You lack discipline oh foreign knight! The Arthur Thread

Let’s take baby-steps for the next thing to do, because doing a ‘Leeroy Jenkins’ with Arthur with no knowledge of what are you doing it’s certain death.

First you’ve got to learn the properties of your normal moves, the distance that they travel until they hit the opponent and how fast or slow are those moves.

For example, Crimson Cobra said something interesting about the Joust (:f::h:), it’s a great move but not to counter-attack, since it’s a little slow on start-up, what does this means?, it means that I can hit you in the animation in which Arthur pulls the Lance and charges towards you and that will leave you unsafe for a moment. Your best bet it’s to wait, learn to be patient, since Arthur needs to approach carefully. If the opponent it’s just doing chains and you are guarding, try to A.Guard and counter-attack with a Projectile or the Joust, I sometimes do the Heavenly Slash (:dp::m:) as it covers a wide area in front of me and that will push them a little far until I get the chance to charge toward the enemy.

Like I’ve said before, Standing :m: has Auto-Guard, albeit for only a moment and it has to be precise, also if you A.Guard someone and you do the Crouching :h: that will surprise the opponent because of it’s long range, and the best thing of this it’s that you can actually cancel this attack into the Launcher.

Try to remember the things that your opponent constantly does, let’s say, my opponent likes to pressure me with a normal magic series and ends with a Launcher, well, that’s your ticket for a counter-attack, Joust and Launch after blocking, or Joust and Projectile, make an option-select just in case that you whiff the :f::h:.

Another great tool that Arthur has in his array of weapons it’s the Silver Shield (:dp::l:), not many use this move and I find it very neat, at least that’s my opinion. If you manage to time the attack of your opponent and you use this move, it will stagger the opponent for a moment, allowing you to Joust and Launch, or do a BnB combo. This move also deflects Projectiles, even Wesker’s Samurai Edge, and by Deflecting I mean destroying the projectile, I haven’t tested this yet with all the projectiles, but Im pretty sure that it can deflect many, or maybe a lot of projectiles.

About the BnB combos, I’ll put here some, I’ll notify Chindogg if he can edit the first post to put this on the first page, for easy browsing.

Bread n’ Butter combos (Easy)

:l:, :m:, :h:, :f::h:, :s:, A.:l:, A.:l:, A.:m:, A.:m:, :u:Cancel, A.:m:, A.:h:, A.:s:.
Damage=271,400

:l:, :m:, :h:, :f::h:, :s:, A.:l:, A.:l:, A.:m:, A.:m:, :u:Cancel, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :qcf::atk::atk:. Damage=460,100 (1 Hyper Meter)

:l:, :m:, :h:, :dp::h:, :qcb::l:, :qcb::h:, :f::h:, :s:, A.:m:, A.:m:, :u:Cancel, A.:h:, A.:s:. Damage= 360,500

Advanced Combos

1.:m:, :h:, :f::h:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :f::h:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :s:, A.:h:, A.:s:. Damage=426,000 (Mid-Screen)

2…:m:, :h:, :f::h:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :qcb::h:, :f::h:,:s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :qcf::h:. Damage= 523,600

  1. :m:, :h:, :dp::h:, :qcb::l:, :h:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :s:, A.:h:, A.:s:. Damage=392,800

4.:m:, :h:, :f::h:, :qcb::l:, :m:, :h:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :h:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :qcf::atk::atk:, :s:, A.:h:. Damage=605,000 (1 Hyper Meter)

  1. A.:m:, A.:m:, A.:s:, A.:qcf::l:, land, A.:m:, A.:m:, A.:s:, A.:qcf::l:, land, :d::m:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :qcb::h:, :qcf::atk::atk:. Damage= 561,300 (1 Hyper Meter)

Props to Trag for these combos, as seen on Youtube!. Please leave some feedback and be sure to thank him for the effort and time :woot:

[media=youtube]kOiCA3JTROk[/media]
[media=youtube]zslapyQ20bM[/media]
[media=youtube]hiIpL2VZDNg[/media]
[media=youtube]nUH3uD8Qa8I[/media]
[media=youtube]6AzXVCZdGo8[/media]

Hope this info helps, cheers!

Thanks for the breakdown Ace. I’ve been curious about a lot of his move properties. Pretty much all I do now are air daggers and ground lance with an occasional crossbow/scythe/axe in there. It would be great to get a breakdown of his projectiles and how they are used. Also, some of his other stuff like :b::h:, is that useful for anti-air?

I’ll have to transcribe them since you used the button notation Ace but I’ll copy them up there as soon as I can.

Edit All done! Thanks Ace!

My pleasure Brahma, anyway, let’s get to the point, tonight I will test a lot of stuff with his projectiles but since I don’t have a capture card yet (This week I think), I can’t show you everything that I have discovered about his normals or special moves, nevertheless sharing this kind of information never hurts.

O.K!, about the :b::h: (Magic Sword) it has a nice property, it causes block damage and it’s trail it’s kinda erratic, it cannot be canceled, and it’s not that safe to use alone, try calling an assist that protects you from the front. Try to remember the pattern of the Magic Sword and that is starting from the head of Arthur…:u:, :b:, :d:, :f:, back to Arthur. You can also sorta delay the hit of the Magic Sword by walking backwards or jumping, the sword will follow you and yes the hitbox will still be there until either Arthur catches the sword or hits an opponent.

As an AA alone it’s not worth, with an assist tho, it becomes a great tool. Remember that the synergy that Arthur needs with his partners, it’s the key to survive if you like to be on the offense with him.

Cheers!

EDIT: Thanks Chindogg, much appreciated v(^_^)Y.

The Hate Continues…played a guy today with arthur
and after i beat him
all he could say was “The entire time all he did the entire time was run”

I find this kinda funny, look again at that hatemail and say…Arthur runs? o_O, seriously, what’s wrong with these guys that can’t take a lose?

I’m new to the game as well, and i decided to pick Arthur and SSkrull as they seem pretty begginer friendly (am i right?) i can pull out a lot of combos with super Skrull and i can do the first BnB of Arthur. I’ve heard this game is not exactly ‘‘begginer friendly’’ is it true?.

Also, with Arthur, are this combos lited a priority on him or should i focus on keepaway?

Arthur it’s considered to be of intermediate to advance level of skill to play with him properly, but he is very straightforward, the first thing to deal with Arthur it’s his double jump, as you have seen it’s very floaty and you can’t steer the direction of where he’s going once that he jumps into a direction, also, he has no Dash whatsoever, but his alternative it’s the Joust (:f::h:), and about the BnB combos, don’t worry, go step by step while practicing. Learn 1 or 2 combos first, the ones that you feel confident about, the ones that you’ll certainly pull off and try to remember them.

Try to learn every part of Arthur, because you can’t be zoning forever, eventually you’ll have to learn how to approach, defend and attack in order to advance with him. Because he can rush at an opponent, albeit at a slow pace.

The game it’s simple to play, provided that you have basic fighting game skills/knowledge. I think that it’s beginner friendly, but not that much, as I have seen players that never touched a fighting game before work out from zero to a freshly new hero in days.

Please check the Shoryuken’s Marvel vs Capcom 3 HyperGuide

Use the guide that Shoryuken delivers to all the players to check the fundamentals, basics and advanced stuff, also it’s in constant update, so be sure to check it out every now and then.

Hope this info helps, cheers! and good luck with your team!.

Wow, thanks a lot for all the help, Ace!

I’m gonna take some time to digest this info!

One problem I’ve been having is vs. people who just superjump over Arthur’s projectiles. I have AA Hulk assist up close which works great, but if they land farther out I don’t have much feel like I can do, other than try to catch them on the way down into blocking a few j. lances. I suppose I could sj with them and throw or double jump and throw. Axe seems decent here since it has such a big hitbox. Fire bottle too since it goes upwards.

Also been trying to find some good projectile patterns. Stuff like what to do if people jump lance or dash under j.daggers. I’ve been liking jump forward bottle then jump back crossbow/axe. Crossbow for if it hits or they stay grounded, axe for jumpers.

Ideas?

Actually this is what Im going to attempt once that I get my capture card, the patterns…Also some normal kara-cancels and frame advantage shenanigans too.

Try to do a normal jump and throw a Silver Ax, it covers a great area and packs a punch of damage, the hitbox it’s kinda weird, it only hits the head of the Ax not the stick when is spinning…I know that it’s not very noticeable but try it by yourself, usually if you are at the corner and the opponent it’s on the other corner and you throw an Ax from a normal :u: jump, you’ll see how the Ax will miss the opponent but it will hit them on their back because of this.

Use daggers on the Air and Lances on the ground, improvise patterns in your jumps. Also I too use the Fire Torch as a tool for getting in the opponent after jumping, why?, because it goes directly under you, like a drop-bomb, if the opponent tries to reach me while Im falling down an manages to catch me, once that he hits the ground, the fire will hit them most of the times.

One more question, do the BnB combos work on all the characters?

On Small characters (Tron, Viewtiful Joe) I can hardly land it after the A.S.

On Medium characters it works fine.

On large characters i can land some extra blows.

The combos work on all the characters, it’s all about of timing and execution. But some are just too hard to pull off on smaller characters…Your best bet it’s to try an alternative.

Still having some trouble vs jumpers and flying Sent. Like I said, Hulk AAA up close works fine, but farther out I’m having trouble.

Also, what to do about Sent+Doom missiles keepout? Am I going to need gold armor for this?

And on his launch > a. magic series > land fire bottle > scythe >f.:h: relaunch stuff, is there a trick to it? It seems like I’m landing too far away after magic series to make the rest work. I can land fire bottle into scythe but the f:h: always misses.

okay there’s no doubt about it
people really really really hate arthur
this character seems to be the ticket to making people despise me

The trick is that you must jump in the direction that the opponent was standing, for example, Launch, and you make a diagonal jump in that direction and you start the magic series. After ending the chain, throw the Fire Torch, the Boomerang Scythe and proceed again. Remember the timing of your hits in the air, you got to end the chain not too far up, or else when you land the Fire Torch will miss and the Joust, well, try to mash the :f::h: it works for me.

About the Jumpers and Flying Sents., just be patient, change your strategy depending against who you are fighting, Example: If you see X-23 doing the *Talon Attack * in the air every time that she jumps…Just wait for her to come down, block the hit, Launch n’ Punish. Remember the attacks and normals that your opponent does on the Air and improvise a strategy, also if they are far away from you and they like to just jump, throw a Silver Ax in mid-jump. And if they like to just Super Jump…Then use the Golden Homing Crossbow, the same applies to Flying Sentinels (just on the Higher Ground), and when they are flying near the ground, throw either Lances, Axes or Bolts, just watch out for the Lvl 1 Hyper Hard Drive.

And Doctor Doom and Sentinel together are a pain in the ass, but here’s something that I do…Arthur it’s pretty much dead here, so, try to power up with the Golden Armor and tag out. If you are using Arthur with the Daggers assist then that will cover you against the Sentinel Drones allowing you to pressure Doctor Doom with another character, once that you managed to get inside the opponents area, keep rushing, Doctor Doom will try to do one of these following things:

1.Try to A.Guard you, call the Sentinel and finally shoot you with the Plasma Beam.
2.Waiting for the right moment to mash the Launcher and try to combo you.
3.Super-Jump/Fly/Tri-dash and start to spam Photon Array.
4.Tag-out

For #1, When he pushes you, try to do a fast attack or something with invulnerability to punish both Doctor Doom and Sentinel. (I use Spencer’s Bionic Lancer).
For #2, Be patient, he either will jump, use the launcher or tag-out, those movement can and will be punished.
For #3, Well, this is annoying, just be still, don’t try to reach him, because we will take a lot of your life with chip damage, just stand on the ground, wait for him and proceed to rush again, and when you have an opening, try to snap back him, I just HATE when they do that.
For #4, Hmm…Block and Punish, simple.

Of course this tactic is made for my team, because I have the tools to punish certain things both on the Ground and the Air. This is just to give you an idea.

I usually see #1 and #2, sometimes #3 and rarely #4.

I believe that the hate against Arthur is meager in comparison with that of Sentinel, and about people despising you, no worries here, you won’t earn my hate o_O because Im on your side!, also, by sending people to HateLand, imagine that you score a point, a point in the Rage-o-Meter. I usually take notes about the people that are salty, because if I casually found them in the Ranked Matches again…Then I’ll play them the way they hate, just to ensure that hating won’t get them any further.

Yesterday I was on a win streak of 23, the guy who broke my streak was someone that kept zoning with Dormammu and stuff, when I lost the match, the guy sent a message: “Can’t beat keepaway : /?”, after a few matches with random people I found the same dude, and after zoning like nobody else and managed to keep my 3 members of my team, the guy told me: “Cheap bastard”, and I was like…“Haha…Can’t take a lose?”.

Be cool, for every guy that sends a hate mail, there will be like 50 more persons that will kick their rear over and over. Eventually, that hater will learn to be quiet or maybe he will think about quitting. Believe me I have seen this, just keep on winning. After all you are playing for your own self, not for them.

Thanks again for the tips Ace, I’ll have to experiment some later tonight. On the combo, I usually try to :m::m: right away, then slightly delay the :h: then :s:, but if I delay too long, the :s: whiffs.

Also, I did find one things that helps with my aerial problems. Arthurs j.:h: is really good vs. opponents over you. immediate jump :h: covers a decent area above Arthur and you can cancel into fire bottle or scythe. Depending on distance/height you can j.:h:, scythe, land and launch .

i think arthur can make people rage faster cause i can lock down people quick if they’re not careful

last night people were really whining and complaining when i was beating them
and when someone finally beat me i said good game over the mic
but all he could do was scream “who won now?! huh who won?!” and started laughing at me

then some girl in the same lobby told me to leave just leave

I have a huge problem getting in on author when he is well assisted

A.:m:, A.:m:, A.:s:, A.:qcf::l:, land, :d::m:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, land, :qcb::l:, :qcb::h:, :f::h:, :s:, A.:m:, A.:m:, A.:h:, A.:s:, :qcb::l:, :qcf::atk::atk:

~590,000, easier timing.