You lack discipline oh foreign knight! The Arthur Thread

actually because i guess when you get down to it
arthur’s at a severe disadvantage most of the time

he’s tough to play I won’t deny that but he’s very worth it. I’m taking him to tourney’s as soon as I can get to them. Don’t give up on him yet. :slight_smile:

Guys, the master of magnetism is our hardest match-up to deal imo please contribute in anything to deal with magneto.

If the Magneto is spamming disruptor and assist, I think if you can time your fall from superjump height you can throw an ax near the ground followed by two lances when you land, in the position where it can go through both the beam and the assist’s projectile. Now even if Magneto does his zoning, Arthur still has keep him from rushing down which the match-up has to come down to timing of throwing your projectiles to counter whatever he does. :shake:

Thanks to Arthur’s dagger assist, I can get at least 700,000k+ off a fullscreen magnum shot with chris which is scary.

Also, what do guys think arthur’s best assist is? I’m thinking his daggar assist is definitely the go to assist. Fire bottle seems a little iffy unless its powered up.

If you superjump in on mags and they freak out because your rushing down with arthur Air S is a great choice. The lance stuns them as you fall down with it leading into a free launch combo to fire botte/sycthe/bracelet. Conversly if he is spamming disruptor and running away a normal jump block and one dagger throw followed by two lances will shut him down. By the point most of the attempt tri-jumping on me which brings the sycthe out for an easy launch.

I love Arthur’s dagger assist, wouldn’t leave home without it. It works great for juggling and is a nice freeze point for my wolvie to drill claw/dive kick/combo. The fire bottle is nice if you can time it right and is used in the correct team set ups but I haven’t used it in months.

Yeahhhh. Dagger assist is so good. Bottle is great too, sure, but it’s not as practical in its uses as dagger is.

How do you guys deal with teleporters in general? The only things I figured out is just to keep them pinned down and make them force a mistake.

I used to really hate teleporters but now I like the challenge to see if they are any good at it. Anyways, let me lay out an example. If I’m holding my opponent down with daggers, axes and bottles he knows its unsafe to play the projectile game with me. If he dashes forward recklessly i’ll throw a scythe and score a free combo. So they teleport thinking they’ve won. What works best here is your down H lance thrust or your s.M sheild bash.

Down H - Arthur’s range with this is stupidly great (half screen) and he’s crouching so it makes smaller than Ammy standing when utilizing it. Couple this with the fact that most teleporters have no game for what to do after the teleport and its an easy win. Down H linking into s.S is easy points and lets your foe know that it is unwise to do this to Arthur.

s.M Shield Bash - I love this move, blocks high to mid, destroys projectiles, makes sent users back off in fear. Any of these two moves would work well if you are caught off guard and can’t move in time from a teleport. Link to s.H

But, if you anticipate the teleport I jump forward and launch a bottle and fire my crossbow on the downard arc of my jump.

I’ve been playing arthur since day 1, simply because he has a moustache.

I know all of the combos from personaworld and ultimateeve do on youtube by heart.

Up until now I’ve dealt with all of Arthur’s cons, but as time passes more and more combos that kill Arthur with 1 or less meter are being found. It’s time for update buffs. It’s time for Justice.

dp L. (demon shield) should gain meter when absorbing projectiles, not sure how much.

Scythe Toss needs to do a lot more damage.

Gradual healing while in Gold armor or Gold armor until Hit. (You knew what this was)

more stun on air S. (I know it’s not needed but, it would be nice against tall chars)

Invulnerability on Heavenly slash assist please.

early demon shield (dp. L) causes stagger on low/mid melee counter, but the shield animation is too long to follow up with a solid melee combo in most cases. no recovery after succesful demon shield.

NO OVERHEAD??!!??! (standing M and H look like overhead attacks to me, Hellbound slash too, any of the db. A look like overhead projectiles.

what do you guys think? Obviously I don’t want or expect all of these, just some.

Arthur’s not that hard to use

you just gotta use him as he was meant to be used…as a pure keep away character

all of his specials are projectiles so he’s not really the sort of character you’d be looking to combo with most of the time

His Heavenly Slash assist isn’t as good as the fire bottle or dagger toss in my opinion

if you want to know who the hardest mvc3 character to play really is
than look at M.O.D.O.K.

I’ve been playing him since release as well. I wouldn’t say he’s hard as a character but rather untapped. Every matchup for Art is an uphill battle. You have to control the pacing at every turn or you could be in trouble but he does have more options than pure keepaway . He has the ability to rush down rather well with the correct teams.

