Difference between revisions of "Million Arthur: Arcana Blood/Nitou Arthur"
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|recovery= | |recovery= | ||
|frameAdv= -6 | |frameAdv= -6 | ||
− | | | + | |element= |
|description= Standard Jab, start of his auto combo. Jump Cancelable. Hitbox is higher than it looks, Can be sometimes used as an anti-air. | |description= Standard Jab, start of his auto combo. Jump Cancelable. Hitbox is higher than it looks, Can be sometimes used as an anti-air. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv=-1 | |frameAdv=-1 | ||
− | | | + | |element= |
|description= Downward slash, hits twice. Jump Cancelable. Drags airborne opponents down on hit. | |description= Downward slash, hits twice. Jump Cancelable. Drags airborne opponents down on hit. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -9 | |frameAdv= -9 | ||
− | | | + | |element= |
|description= Hits twice, first hit is his 5B, second is his 5C. Opponent is not juggled on hit. | |description= Hits twice, first hit is his 5B, second is his 5C. Opponent is not juggled on hit. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv=-17 | |frameAdv=-17 | ||
− | | | + | |element= |
|description=First hit of his rekka | |description=First hit of his rekka | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv=-8 | |frameAdv=-8 | ||
− | | | + | |element= |
|description=Second hit of his rekka. Has less untechable time than manually input rekka. | |description=Second hit of his rekka. Has less untechable time than manually input rekka. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv=-14 | |frameAdv=-14 | ||
− | | | + | |element= |
|description= Finisher for his auto combo; changes depending on meter. If below 100 meter this will be a jumping slash, if more than 100 meter will go into his first Million Skill. | |description= Finisher for his auto combo; changes depending on meter. If below 100 meter this will be a jumping slash, if more than 100 meter will go into his first Million Skill. | ||
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|recovery= | |recovery= | ||
|frameAdv=-4 | |frameAdv=-4 | ||
− | | | + | |element= |
|description=Decent range poke. Jump cancellable | |description=Decent range poke. Jump cancellable | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -11 | |frameAdv= -11 | ||
− | | | + | |element= |
|description=Steps forward and does a large slash. Big range. Can combo into rekka on hit | |description=Steps forward and does a large slash. Big range. Can combo into rekka on hit | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv=-5 | |frameAdv=-5 | ||
− | | | + | |element= |
|description=Steps forward and does a long slash. Slightly less range than 5C. Can easily confirm into 5C on hit. | |description=Steps forward and does a long slash. Slightly less range than 5C. Can easily confirm into 5C on hit. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv=-5 | |frameAdv=-5 | ||
− | | | + | |element= |
|description=Anti-air. Air unblockable if opponent is hit in neutral. Launches on hit. Jump Cancelable | |description=Anti-air. Air unblockable if opponent is hit in neutral. Launches on hit. Jump Cancelable | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -6 | |frameAdv= -6 | ||
− | | | + | |element= |
|description=Sword Swipe, can be canceled into 2AA | |description=Sword Swipe, can be canceled into 2AA | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv=-4 | |frameAdv=-4 | ||
− | | | + | |element= |
|description=Sword Swipe, if the A button continues to be pressed it will lead into 5AA and the rest of Nitou's auto combo | |description=Sword Swipe, if the A button continues to be pressed it will lead into 5AA and the rest of Nitou's auto combo | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -6 | |frameAdv= -6 | ||
− | | | + | |element= |
|description=Sword Poke, not a low. Jump Cancelable | |description=Sword Poke, not a low. Jump Cancelable | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -7 | |frameAdv= -7 | ||
− | | | + | |element= |
|description=Sliding Kick. Knocks down on hit | |description=Sliding Kick. Knocks down on hit | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description=Two Sword strikes, hits twice | |description=Two Sword strikes, hits twice | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description=Jumping Kick | |description=Jumping Kick | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description=Can hit crossup | |description=Can hit crossup | ||
}} | }} | ||
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{{AttackData-MAAB | {{AttackData-MAAB | ||
|version=Uncharged | |version=Uncharged | ||
− | |damage=1200,1400 | + | |damage=1200, 1400 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=17 |
|active= | |active= | ||
|recovery= | |recovery= | ||
− | |frameAdv= -15(-2) | + | |frameAdv=-15 (-2) |
− | | | + | |element=Fire |
+ | |startSca=70 | ||
