I understand, you are on the complete zoning staying away part of arthur.
The only time I ever approach with Dark Arthur is when the opponent activated X-Factor, so thereās really no other choice than to try to make something happen up close. Or just build more meter, thatās not a bad option.
I kind of agree like this; on the other hand, I think itās cool that people arenāt just sticking to the formula when playing him. I think that because a lot of people play him as anchor, they maybe have to be a little more versatile than just zoning, because he will be by himself with no assists and XFactor.
Pretty much. There are times when attacking is the best option (more like only option), but instead of thinking āImma open dis guy up wit an ovahead!!ā Iām thinking āOMG WTF am I doing!?ā
I have beaten people with every option and gimmick XF3 Arthur has except for rushdown. Itās nice that itās there, butā¦ itās like the match is over by that point.
Oh, yeah, I have tried that rapid jumping arrows thing. Unless Iām doing it wrong, itās barely noticeable.
Iām not saying anyone is doing anything wrong, itās just that Iāve absolutely never taken the initiative in actually moving forward with Arthur, ever. Iāve killed teams with XF3 / Gold lances timed properly without a sweat, and then when theyāre jumping away in fear they eat homing arrows.
If I have to rush in with Arthur, well I pretty much count that as a loss, especially without any assists to back him up.
Itās not just that, but look at the characters that we will most likely be facing off against us on other teams in the third position. How are we supposed to rush Phoenix, Akuma and Wesker?
Definitely not the case. When I face someone with the ability to adapt, they wise up and save their X-Factor to counter-act Ancthur. Usually, theyāll have two characters left and activate as I try to chip them to death. If they know how to OTG, you have no other choice, but this is never a ālossā by any means. I have won many matches with super-jump Golden Arrows, landing, and doing instant overhead j.Mās. Once I train my opponent to respect Arthurās rushdown, I even simply stand in front of them, pause, and go for cr.M > cr.H > S. The glowing red knight can play some serious mindfuckery.
Also, assists are unnecessary when heās XF3ād, he has all the tools to cover himself and connect off of almost any situation.
If the opponent doesnāt start respecting an Arthur thatās close to them? You remind them you have lances that kill them in 2-4 hits. Experiment a bit more with it guys, rushdown is a highly viable option that wins you games that would certainly be lost if you didnāt practice Arthurās offensive concepts.
I need vids of this shit in motion, because I just canāt imagine it otherwise.
Iām not doubting you in any way, I just learn better by videos and I have a hard time conjuring up these situations in my head.
That, and Iām not entirely very good (read: bullshit) in this game.
:looney:
I definitely get what you mean, I actually addressed the lack of Arthur media in another thread. Hopefully Iāll either get a recording device or play on stream one of these days, as for all skilled Arthur players.
My current team Iām (attempting to) sticking to is
Taskmaster / Trish / Arthur.
45 degree arrows / peekaboo / daggers
Itās pretty good, since Taskmaster is dumb enough to do most of the work ~
Something I accidentally figured out with Dark Arthur, when my opponent wised up and starting pushblocking gold lances I switched to crossbow spam to preserve some chip damage. Then I randomly decided I would throw out a Goddessā Bracelet, and my opponent just got hit.
I then realized that he tried to push block the arrows during the super flash, before the arrow hit him, which then caused him stick out an attack instead of push blocking. Could be a neat/gimmicky way to open someone up and scare them into taking more chip damage.
Do you play on XBL? I can try recording some matches.
You know, I think gold lance actually does more chip when pushblocked than arrows. I tried this in training mode with AG on.
Whenever I fight online, whenever people start pushing lances they take no chip damage, because itās a single hit. I think the first time they take the lance the chip is only reduced, but if they keep pushing single hit projectiles again and again they start taking no chip damage. This doesnāt work with the arrows because they hit 3 times, so only one arrowās chip can be negated. At least thatās how I understand it.
I canāt seem to get that to happen in training mode, but Iām sure you are right. I remember someone else stating this awhile back. Good to know.
Iāve been working on an Arthur/Sentinel trap for a while and I think Iāve come up with something useful.
j.:d::df::f::l::l:::l: (Air Dagger Toss x3 (third dagger as low to the ground as possible.))
land, :a1: (Sentinel Force Charge) + :d::df::f:: (Ground Lance Toss, second lance delayed.)
:d::db: (Axe Toss)
Repeat.
The air daggers take them from the air to the ground, the delayed lances keep them on the ground long enough for the drones to lock them down, either by actually hitting them or forcing them to duck under. Then as soon as the drones are over, the Axe hits them and puts them in a lot of blockstun. By the time they recover from the axe stun, Arthur will have already had enough time to throw more air daggers before they can jump away.
Iāve been trying to get this down consistently as Iām not sure if itās 100% air tight, but so far online no oneās gotten past it without me making a mistake. The slow speed of the Axe Toss is what makes the magic happen, since Arthur can get more projectiles on the screen as they deal with the axe. And because of the slow speed, thereās enough time for Sentinel assist to recover to make this a full blown trap.
Edit: This same thing might work with Hidden Missiles as well if you call the assist before doing the air daggers, which will help blow up beam supers better. Might be some other assists that will cover the gap between the lances and the axe. Whatās important here is the axe toss.
The first hit of a string can never be negated, but once in blockstun everything can be negated by simply timing presses in between hits. To stop people negating things you have to either:
- Make the hits connect too fast to pushblock them all (i.e. beams, multihit projectiles).
- Slow down so it doesnāt lock them down (which lets them jump out).
Advancing guard can also be used to reduce long blockstun. In the case of XF3 lances, you can pushblock just after a lance hits and hold upback to jump. The next lance is blocked airborne just above the ground, resulting in almost instant recovery with plenty of time to jump over or otherwise deal with the next one.
The same stuff works against Zero spam.
So uhh, is it up? Still canāt figure it out.
Been forced to rush with Arthur recently, and while I havenāt hit an instant overhead with him yet (because the situation to actually rush hardly happens), but I can see how he would be dangerous. I stand corrected.
Does anyone actually use cr.l to start combos? Using it has been getting me killed more than anything. Itās so stubby that it whiffs when it looks like it should hit, and it gets outprioritized all the damn time. I think Iām going to stick to using cr.m.
J.s has great priority. If I could get a combo out of every j.s I hit with, I would beā¦ wellā¦ hitting more combos! I canāt wait for UMvC3!
Rushdown Arthur with Gold->XF3 is pretty serious. I was recently subjected to Rocketās rushdown Arthur and I was impressed.
I do use cr. L to attack, but only to punish things or when I know Iād be in range. No reason not to use it if youāre in range since itās faster.
Sorry, programming classes have had me off the xbox and on the ide a lot this week. Also with no wireless its annoying to have to go somewhere else to upload it. But, i would like it up before saturday, i feel you or rocket could make it work better than me. Or it will be discarded.