Arthur actually has a good instant overhead on the entire cast with his j:m: If you do it while retreating you can cover it with a Fire Bottle toss or I THINK with Gold Armor you can actually combo into crossbow. On larger characters on the other hand you can full combo them after the :m:.

To answer the topic title, Arthur isn’t hard to use, but he definitely has some really uphill matchups and playing him can be stressful when you have to be really good at blocking to survive.

I personally don’t think people have unlocked the potential of Arthur, including myself. There are an number of aspects of MvC3 that hinder most Arthur players from being successful:
[LIST]
[]Full-screen hypers punishing assist characters.
[
]Horrible options at the start of the match.
[]Fly-dashing that makes Arthur’s ground-zoning useless, coupled with lack of mobility.
[
]The ability to dash after getting hit in the air (air-dash characters).
[/LIST]
With the lack of solid AA assists, there are many ways to get in on Arthur. If you don’t have the right assists, Magneto can simply trade 100,000 damage of health to get in Arthur’s face by just holding forward and dashing, where 1 combo can kill him.

Here are the 3 general ways I think you can play Arthur:
[LIST]
[]Lockdown: The goal of this team is to impose your gameplan on the opponent, consisting of a rhythm of specials, and assists that keep your opponent in place, rather than getting them off you. (ex. Arthur/Sentinel/Doctor Doom)
[
]Zone: This requires a reactive playstyle where you attempt to cut off your opponent’s move with a mix of specials and assists. (ex. Arthur/Dante/Tron, Arthur/Dormammu/Haggar)
[*]Arthur in the Back: As simple as it sounds, where Arthur’s excellent assist can benefit the team, and most importantly, become one of the best anchors (IMO) in the game with Golden Armor XF3.
[/LIST]
I don’t think there should be any changes to Arthur at all. Out of all the teams I have played, he is probably the biggest asset to any of them.

Quoted for truth my friend. Have you tried rapid firing your crossbow with small normal jumps? I can lockdown my friends rushdown team with drones using this rapid fire. Its not perfect for sure but throwing in air m or s helps apply that pressure. I think we are at a really exciting juncture for Arthur, I am seeing a lot more positive response to him on forums and chats as well as the game itself.

I pretty much just try to have a back+H active. It’ll punch anyone in the face as soon as they teleport near you.

I rapid crossbow, I dagger zone, I demon shield projectiles and rush-down magnetos, I even m. shield Sent. This is not a case of me being novice, it’s a case of a completely under designed character. Don’t get me wrong, I’m not saying I’ve mastered arthur, but I’m tired of feeling like the time I’m putting into arthur is 10x the amount of time I could put into a char like dante or magneto for the same result.

Cons: Slow, No Dash, Slow jump, Predictable jump, Slow Attacks, Slow Specials, Slow Normals recovery, Slow special Recovery, Lowest Health (besides Pheonix) Slow Meter Gain, Low Damage without meter, easily beaten by beam chars, Gold Armor break state, Bad L attack range/speed, Assist dependent, easily read.

Pros: Projectile Zoning, LvL 3 super is one of the best in game, Projectile Chip dmg, Able to Otg, Gold Armor Assist, X-Factor monster, Double Jump, Moderately High dmg Lvl 1 Super, Shield to Reflect/Absorb projectiles (difficult),

This list ^ needs more.

What would you think of a parabolical projectile instead of the straight throwing single axe? and gold version could either stay the same as it is now or 2/3 slightly larger parabolical axes? It could help against super jump characters

Appreciate it! I throw in bursts of rapid fire crossbows when I play Arthur on a zoning team, the only downside to them is the knockback, which is probably the lowest of his projectiles. However, like you said, if they’re normal jumping/dashing to get in, crossbows + Sentinel drones is a very valid tactic. I don’t know if you do this already, but if they’re going to commit to block the drones, be sure to throw an Axe right behind them. Gives you a lot more time for your assists to recharge.

See, I would complain about Arthur’s cons, but the thing is, if my opponent busted his X-Factor before Golden Armor Arthur is out, he basically lost the game. Essentially, he’s a mini-Phoenix with a better assist.

I also don’t understand what beam characters he loses to. Are you referring to characters with beam supers or characters with beams such as Magento and Dr. Doom?

The only thing that doom or mags can do to art is catch you in blockstun with disrupta and plasma beam. I’m not downplaying those characters at all but arthur does have options against beam characters. Two lances shuts down mags disrupta but I can’t speak for the plasma beam.

Plasma Beam is beaten by normal jumping to avoid the beam, and coming down with a jumping Crossbow. By the time you land, you should be able to spam Lances with the projectile advantage.

Good to know! I’ll put that to use against dooms. I’ve been kind of scared to rush on them because of plasma beam. :slight_smile: