I tested and yeah, if they mash pushblock you have a problem unfortunately…
at first it seemed quite no brainer, but I think we won’t have this kind of luck playing arthur, lol
That’s unfortunate… At least you don’t need to tell them about it.
they’re pretty competent .players actually, it did work some times, but they will figure it out soon enough
what characters counter lvl 3 gold XF arthur?
off the top of my head captain and strange are troublesome. teleporters not so much since arthur fires homing crossbows so fast that it becomes a blind guess for teleporters to counter them and usually arthur will have frame advantage so its easy to predict there teleport timing.
other than capatin and strange i havent had any unusual trouble with anchor arthur… then again i havent played against every character as an anchor.
so thats the purpose of the question, i want to know who to look out for should i see them in anchor position.
also, is it just me that thinks dark arthur shits all over dark sent?
-dime
One good thing about this game is that meter is not as easy to generate. Tons of anchor characters with beams or projectile bypassing hypers were a problem before. Akuma with meter stocked was not a good look in Vanilla… I remember having to rely on Lv3 to scare those types of charcters, but now Arthur is just fine with gold armor.
Of the new cast, I see Strider being a problem down the line. Strider so far looks best in the third position, so that match-up may become common. Strider’s teleports have start-up that can be hit with gold lances, but a smart Strider is going to use his other tools to get frame advantage first. Strange also looks like an anchor candidate with his good assists and teleports. I don’t fear him as much because J.S can catch poor teleport attempts.
From the old cast, Spencer might gain popularity as an anchor as well. Unlike other characters, he only needs one hyper to totally destroy Arthur. Bionic Arm into XF combo is death, pretty much. Cap Am is a problem, but he is usually a point character, so the match-up hardly ever happens. Dormmamu is still a problem even without meter. I was never afraid of Sentinel.
The great thing for us in this game is that Arthur only needs one bar to get his shit going. Other characters need meter stocked, which means either their anchor is gimped or their team is.
From my experience on vanilla, Spencer, Dormammu, and Phoenix are a bitch to deal with. Spencer has Bionic Arm, Dormammu has Chaotic Flame and his very awkward teleport, and Phoenix is just, well, Phoenix. While Arthur’s level 3 hyper could deal with them, I don’t find myself having 3 bars of meter or more when Arthur is finally out compared to vanilla where I would find myself having like 5 bars of meter way too often.
And yea, I think Arthur has a good match up against Sentinel overall. Sentinel doesn’t really have much options to deal with Arthur’s projectiles and since he’s huge and all, that makes him literally a practice target.
Off topic, but do you go by the same name on PSN? I remember playing someone with your name.
Yea, EvuL Soldier is my PSN.
I think the worst matchups for xfactor Arthur are not one capable of beating projectiles with supers or ones that can teleport to close range and combo…
the worst ones are the ones that can escape from your projectiles and wait until you armor breaks.
I’d say, Trish, Chun-li, Storm and the likes of them.
People like Dormammu, Akuma and Strange are problems only if they outsmart you and hit you with a beam or successfully mix you up, but even that is hardly a problem once you have 3 meter stocked to call your dragon and put them to sleep as soon as they try to punish you with just anything.
Chun-li can easily escape everything you throw at her by staying forever at the top of the screen… it’s completely brainless and hard to catch.
Anyone that does not attempt do hit Arthur and just tries to stay away from him with the needed mobility to do so is a much bigger problem than people who try to react and kill you while you’re Golden Armored and Xfactored
Hmm, I’ve never had trouble with those characters. Gold arrows stops a lot of their mobility. That’s just been my experience, though.
They might’ve changed the amount of stun a counter :f: :d: :df: :l: does. Can now follow it up with :f: :d: :df: :h: into full combo etc. Are st. 's autoblock frames still there? I haven’t messed around with it yet.
From what I know, those two aspects are consistant and unchanged from the vanilla version.
EDIT: Actually I just went back to Vanilla and I did notice that it was harder to combo after the counter so I guess they did change it lol.
I cant believe I went through Vanilla without realizing that, I just tested it in both games and youre right lol. Probably too busy spamming lances to use it XD
Is goddess bracelet really that useful/damaging as a super, or would i be better to save my meter for armoring up and or Lv3?
Personally I just spend the bar whenever I get the chance. I dont like getting combos and having them get out with only a small scratch.
But… the answer to your question is probably really just based on circumstances and matchups.I think the only time you would really need to save the bar is if youre playing against a character that is likely to spam beam hypers (Friggen Akuma) so you can counter with a LVL 3. Also unless you really need Gold Armor to beat a certain character (eg. Taskmaster arrows etc) I think its better to just fight it out in normal armor.
Meter managing in this game is even trickier then ever, so I think you should just use your best judgement when the time comes.
So no gold armor? I think its pretty good for the higher stamina and more damaging projectiles. Gold homing arrows are pretty darn useful.
[media=youtube]1-m0tiLcemQ[/media]
Has this been discovered? Arthur gold fire bottles are actually a block string when the opponent doesn’t pushblock. I just discovered this, thought I’d make a demonstration. Many people don’t want to pushblock against Arthur because they are trying to get in close to him, so I think most people would at least wait until the second fire bottle before they attempted to pushblock it. And no matter what they choose to do after they block the first one, it gets arthur back out of the corner. Obviously I wouldn’t want to do this against Super Skrull, I like being in the corner against him since he can’t do his crossups. But some characters are really scary when they corner me (Hulk & Wesker come to mind)
That looks cool. Hrmmm do gold fire bottles flames block/negate projectiles?
The bottle itself has 2 frames x 5 durability, and the flames supposedly have 3 durability per hit, but I tried with plasma beam, taskmaster arrows, and dormammu dark hole. every single time the bottle hit the ground, both projectiles would connect with the opponent
BTW dormammu spam had been giving me problems online with his salty pillars, so here’s a little video I put together of how to get out of it. Hope someone finds it useful
[media=youtube]JjeB0MnVZ8Y[/media]
What about when Authur is high in the air, and he keeps spamming the pillars? Was almost nothing i could do, stuck blocking 50 feet in the air.
I think any attempt to hit him will only trade in dorm’s favor. Block and don’t advancing guard, you’ll fall to the ground faster.