You lack discipline oh foreign knight! The Arthur Thread

Anyone going to be using Arthur with Fire Brand? :smiley:

If Character super jumps on me I just use my joust charge. Especially in xf3 the charge is quick!!! Also I notice when Arthur throws that blue thing that surrounds him if you hit C it the range get bigger

really? didn’t know that, thanks for the tip. :slight_smile:

Hi Knights!! I am maining a Hulk (Gamma Wave but thinking to switch for Gamma Charge Anti-Air to cover Arthur’s helmet)/Haggar (Lariat, of course!!)/Arthur (Dagger Toss, as I have difficulties to use his “Fire Bottle” assist), and I was wondering what I should do against Wesker, Wolverine, and Dante players. Usually, Wesker comes to me by using his teleports, Wolverine his Berserker Slash, and Dante his teleports or his Million Dollars between two of my projectiles. In most of the cases, I have to anticipate most of my ennemies’ patterns, and throwing Haggar to the battlefield, hoping that those overpowered characters will be slapped in the face by the Mayor. I use to jump back and do a jump S when falling down to my opponents to start Arthur’s Magic Series.

I am waiting for your chivalrous comments!!:slight_smile:

To give just my opinion here (I’m no expert), I’m struggling with Wesker and Wolverine myself.

Dante only has the one teleport option, so it’s fixed to always going above and behind you. He can’t get a move out until a split-second after he’s teleported - this is your chance to react. An air throw is a sound option to silence him, as is the Swallow Blade, but you might be able to do a short combo with air M into daggers and more. If he stays ranged, then the only projectile that can beat most of Arthur’s non-gold arsenal is that fully charged sphere.
(Interesting thing about the Million Dollars, I found: if he catches you with this while you’re throwing a weapon, if you time it just right - and I mean just right - you can can cancel into King’s Armour and still have time to block the first bullet. Doing it too late still gets you hit, though.)

With Wolverine, from what I’ve gathered, the only times to be pulling out ranged weapons are from fullscreen, or when you’ve read your opponent right and know it won’t cost you. He can punish you midscreen too easily with his slash, so don’t take any chances without some cover (fire bottle already planted, Haggar, etc).

Wolverine has two ways to approach you - dashing madly across the screen, or super-jumping. You need to read your opponent and be ready for one or the other; if you think he’s going to jump and end up throwing aerial daggers, only to find him dashing on the ground, you’re going to find him already at jab-distance away. If he’s super jumping, then a dive-kick is very likely; if you’ve read it, then you could jump up and catch him with daggers or the swallow blade. There’s dashing underneath him, too, but don’t do it too late or else his stupid hitbox might catch you out.

Wesker’s teleport is distance based, so while it can cross you up in corners, he can’t cover the complete screen with it; if you’re at full screen away, then try punishing teleports with daggers or axes. I personally find his gun-teleport hard to punish: if anyone’s got some tips for that, I’d love to hear!

Airthrow the hell out of Dante/Wesker. Call lariat assist as you do so to bounce them off the top of it and get a followup combo, or just OTG with For the princess and XFC into a full combo to make sure they die (you’d better have 3 bars by the time you put Arthur on point, otherwise just get him the hell out of there).

Aiming a jump-back qcb+M (non armoured) at Dante’s head makes things pretty awkward for him.

Spam lariat assist against Wolverine and cover its recovery with projectiles.
If he goes for a divekick you can smack him clean out of it with standing M, but the timing is pretty strict and will get screwed up by assists.

Against all of the above, always be ready to cancel a whiffed ground projectile into armour or lv3 to save yourself from being punished by a teleport or whatnot.

I don’t really like working with Arthur as my anchor, I feel much more comfortable with him being in the middle and having Trish as in the third spot.

Though I could always put her in the middle spot and him last, but that still feels like I’m trying to negate him being ass by throwing XF3 / and all the leftover meter to him.

