From the way Keits has been using him. His disruptor is better, and his offensive game is worse along with poor health.
One projectile buff and a slightly worse rushdown does not make a keep away character. Keits isnt known for having a very good rushdown anyways. Give it some time Im like 85 percent sure hell be RTSD.
I’m just going off what I see. It looks like Magneto can zone decently well. He has the tools to play many ways.
ok fellow arthurs, one thing ive been thinking about is arthurs gold armor… will we REALLY want to use it? at this point it looks VERY weak since arthur is basically forced into an otg state when the armor comes off. which basically means that once armor is activated that arthur will be forced to dhc into another character before he gets tossed into his drawls and gets mopped up by one combo.
it just to me, looks like his armor has a very big drawback that isnt circumventable by simply staying on the field. so the question of why should we use armor in the first place, comes up in my mind.
unless i’m misinformed and there is a way besides tagging out to keep arthur from getting knocked down when his armor wears off?
-dime
Arthur’s armor is start-up invincible. At the very least I’m thinking it would be a good option to DHC out of when Arthur is in trouble (at low health). Then you’ll have golden armor assists for a very long duration. Gold armor>DHC into a level 3 grab? Yes please.
I don’t like the knock back effect at the end either which is why I’m weary of using it when he is on point. I mean, isn’t it enough we will have piss poor health without using another super stock to get back to normal? Meh…
gold armor arthur assists is what might make him a member of my team
if arthur was going to be my number 1 I’m not so sure I’d use it unless it really vamps up the damage and you can do it in the middle of a combo AND still finish the combo
but i dunno i haven’t done any research really haha
yeah, exactly the going to drawls is bad enough, but seems (somewhat) fair, the falling down though seems just ridiculous for something that only lasts 20 secs and only pumps up a couple of his specials…
i’m just hoping that theres some really broken stuff in gold armor to make the drawbacks necessary. otherwise it only seems viable as a an assist strat… and good luck if arthur is last man standing on a team cause then he is forced to stay in gold mode for the duration and has no way to stop himself from giving up a free combo (with no hp) to the opponents character.
i can only think that he has some VERY powerful stuff in gold armor mode to offset this.
also i’m very excited to hear that kfc works slightly differently for every character… it means that a gold armored arthur with kfc going on might actually be rather scary depending on what character specific buffs he gets (gold armor not coming off during the duration of kfc would i guess be too much to ask?) lol.
-dime
I wouldn’t mind it so much if he could reset the timer by doing the super again while he has the armor still on (like Hakan’s oil). Since the armor lasts a good amount of time, building another super meter shouldn’t be a problem, but you also sacrifice using his other super which is very good. The drawback to gold armor would then be having to stick with it. Has anyone ever tried doing the super again while charged?
Arthur’s Gold Armor hyper affects the assists when tagged out right?
Yes, it powers up his assists.
Also, lol @ whoever said Magneto is a keepaway character now.
yes, im pretty sure that keits/ultradavid or mike ross video says that gold armor cant be re-done once activated.
-dime
I wonder how Level 3 with Gold Armor would be damage-wise. Hmmmm…
I never said he was a keep-away character. The question was who could help Arthur in a keep away team. Magneto can help Arthur with his projectile.
While I am looking forward to using him, I think his limited movement options will make him hard to use. He doesn’t have a dash and commiting to jumps does not seem right to me. He is definitely going to have to play keep away and need a doom assist to back him up.
There are better projectile assists out there, like Doom’s or Storm’s. Also, Arthur is probably going need an AAA too.
I already suggested Doom. Magneto’s projectile looks like a good assist to me that would help out.
right now my theory arthur team is arthur ammy dante.
dante has a good screen coverage AAA for arthur and ammy has decent assists as well plus ammy can also play keepaway but dante can rush if needed. ammy is good to dhc into as well. dont know whether or not that team will actually hold up but its my secondary theory team behind chun,storm,dante.
right now arthur is looking kind of bad as dorm and modok both look to have better keepaway games… which may point to arthur being designed to go on offense a bit… he does have pretty decent ranged normals on the ground. havent yet seen his air normals outside of magic series combos… they may help him in keepaway as well… but no dash or airdash plus no ability to control his jump and gold armor wearing off, are a BUNCH of nerfs, and capcom may have overnerfed him to not make his keepaway broken…
right now it seems as if he has to guess his opponents approach angle (ground dash or by air) and guess right as to the response… which seems REALLY bad. a 50/50 on the opponent getting in is horrible… compared to modok who can put out a shield which covers ground, and SIMULTANEOUSLY have out an airbomb that covers air, makes arthurs keepaway game “seem” weak… but the game isnt out yet, so hopefully there is some stuff that is unknown or a pattern or 5 that cover both ground and air simultaneously.
-dime
I’d say MODOK and Arthur are comparable. Modok has his shield against other projectilers, while Arthur’s daggers beat other projectiles. They both look to be weak against teleporters. I think Arthur is designed to NOT JUMP. His projectiles actually cover hime quite well while on the ground. I’m thinking of a Deadpool/Arthur/Skrull(AAA) team, as I posted in the team thoery thread. Pretty similar to yours, actually.
If Arthur does his other super while his armor is about to run out, will he be knocked out of that super during it or after it is finished? If the armor knockback is delayed until after the super is finished, it might be a good option for pushing the opponent away.
Arthur seems to do fine against teleporters. He can jump against jump-happy opponents, and spam on the ground against the opposite, and if they teleport moves like his command slashes, his shield, E, and j.E all stay out a while and have huge hitboxes, plus E can start combos. Teleporting against him is pretty risky since you might get hit by his huge / long-lasting attacks and take at least a bit of damage, then let him get back to zoning. He certainly seems more like he can play a close-range game than MODOK or Dormammu.
Arthur seems to do fine against teleporters. He can jump against jump-happy opponents, and spam on the ground against the opposite, and if they teleport moves like his command slashes, his shield, E, and j.E all stay out a while and have huge hitboxes, plus E can start combos. Teleporting against him is pretty risky since you might get hit by his huge / long-lasting attacks and take at least a bit of damage, then let him get back to zoning. He certainly seems more like he can play a close-range game than MODOK or Dormammu.