+ | |comboSca=90, 85 | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Charged | |version=Charged | ||
− | |damage=1200,1400 | + | |damage=1200, 1400 |
− | |guard= | + | |guard=Mid |
− | |startup= | + | |startup=32 |
|active= | |active= | ||
|recovery= | |recovery= | ||
− | |frameAdv=-8(+6) | + | |frameAdv=-8 (+6) |
− | | | + | |startSca=70 |
+ | |comboSca=90, 85 | ||
+ | |element=Fire | ||
|description=Charged has increased range and is safer on block. Frame advantage in brackets is if only the fire hits. | |description=Charged has increased range and is safer on block. Frame advantage in brackets is if only the fire hits. | ||
Fire part is treated as a projectile and can't be canceled if it is the only part that connects. | Fire part is treated as a projectile and can't be canceled if it is the only part that connects. | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element=Fire |
|description=Rising sword slash with fire. Significant blockstun. Can be used to fuzzy opponents close to the ground. | |description=Rising sword slash with fire. Significant blockstun. Can be used to fuzzy opponents close to the ground. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element=Throw |
|description=If in the corner, can combo with 5A | |description=If in the corner, can combo with 5A | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element=Throw |
|description=If in the corner, can combo with 5A | |description=If in the corner, can combo with 5A | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element=Throw |
|description=Hits 6 times | |description=Hits 6 times | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -17/-7/-14 | |frameAdv= -17/-7/-14 | ||
− | | | + | |element= |
|description=Can continue rekka up to three times with additional inputs. | |description=Can continue rekka up to three times with additional inputs. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -17/-7/-14 | |frameAdv= -17/-7/-14 | ||
− | | | + | |element= |
|description=Can continue rekka up to three times with additional inputs. | |description=Can continue rekka up to three times with additional inputs. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -31 | |frameAdv= -31 | ||
− | | | + | |element= |
|description=Air ok. Hits twice | |description=Air ok. Hits twice | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -46 | |frameAdv= -46 | ||
− | | | + | |element= |
|description=Reversal. 1-10f invulnerable. Air ok. Hits twice | |description=Reversal. 1-10f invulnerable. Air ok. Hits twice | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -63 | |frameAdv= -63 | ||
− | | | + | |element= |
|description=Reversal. 1-12f invulnerable. Air ok. Hits twice | |description=Reversal. 1-12f invulnerable. Air ok. Hits twice | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -10 | |frameAdv= -10 | ||
− | | | + | |element=Fire |
|description=Will hit crouchers. Can combo after if hit on airborne opponents | |description=Will hit crouchers. Can combo after if hit on airborne opponents | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element=Fire |
|description=Air ok, will hit crouchers. Will travel further if it successfully connects with an opponent. | |description=Air ok, will hit crouchers. Will travel further if it successfully connects with an opponent. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element=Fire |
|description=Will counter enemy attacks if hit while active. Will only counter Mids/Highs. Does not counter projectiles. | |description=Will counter enemy attacks if hit while active. Will only counter Mids/Highs. Does not counter projectiles. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -19 | |frameAdv= -19 | ||
− | | | + | |element= |
|description=Throws his swords. If it successfully connects, will carry opponent to the opposite corner. Sword projectile will absorb other projectiles while in flight. | |description=Throws his swords. If it successfully connects, will carry opponent to the opposite corner. Sword projectile will absorb other projectiles while in flight. | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -62 | |frameAdv= -62 | ||
− | | | + | |element= |
|description=Reversal. Nitou impales his opponent on his sword then proceeds to blow them up with lightning | |description=Reversal. Nitou impales his opponent on his sword then proceeds to blow them up with lightning | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= -11 | |frameAdv= -11 | ||
− | | | + | |element= |
|description=Rversal. Nitou slashes his opponent then finishes the attack with a fire filled punch | |description=Rversal. Nitou slashes his opponent then finishes the attack with a fire filled punch | ||
}} | }} |
Revision as of 13:42, 13 November 2019
Profile
- Name: Nitou Arthur (romaji), Twinblade Arthur (localization)
- JP Name: 二刀アーサー
- Voice Actor: Arthur Lounsbery
- Element: Fire
- Health: 21500
Nitou spent all his money on swords and belts so now he really needs to win the Arcana Blood tournament to make rent this month.
Overview
The neutral character. Extremely large oppressive normals, great stagger pressure with decent mixup and good combo consistency. Twinblade shines in the ability to carry opponents across the screen and can guarantee a corner with his super.
Strengths | Weaknesses |
---|---|
|
|
Recommended Support Knights
- Mage-Guild Arthur
- Strong neutral support and synergises with Twinblade's kit extremely well due to Eelemental counters
- Balin
- Good neutral assist and can be used to maximise Mordred damage
- Mordred
- Used for maximizing damage
Normal Moves
5A
5A |
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5AA
5AA |
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5AAA
5AAA |
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5AAAA
5AAAA |
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5AAAAA
5AAAAA |
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5AAAAAA
5AAAAAA |
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5B
5B |
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5C
5C |
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6B
6B |
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6C
6C |
---|
2A
2A |
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2AA
2AA |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
---|
Elemental Attacks
5[D]
Homura Slash 5D/5[D] |
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j.D
Homura Pummel j.D |
---|
Throws
5/6B+C
Forward Throw 5/6B+C |
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4B+C
Back Throw 4B+C |
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j.B+C
Air Throw j.B+C |
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Special Moves
236A/B/C
Fangs of Sirius 236A/B/C |
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623A/B/C
Soaring Thrust 623A/B/C |
---|
236D
Heaven's Strike 236D |
---|
63214D
Amagi Crusher 63214D |
---|
Million Skill
236XX
Piercing Buster 236XX |
---|
623XX
Lightning Strike 623XX |
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Million Excalibur
Sacred Sword Excalibur Smash 214XX |
---|
Combos
Nitou's basic corner combo theory is as follows:
- 1 Hit > 236C x 2 > 5AAA > 236C x3
- 2 Hit > 236C x 2 > 5AAC > 236C x 3
- 3 Hit > 236C x 2 > 5AA > 236C x3
- 4 Hit > 236C x 2 > 5A > 236Ax3
Depending on the number of hits that it takes to confirm, the rest of the combo will change slightly.
- 2A2AAAAA > 5A > 236A
- Auto combo confirm.
Solo Combos
- 2A > 2A > 5B > 2B > 6B > 5C > 236C x3 (4183)
- This is the standard Nitou combo. It does 4183 damage and builds 41 meter.
- 2A > 2AAAAA > 236C (3615)
- This combo does not do nearly as much damage as the previous route but builds 13 more meter (54 total).
- 2A > 2AA > 6C > hj.C > dl j.D > 66 > 5AA > 2C > 236C x2 (4105)
- Nitou's corner carry route. It does similar damage to his basic route and builds the same amount of meter (41), but carries the opponent nearly full screen.
- 2AA 6C j.C delay j.D dash sj.B j.C j.236D
- Corner to corner carry route
- 63214D dash 5A 6C sj.C delay j.D dash sj.B j.C j.236D
- Corner carry route off counter
- 6B 5C 236C(x2) 5AAA 236C(x3)
- Requires corner. Higher damage confirm off poke
Anti-air Starter
- 6C > hj.C > dl j.D > hj.BC > j.236D
- Use this route when anti airing an opponent higher in the air.
- 6C > j.C > dl j.D > iad j.AC > j.236D
- or
- 6C > j.C > dl j.D > 66 > 5AA > 2C > 236Cx3
- Use these routes when anti airing an opponent lower to the ground.
j.D Starter
Combos from jump in j.D
- j.D > 66 > 5AA > 2C > 236C x3
- Standard j.D confirm. Similar to the corner carry route.