:looney:

Here are some tips I gave to GoddessBracelet after a session, and I thought some of you would find it useful.

[LIST]
[]With Arthur, always have a purpose for what your going to throw.
[LIST]
[
]If they’re staying ground/normal-jump level, it’s three jumping daggers + 3 floor daggers.
[]If they’re gonna go to the air, you do preemptive super-jump daggers/axe (with a horizontal assist covering you).
[
]If you’re too late to stop them from the air, you do forward + H to cross under, and Lance them to push them away (this is either followed by a horizontal assist to push them even further, or with a super).
[/LIST]
[/LIST]
[LIST]
[]Look deeply into team make-up. Remember, if you’re going to use Arthur, he only has so many roles. Either he’s anchoring the team, or he has solid assists to back him up. I play Ancthur (Golden Armor + XF3), and I’m decent at my “trap” Arthur team (Art/Sent/Doom).
[LIST]
[
]Remember, when you use Arthur on point, or comprise a team with him in general, you have to have something that makes that Arthur stand out, with the use of assists. Here are some awesome assists at the top of my head:
[LIST]
[]Doom Missiles/Rocks/Plasma, Skrull Tenderizer, MODOK Barrier, Taskmaster Arrows, Captain America Shield Slash, Iron Man Repulsor Blast, Trish Peekabo, Dante Jam Session, Storm Whirlwind, Ammy Cold Star, Deadpool Trigger Happy, Hsien Gold Armor Senpu, Sentinel Drones, and Haggar Lariat.
[
]These are all possible Arthur point assists. If you don’t have two of these backing up Arthur, to be blunt, don’t bother with Arthur on point. In high level play, a guy with Mag or Wolv will just push your shit in and send you back to grade school.
[/LIST]
[/LIST]
[/LIST]
[LIST]
[]Some general Ancthur tips:
[LIST]
[
]Don’t use Goddess Bracelet unless you’ve confirmed a hit or your armor is just about to break. Each second in XF with Arthur is meter that can be gained, and the chip output is higher anyway.
[]Remember, your goal is to ground them and chip them out. This is realistic if they have 2 characters left. If they have 3, you need to rush their shit down. Grab + Fire Dragon is one way, instant overhead j.M is another way to open them up.
[
]If you have 3 meters, and you’re in Golden Armor, always bust out Fire Dragon and XF. It gives you time to create space, keeps you safe, and resets the situation in your favor.
[*]Try not to X-Factor mid-way in Golden Armor. The timing for XF2/3 and Golden Armor happen to be roughly the same, so it’s more efficient to just bust it out as soon as you’re in it.
[/LIST]
[/LIST]

getting sick and tired of being called a pussy just cause i use arthur…

Then stop playing with scrubs. :nono:

Online is filled with guys that hate arthur sadly…
on another note do you think any of the new characters will benefit arthur?

Eh, I don’t think you need to mind what online players think, most of them are terrible at MvC3.

At EVO I was playing Hawkeye/Deadpool/Arthur. Hawkeye with both 45° and horizontal coverage was quite a task for the opponent to get in.

However, I didn’t get to try this, but I want to test out Firebrand’s Level 3 Minion DHC into Arthur Golden Armor followed by an X-Factor (assuming the minion stays out). Arthur’s XF2 seemed faster than Vanilla XF2, because I was chaining Golden Lances with ease. With that concept, I was thinking of an Arthur rushdown with a Red Arremer behind him. Gimmicky, but it seems like loads of fun to do.

Strider’s Viajara assist (his teleport attack, excuse the spelling) also seems pretty dope. It tracks the opponent wherever they are. Maybe it’ll be useful defensively in conjunction with Arthur.

