Lol who else is getting loads of ragequits?
Ive gotten 12 in two days. Lol marvel scrubs are so salty.
Lol who else is getting loads of ragequits?
Ive gotten 12 in two days. Lol marvel scrubs are so salty.
Ok thanks for the tip.
Really depends on various factors(life lead, how many meters you and the opponent have, what assists you’re using, do you have Xfactor, do they have Xfactor). In general if you have a good combo that will DEF land AND PUSH the opponent away then do the combo. If you’re not that confident that you can land the combo AND FINISH IT then it’s better to go defensive and create space between you and the opponent.
Not sure if this should be in a separate thread, but I’m streaming XBL matches right now if anyone cares. Look at the sig for the link!
Here’s a nice combo transcribed from tragic’s channel:
5B, 5C, 6C, 5D, (sj) jB, jB, jC, jD (land) 214A (fire bottle), 214C (boomerang), 6C, 5D, (sj) jB, jB, jC, jD, (land) 214A (fire bottle), 214C (boomerang), 236C (crossbow) - 523.6k
Pretty solid damage for a dedicated zoner. Instead of ending with the crossbow, you can go with Goddess Bracelet for more like 670k, or For the Princess for 893k.
Hey guys, so I’ve been having a crazy idea, and I’d like some opinions on it. I’m kind of thinking of trying to play a rushdown Arthur. Now before you yell at me and insult my mother and all that stuff, hear me out. I’m not talking about playing Arthur like Wolverine or something. I’m talking about instead of trying to back up and put as much distance as possible between me and the opponent to spam my projectiles, I’m thinking of moving forward and keeping only enough distance to be out of my opponent’s range and spam projectiles with the right assists. Specifically, I’m thinking of Haggar’s lariat and Hulk’s Gamma Wave as assists. Obviously, Lariat is boss and totally invincible, but what that means is if I’m close enough, Haggar will be an invincible, spinning barrier between me and my opponent. And I’m thinking Hulk because Gamma Wave is one of the best projectiles in the game, and totally eradicates Sent drones. Any thoughts?
It’d certainly be amusing to watch, but I doubt it’ll be especially effective. Arthur holds the advantage over almost every character at range, so most opponents will be doing everything they can to close the distance. When you sit back and let them come to you, you force them to take all the risks.
Well that’s kind of what I mean. I’m thinking about how to throw people off their game. Like instead of having to cross the whole screen, I can sit at about 1/3 screen (maybe 1/2 screen for Sentinel, lol), and move back a bit as they try to advance, and then when they get pushed out by a projectile or one of my excellent assists, I can move forward again. Like I’m always so close but just out of reach.
Dormammu destroys arthur in my opinion . you guys think the same ?
A good one can theoretically be a problem, but that’s the same for really any zoning character. Since Dormammu’s space control tools don’t travel across the screen, he almost automatically win’s fireball wars. Factor in his Ryu-like super, and that’s a big problem.
But there are upsides.
Since all of Dorm’s stuff is so slow, proper projectile/assist patterns should be able to leave him with tight gaps to get his game started. And once Arthur has a lead, he can do his best SSF4 honda impression for free, forcing Dorm to rush…which Dorm isn’t comfortable with, but Arthur is.
Basically, a bad match, but not unwinnable. A strong assist and early lead is essential.
what do you think about hsien-ko gold armot assist vs dorm
I actually think this is sort of how arthur should be played. When i started using him, i was basically holding up back or back and spamming projectiles hoping to go my opponents wouldn’t guess right and jump over stuff. Now, I’ve noticed that you can cancel all of his aerials with projectiles, so you can effectively use jump h and jump s to cover high/front and low in the air and then cancel into either crossbow or lances for push back. i think this, coupled with good assist usage, should allow you to pin your opponent with their back to the corner and fewer options to dodge your mess of stuff.
that aside, what do you people use for anti airs? dp. b has good range and pops them a bit away, and jump c canceled into lances or axe has good push back too. Does anyone else using any other unique ways to keep jumpers off of them?
also, the axe is amazing, mid jump height axe has a TON on stun to it, and can combo easily into daggers or lances after you land from tossing it. It does good stun on block too, i think this is a projectile that is passed over too much and should be used a lot more.
Taskmaster = Arthur’s nightmare
His arrows beat Arthur clean. :mad::mad:
hey guys how do you handle sent whats the best strat to keep him pinned down
They do? In what way?
Well I was just raging at one match. :clown:
His horizontal arrows beat out Arthur’s daggers/spears from what I’ve played. They come out much faster also. Unless there’s a specific timing I’m missing about it, Taskmaster zoned me out on the ground.
King’s Armor probably solves this problem, but it’s a bummer if it’s needed to beat Taskmaster at my own game.
Anyone have more experience against Taskmaster?
I find that using Arthurs crossbow in the air can help you get around characters like Magneto if they get the jump on you with their fast ass beam.
Yeah Air Crossbow is great for opponents trying to jump over you constantly
Scratch that on Taskmaster’s arrows getting priority. Arthur’s spears beat it clean. Must have been lag.
so like…whats this dudes bnbs??
You really won’t be comboing with Arthur, but if you manage to get anything in, cancel into sword attack > fire bottle > scythe > hyper or forward heavy > S > M > M > double jump cancel > M > H > S