iron fist nicely if you walk it up close and then you have Iron Fist backed by either dagger assist (which is great to get him inside) or by fire bottle (which when coupled with crescent heel or a jump canceled move into overhead is a good mixup). Im working on seeing if I can get Firebottle to arc over people in blockstring in the corner to hit them from behind and low to net Iron Fist a really dirty mixup or unblockable from block strings out of his corner pressure games. I’d have to time it to come down as I use an H which is the only move he has that’d let them out of blockstun long enough to go for the unblockable given that H lets him pop a move fast enough afterwords to beat them to the punch.

Team is tight. If I can get firebottle to do everything I want for fist its the new assist for Arthur. If not then I’ll stick to daggers and sweat it out with Iron Fist once he’s inside by going for blockstrings and throws. In either event Rising Fang aids Arthur’s lockdown potential tremendously with how fast it is and how easy it is to convert. Plus it does 150k by itself.

arthur(daggers), doom(missiles), wesker(down gun)

thats my main team. i start arthur because frankly i think he’s too risky as anchor, dont get me wrong he is a god in x-factor 3 but his no health isnt worth it especially since i have wesker. arthur point is basically free damage, back him up with missiles and that keep away game is super lame and great. if they get in and you have a chance to get a string on them, weskers down gun can set up some pretty nice overheads. i dont know if its totally unblockable but it seems to work. but yeah, thats basically what i got going and have for a little while. im also experimenting with:

arthur(dagz), wesker(gun), and doom(beam).
beam with arthur is pretty annoying, it works for a quick keep away ive noticed and it helps if you wanna play rush down arthur. thats just how i feel about it though.

Dagger assist is too good to risk starting Arthur and having him die, IMO.

Depends on the character who’s up first on their side.

yeah…
golden daggers assist is the price they pay for snapping in arthur, not a risk you take right at the beggining of the match :stuck_out_tongue:

its not worth risking an entire match just to use an assist. most characters can kill arthur in a combo. id rather have doom and wesker to rely on. and yeah, daggers is the shit but beam is good as hell too. plus missile with arthurs wall of daggers is better than just his 3 daggers happening every so often and if he gets birthdayed then you are super screwed. but dont get me wrong i play arthur anchor sometimes cause its fun.

It’s a lot easier to land a combo on a point character than it is to land one on an assist, so I’m not sure what difference this makes.

Put another way: if Arthur is assisting and I get caught with a happy birthday, then Arthur is dead. But if Arthur is on point and gets caught with a happy birthday, his life is so low that he’s still dead anyway. So what’s the difference?

Daggers + missiles + XF3 Doom is nowhere near as good as lasers + daggers + XF3 Arthur.

i usually run arthur, doom, wesker. so i mean, dark wesker is dark wesker haha, he’s his own team. i do enjoy playing arthur anchor and depending on who they are playing with i will switch arthur for wesker. im not saying arthur in xf3 isnt an obvious bad ass, cause he is. but for my play style i think he works best point for me, i mean, ive been playing him since vanilla and i have the most fun and success running point.

but lets be honest, arthur is the man. way fun to play. i just fear that he’s been trying to save the princess for too long and that she may be dead…poor guy.

Hey! hows my team sounds to ya´ll experienced Art players

Nemesis on point, Hulk assisting and Arthur as ancor or either point? bad or gd

Nemesis has Daggers, but that isn’t like missiles or Tatsu where it can be your only assist and you good. You need another good assist to compensate for Nemmy’s weaknesses.

Im thinking Cap/Arthur/Ammy. Any thoughts on that?

I like it. DHCs would be godlike. Charging Star–> Gold Armor= full combo. But then your left with assistless arthur when Cap dies. Cause Cold Star ain’t doing SHIT for Arthur. So try replacing ammy with doom or something.

Nah, im using the meter thingy for Arthur. You always say that arthur needs meter so…

But then you just have captain america with Daggers. Not that good. You want two good assists for your point character in this game. Even Zero needs that.

To be fair, more meter means more frame traps with Cap, which means he can be a little more liberal with charging stars when he needs to be.

Captain America with Cold Stars is fucking crazy. Shield Slash + Cold Star = mixups for the next 3 seconds.

I go against the grain here, I have had a lot of success as of late running Arthur on point, Doom second, Captain America on anchor.
Against foes who are weak against zoning Doom missiles help keep them locked down as Arthur pelts them to death. If they are real weak I will burn meter on Goddess Bracelet to speed up the chip process or if they are in the corner I can use GB and jump in while its active and fish for a hit in the corner to to the fire bottle loop (S, sj H,S land fire bottle)for 2-3 reps and end either with another fire bottle then S or call Captain America Charging Star+Jumping S into Goddess Bracelet.
If they are trying to force their way in and get past jumping Daggers, Lances, and Axes, I will super jump and fire bottle to drop it right on their head, If they are in Super jump height a Scythe can catch them on its return, or back H can pop them as well and then Caps Charging star can push them back across the screen.
If the get a hit they will tend to burn as much meter to kill Arthur and if they fail I’ll raw tag Capt because they will be getting desprate to get that last bit of chip, and now they have no meter to snap Art back in.
Also against the grain I use Heavenly Slash as an assist. It is great for popping people in the air for a Captain or Doom air combo, you can raw lvl3 with Doom or Cap after Arthur hits it. In Golden Armor State it dose a Spinning Knockdown which makes Corner Combos with Cap Much easier.
If they have nothing to attack the air with then I can bring Doom in and Normal jump-Fly and rain finger lasers down while calling charging star and heavenly slash every time they get close to the ground

I don’t like Arthur/Cap. Cap should be a point character and his anchor abilities are really bad. I think Arthur/Cap/Doom would be better. And Daggers is ALWAYS the best assist, if you already have a horizontal assist then you shouldn’t have Arthur anywhere on your team but point. Heavenly Slash is not a good assist, Daggers is a top 10 assist. Try Arthur/Sentijamal/Doom. Horizontal projectile assists are what Arthur needs, it gives him more durability on projectile barrages.

One of my Side team is Frank(shopping cart)/Arthur(Bottle)/Iron man(Repulser blast) This team allows me to get good with Frank West on all of his level while still having access to straight to level 5 combos. The team does not have a neutral beam assist but I argue that repulser blast can make opponents think twice about just going in.

With Arthur, the anti air assist of Iron Man and the distance keeper of Frank West’s trolly helps Arthur in his neutral game of throwing projectiles and dictating the pace of the match. plus those two assist make great basic combo extenders and even great hit conforms should you know how to capitalise off of those hits.

When comboing with Iron Man, I try to use the fire trail of Arthurs assist rather then for OTG capabilities. For example if you do Iron Mans ABC plus his c.Heavy, press the Arthur assist at the same time you press c.Heavy, and perform a M Unibeam, the trail of the Arthur assist with catch them if you perform it correctly.

Please tell me your thoughts. :slight_smile: