Don’t only play a rushdown Arthur - but it can be a pretty good option in some cases. Against the chars without hyper armor on moves (Hulk/Sent) he can hold his own with the overhead Down+H, and like you said you can shut down a lot of moves on startup with the projectiles. The bottle and the boomerang scythe will be your friends here - a lot of people don’t notice the crossup abilities they have, at least online. I prefer using Wesker and Sent for my assists, one for long range approach, the other for close up crossups. If sents drones hit, it gives me enough time to jump in and start something, or just get the super. I get in close either:
-When they pool out a projectile character they don’t know how to play (Doom/Mags, I miss good players…)
-The pull out Hulk/Sent and try to rush in (just watch out for the hyper armor moves)
-In general try to close distance. I keep the pressure on, being smart and not getting baited by anything, and make them pushblock me out. Once they’re half screen or more again, just keep outranging them.
and then it’s just a matter of getting the launcher, the magic series, and then I like to end it with a firebottle instead of the final S to land them, because if they don’t pay attention the firebottle lands in front of them, or if they try to roll back the firebottle hits them and I can just start all over again.
Don’t underestimate his slash (DP+H) and his Lance Rush (Forward+H) to beat out pokes and the like. The former can lead into a super combo off an OTG Firebottle->Scythe->Goddess’ Bracelet, and the latter can lead to a launcher IIRC.
You can hit confirm super off of a lot of things, but there’s not much other than what PainKillerDCXVI mentioned. If you get a launcher -> magic series off, you can end it with a firebottle instead of the last S for the random crossup, if they roll wrong.
Aye, the spread on the bow is great too - and for those trying to jump over you, the axe is a great help also. Double-jumping can syke people out too.
Not much beats out Arthur’s lances, besides Hyper combos. You’ve just got to have the projectile clear out before they do - so online lag can hamper that a lot. It’s funny to watch people try disrupter/spit/lazer beam/arrow/hadouken past the lances, when they’ve been hit 5 times beforehand.
Also, I found that throwing an air axe at around head height is how to beat out random ryu/akuma Shinkuu Hadoukens online with Arthur. If you throw it at about head height, so part of it will clip ryu/akuma but it won’t get caught in the beam, it won’t get beaten out by the hyper and you’ll take a few hits, but not all of them, before it hits. Then you can follow up with more projectiles.
I just stay on the bugger. If they’re dumb enough to bring drones to a lance fight, beat ‘em out and Goddess’ Bracelet all day. Throwing lances / swords / axes at varying heights helps too - shuts down a lot of his moves due to their startup animation, and can keep him from closing distance, especially with a good super. Try baiting a drones super as well, or if you feel a plasma sphere super coming, just bait it and block, or try to beat him with pokes (don’t know if that’ll work for real though) I know lances / axes / daggers can shut him down hard though - you just have to throw them before he spits or it’ll beat you out. Also, arthur can duck under the mid level spit, so just throw stuff if he’s trying to hit you with the high beam. If he’s close on me, I like to try to bait the launcher or the extendo-foot, then jump back -> fire bottle -> Goddess’ Bracelet, or projectiles, or if you’re feeling risky a launcher. A lot of Sent players online have no clue how to handle rushdown, and Arthur’s got some tools, albeit slow ones, to chip away at Sent. Just whatever you do, watch out for the launcher / extendo-foot. I haven’t reallly been beat out by rocket punch or spit or most of his normals while up close, but those two moves and the properties they have can end your fun real quick. I also like throwing in the random Jumping Down + Heavy overhead if the keep trying low hitting attacks. But yeah, it’s a gamble up close - I still prefer to outrange him. Just watch for supers at that point. If he goes X-Factor, then just wait it out or use someone with more mobility, that’s what I do.
Indeed, don’t let him sit full-screen away on his projectiles - get in on the sucker. Jumping fire bottles where they can’t see where it’s going to land help a bit, as does the axe / lance throw to cover your approach. His normals are pretty slow, so once you’re in with some clever play you can shut him down, moreso with assists. Lances / daggers don’t stop his sphere / column specials though, so watch out for those.