- j.D > 66 > 5C > 236C x3
- This route does a bit more damage (~300) than the previous confirm.
- j.D > 66 > 6BC > 236D > 5BC > 236Cx3
- This route does 1000 more damage than the previous route, but the corner is required after 236D.
Throw Starters
These combos require Nitou to throw his opponent into the corner.
- Throw > 5A > 5B > j.C > dl j.D > 5AAA > 236x3
- Basic corner throw combo.
- Throw > 5A6C > hj.C > dl j.D > 236D > 6B5C > 236Cx3
- Increases damage slightly, but harder execution.
- Throw > 5AC > 236D > 6B5C > 236C > 214A+B
- Super ender
- Throw > 5ABC > 236D > 6BC > 236Cx3
- Easiest throw combo.
- Corner Air Throw > Enchant Boost > AD j.CD > j.C > j.236D
- Air Throw combo using Enchant Boost.
Support Knight Combos
- 2AA > 5B > 2B > 6B > 5CD > Sorcery King > hj.D > 66 > 5AA > 2C > 236Cx3
- 5B > 2B > 6B > 5CD > Sorcery King > 66 > j.C > dl j.D > 5AA > 2C > 236Cx3
- These two routes are similar to Nitou's normal routes, but use 5D > Sorcery King Assist to extend for damage and corner carry.
- 2AA > 5B > 2B > 6B > 5CD > Sorcery King > IAD j.BC > j.236D > 214A+B (9371)
- 9371 Damage, 2 Assist Gem + 200 Meter combo using Sorcery King.
- 2A (> 2A) > 5B > 2B > 6B > 5CD > Sorcery King > hj.D > 5AA > 2C > 236C > Sorcery King > 623A+B (8644)
- 8644 Damage, 4 Assist Gem and 100 Meter combo using Sorcery King.
- 5B 6B 5C 236D delay Sorcery King IAD j.D dash 5AA 2C 236Cx3
- Increased corner carry combo when too far for jump loops
- 623B > Azia > 5AA > 2C > 236C(x3)
- DP confirm combo
- 623B > Balin > airdash > j.D > 5AA 2C > 236C(x3)
- DP confirm combo
- 263XX > Mordred > Azia > 5AA > 214XX
- Full resource confirm combo off Piercing Buster
Anti-air Starter
- j.A(1)C > j.236D > Sorcery King > 66 > 6B5C > 236D > 6B5C > 236Cx3 (5300)
- Air-to-air confirm using Sorcery King. 5300 Damage, Full Corner Carry.
Enchant Boost Combos
- 5AA EB 5A 2A 5A 5B 2B 6B 5C 236D delay Mordred Balin 214XX
- Midscreen EB combo into Balin > Super extension
- 6B 5C 5D EB 5B 5C j.A j.C dj.C j.D j.236D Mordred Mage-Guild Arthur 214XX
- Requires corner. EB combo off poke into Mage-Guild Arthur > Super extension
- 236D delay EB 5AA 5B 5C j.B j.C j.236D delay Mordred
- Midscreen EB confirm off 236D
- Throw EB 5AA 5C j.A j.C dl j.A j.C j.D Mordred
- Midscreen EB combo off throw starter
Videos
- Nitou Arthur official combo video A by Square Enix (2017)
- Nitou Arthur official combo video B by Square Enix (2017)
Colors
Note: Colors 20 and 21 were pre-order exclusives for JP PSN and Amazon respectively. Unfortunately, they aren't selectable on Steam without the use of Cheat Engine.
Color 1 | Color 2 | Color 3 | Color 4 | Color 5 | Color 6 |
---|---|---|---|---|---|
Color 7 | Color 8 | Color 9 | Color 10 | Color 11 | Color 12 |
Color 13 | Color 14 | Color 15 | Color 16 | Color 17 | Color 18 |
Color 19 | Color 20 | Color 21 | |||
External Links
- Twitter hashtag: #MAAB_NA