I’ve been messing with this for a while trying to maximize damage, but figured I’d let you guys play with it. Arthur’s j.:h: has amazing range and is great for instant j.:h: as an AA on reaction. Now, you can cancel j forward .:h: into scythe if it hits, let the scythe cross them over you, then j. towards :h: scythe, land :s: sj.up :h: for around 326K. If you mess up and jump before they cross over, you’ll get j. back :h: crossbow, which still hits. Trying to find a way to extend the combo after :s:. If you super jump forward you go under them, and the sj. up the :s: whiffs.
For straight up jump, I use j.:h: scythe, j. up :h:, scythe, j. up :h::s: crossbow. 335.7K
I’ve also gotten j forward.:h: slight delay :s: xx dagger, slight delay dagger, land :s: combo. It’s a little tough to time, but you can hit confirm the j.:h: then j.:s: into daggers
You can also cancel j.:h: into bottle, which is nice as it leaves Arthur completely safe on block. The j.:h: blocked puts them back on the ground, and if they try to attack, bottle hits them for a free :f::h: into whatever.
Still messing around with what the most consistent and damaging options are, and I haven’t tested all characters yet, but figured I’d let you guys try it out. j.:h: should be your go-to AA. all jump directions into j.:h: are useful in different situations, and it’s key to defending Arthur against aerial approaches. Double jump :h: is useful against runaway and sj. also, and most people won’t expect to see Arthur coming up to meet them during a super jump.
I’ve been in the lab for a combo with Arthur with my Deadpool/Sent/Arthur team. It connects off of a full-screen guns xx Hyper, DHC into Sentinel DHC into Gold Armor. The combo is all projectiles, racks up to 650k damage (without another hyper), and gains a full meter back. It also gives you the option to safely switch into Sentinel.
I’ll be refining it and posting a vid soon, it should be useful for anyone who has a beam hyper on point + Sent/Arthur.
Am i missing something or could you just j h, scythe, s.s, air mmhs, otg bottle, scythe xx goddess bracelet? It would be nice to get the extra mh scythe juggle, but being consistent with this version would be better, no?
Also, is this unsafe at all? If someone is in the air (blocking) and you jump up and j.h xx scythe, can they punish you reliably? If its reasonably safe, then this would certainly be the go to way to aa anything.
EDIT:
Upon further inspection, the scythe will most likely miss the blocking opponent because the j.h doesn’t send them upward on block. Essentially you are left with both characters on the ground with the scythe returning. I would think most people wouldn’t press a button here, but they can punish you in this situation because you have some portion of the recovery of the scythe on the ground.
The scythe is unsafe, the j.:h: drops them to the ground, and for some reason the scythe doesn’t seem to have a hitbox once Arthur is hit. But yes, most people won’t attack here because the scythe is out. Shorter characters the scythe whiffs them on the ground period.
As for j.:h: scythe , s.:s: they aren’t low enough for the :s: to hit. j.:h::s: scythe, s.:s may work (as well as possibly be safer).
j.:h: bottle is safe. Combos on hit for a little damage + possible reset of the situation if they tech forward, or j.:h: cancel into daggers/lance/crossbow if they tech back. Since the main objective is to get peple off Arthur, it works either way.
j.:h::s: into daggers is another option. Timed perfectly, you can j.:h::s: 2 or 3 daggers, land and launch. Strict timing on the daggers, but this one is AFAIK safe.
The j. :h: scythe anti air thing leads into land :s:, full air combo to OTG bottle to GB for ~550k. You just have to let them fall a little bit farther before you :s:. Probably known but I didn’t see it listed.
Something else you could try is j. :h: scythe, j. towards :h: :s: xx crossbow (land) launcher, full air combo, bottle, GB.
And shit, I didn’t know Arthur could double jump after super jump. I feel fucking dumb. Heh.