Allow me to post a UMvC3 video

You can see the application of Arthur’s j.S into combos around 1:36

[media=youtube]uf5eK86NP-o[/media]

ok this is probably known by most/all of the knights of the round… (arthur players) but ive never seen it mentioned anywhere so thought i would just remention it as its info that would have done me good had i known awhile back:

in GA mode arthurs daggers dont get absorbed they pierce the target and hit targets behind him… yeah simple and of course probably widely known by you guys… but man having little things like this in guides instead of buried somewhere would really help out newer arthur players. perhaps there could be a thread about ALL the different uses of arthurs gold armor mode? that would be great as it seems that he gets some very specific buffs that arent easily noticeable like activating GA BEFORE he activates XF so as to get an even bigger speed boost and that his lvl 3 does more damage in GA… plus of course all the other “little things” that GA does for him.

-dime

Posting here since the team thread seems dead. Arthur is probably one of Magnetos lesser known best friends. Fire bottle assist does amazing things with Magneto and vice versa with the beam. One team I like using is Wesker ( to be replaced in UMVC3) / Arthur / Mags. Wesker builds the better, Arthur either does work with the help of a beam assist or dhcs out right away and now Magnetos horizontal domination is improved in a way i don’t think even Sentinal drones can match. The team is actually quite hilarious because no matter which character I have last my opponent is still scared as fuck. Isn’t that the stupidest thing about MVC3? You have your full team, your opponent has 1, but you’re still scared as fuck.

It works so well because Magneto by design is a character that wants an assist that basically controls space and puts your opponent in blockstun. This is kind of a broad description, but I can count on one hand the number of assists that are even remotely comparable to space control and block stun, and I assure you only drones can be argued not to be inferior.Your opponent is constantly getting chipped by the fastest beam in the game + a projectile that you cant get rid of without supers, moves slow, can’t duck, and either pushes you back or holds you in place. Being in the air vs Magneto is far from an ideal situation either so your opponent is constantly taking risks just to get out of the trap.

This Magneto Arthur gets even more theoretically stupid in Umvc3, if Magneto really can pull jumping opponents back to the ground.That means your opponent has to be on the ground even more dealing with even more beam fire bottle bull crap. Add to the fact that the number of characters that will be able kill Magneto off a touch will get much smaller, and you’ll be seeing a lot more early x factors just to kill Magneto off. Anyone who plays Arthur seriously knows this is the stupidest thing they can do with Gold Armor Arthur in the back. Remember, this is all without even considering that Arthur is one of the first in line for some significant buffs to his point game.

On a last note for the people who will try to crucify me for saying drones are worse, I’m pretty sure with the speed improvement on the drones + Magnetos slower air dash in UMVC3 Magneto wont be getting left rights of that shit anymore, and that’s HUGE. I’m glad they are taking Magneto in this direction tho. Its dumb that he wants to rush down so much when ALL his special moves are about controlling space.

http://youtu.be/S9N2bxDqsCg?t=3m22s
So arthur’s gold lances just combo’d into each other… without x-factor.
Can he already combo 2 together now? I don’t know… I use him as anchor so I really only try to do this wacky stuff in xfactor.

I came to this thread to post this same exact video you did.

Every single Arthur projectile seem to be faster in ultimate.
You couldn’t connect two lances without xfactor before.

Yeah, Arthur is quite good with Mags…
I’ve been using Mags/Zero/Phoenix since day 1… and some day I changed Phoenix for Arthur in my team…
I took out the most powerful character in the game for the (arguably) least powerful one and my team kept almost the same power just because Arthur assists are REALLY good for Mags and Zero, and no commitment to Phoenix let Mags and Zero burn much more meter than before making they both so much better than before…

and, as everyone already know if everything else fails, Arthur is pretty beastly as anchor with xfactor.

I could easily see this team becoming my main in Ultimate with Arthur and Zero buffed and magnus still very powerful

Gold lance causes stagger on counterhit, which allows two lances to combo even without X-factor. Nothing new.

Came back from NYC fight club. I played Arthur in Umvc3 and his j.s is fun to use. I don’t think lvl 3 x-factor arthur changed at all. I was still able to lockstring with golden lances and still does beastly chip. Arthur anchor would still work very well.