Yesterday I’ve managed a score of 22 wins and I didn’t receive a single piece of hate mail nor a ragequit, perhaps Im using Arthur on the offense very well that the people won’t complain…Or maybe the people are too lazy to send hatemail now on these days…
The combos aren’t always impractiacal. It’s really tough to stay out of melee range of every charachter (Wolvie, Wesker, Sent, etc) so you should always know your reliable normals and how to link them into a very damaging combo. For instance you should know that H, -> H, and c. M are pretty much our melee crutches. -> H is mostly to just get under jumpers when an assist can’t cover you but if you connect then you can go directly into a launch and combo from there. Would you rather -> gcfx3 -> GB or would you prefer to ->H, S, j.M, j.M, dj, j.M, j.M, j.S, qcb L, qcb H, ->H, S, j.M, j.M, dj, j.M, j.M, j.S, qcb L, GB?
Not necessarily true. c., which is his main lead in for melee combos, is 10f and has pretty good reach. If you can hit c. you can pretty much always follow it up with s.:h:,:f::h:,:s:. If they block, :f::h: is only -4 and you can always cancel into lance for chip pushback. s.:h: is realy well ranged too. c.:h: has pretty retarded range but doesn’t combo into anything but projectiles.
For jumpins I still think j.:h: is really really good. You also have the option to use s.'s autoguard vs. jumpins o ground approaches.
People generally think that Arthur is weak up close for some reason, but that isn’t the case. I tend to let people get in close purposely because when they do, they usually get overaggressive, thinking Arthur can’t do anything. IMO one of his biggest problems up close is being crossed up since he is so short, which is one reason I don’t mind being backed into the corner. If you have tight defense then you don’t have to worry about crossup except vs. Zero/teleporters and just have to deal with high/low mixup.
I’ve been ending most of my combo in the corner with air series, OTG bottle. Are you guys using anything different or have an setups after OTG bottle? I usually jump back and throw another bottle to try and lock them down in the corner.
I either do the regular air series to OTG bottle xx Bracelet / OTG bottle relaunch in the corner, or cr. , st :h:, :f: :h:, :dp: :h: to OTG bottle, scythe, air series, OTG bottle xx Bracelet. Pretty reliable overall.
You do realize if you have a pretty much guaranteed opening you should probably do ~500k dmg instead of just getting them off of you? Just saying, even if you combo into Goddess Bracelet you can still jump retreat sometimes and after its over you can still run away and call in one of your assists to help open up the space. Not using melee combos is gimping yourself as a player to be honest. Yes Arthur may be a keep away character, but he was still given to tools to be able to compete to some extent in melee range. I also prefer to play the zone/keep away game with Arthur and literally never approach an opponent. However if they slip up and I manage to land a c.M, H, of >H, I’m not gonna just run away from them, I’m gonna make them eat a ton of normals followed by some Bracelet Balls. If you want to do whatever it takes to get them off of you, try a nasty combo. It’ll make them think twice about how they approach which lets you camp even more.
I don’t know much about anything, but I would guess Akuma with Tatsu. My reason being that Tatsu can kind of clear the area around Arthur if someone is up in his face.
^ Agreed. Shum ray is a great assist for Arthur, but it fills a similar role to doom missiles. Tatsu does something that neither can, which is get space and kill other projectiles.
I usually do the OTG bottle relaunch, but I’m talking about after the relaunch into magic series, another OTG bottle, then what? I’ve been throwing, but Arthur’s throws don’t lead to anything.
I prefer to play Arhur as keepaway overall, but he does more damage up close. I more or less use my keepaway game to inflict as much chip damage as possible and frustrate them so that when they do finally get in they are a little careless in their offense.
I just do GB after the second OTG bottle. I don’t see anything else you could get off it.
A little thing I’ve been doing lately is to summon the magic sword ( :h: ) every time I’ve caught the enemy in blockstun like with the fire bottle, or after a vertical defensive assist like Dorm purification or Hulk AA. Seems to make things considerably more safe for me, specially against teleport characters. Also, the scythe might be useful when jumping back, as it goes horizontally then downwards diagonally towards you, covering a big portion of the screen. If it hits you also get a full combo if you confirm with the joust. And I find that when people block my joust, since it looks so unsafe, they mash light attacks to punish it but a late cancel into silver shield just trolls them. It’s funny as hell.