Difference between revisions of "Million Arthur: Arcana Blood/Thief Arthur"
Jump to navigation
Jump to search
m |
|||
Line 52: | Line 52: | ||
|recovery= | |recovery= | ||
|frameAdv= -2 | |frameAdv= -2 | ||
− | | | + | |element= |
|description= Standard jab, can cancel into itself once (third hit onward will be autocombo) or 2A. Jump cancellable. | |description= Standard jab, can cancel into itself once (third hit onward will be autocombo) or 2A. Jump cancellable. | ||
}} | }} | ||
Line 69: | Line 69: | ||
|recovery= | |recovery= | ||
|frameAdv= -4 | |frameAdv= -4 | ||
− | | | + | |element=Wind |
|description=Autocombo. Hits twice, deals small bit of elemental damage. Can cancel into B buttons. Not jump cancellable. | |description=Autocombo. Hits twice, deals small bit of elemental damage. Can cancel into B buttons. Not jump cancellable. | ||
}} | }} | ||
Line 86: | Line 86: | ||
|recovery= | |recovery= | ||
|frameAdv= -6 | |frameAdv= -6 | ||
− | | | + | |element= |
|description=Autocombo. Hits twice. Can cancel into C buttons. Not jump cancellable. | |description=Autocombo. Hits twice. Can cancel into C buttons. Not jump cancellable. | ||
}} | }} | ||
Line 103: | Line 103: | ||
|recovery= | |recovery= | ||
|frameAdv= -8 | |frameAdv= -8 | ||
− | | | + | |element= |
|description=Autocombo. Launches. Not jump cancellable despite sharing 6C's animation. | |description=Autocombo. Launches. Not jump cancellable despite sharing 6C's animation. | ||
}} | }} | ||
Line 120: | Line 120: | ||
|recovery= | |recovery= | ||
|frameAdv= -17 | |frameAdv= -17 | ||
− | | | + | |element= |
|description=Autocombo. Visually identical to 63214D. There's a very large gap between the first part of the move and the falling kick. Gives a ton of meter compared to using 63214D manually. | |description=Autocombo. Visually identical to 63214D. There's a very large gap between the first part of the move and the falling kick. Gives a ton of meter compared to using 63214D manually. | ||
}} | }} | ||
Line 137: | Line 137: | ||
|recovery= | |recovery= | ||
|frameAdv= -3 | |frameAdv= -3 | ||
− | | | + | |element= |
|description=Fast, multi-purpose jump cancellable normal. Use this in combos if you're not sure how to pick up an airborne opponent while grounded. Moves Thief forward slightly, enough recovery on whiff to be dangerous. | |description=Fast, multi-purpose jump cancellable normal. Use this in combos if you're not sure how to pick up an airborne opponent while grounded. Moves Thief forward slightly, enough recovery on whiff to be dangerous. | ||
}} | }} | ||
Line 154: | Line 154: | ||
|recovery= | |recovery= | ||
|frameAdv= -3 | |frameAdv= -3 | ||
− | | | + | |element= |
|description=Moves forward slightly. Not jump cancellable outside of Enchant Boost, but is generally safe on block. | |description=Moves forward slightly. Not jump cancellable outside of Enchant Boost, but is generally safe on block. | ||
}} | }} | ||
Line 171: | Line 171: | ||
|recovery= | |recovery= | ||
|frameAdv= -7 | |frameAdv= -7 | ||
− | | | + | |element= |
|description=Longer range but slower than 5B, serves a similar purpose in combos and pressure. Inputting B again after 5B will give you this normal without having to manually hold 6. Jump cancellable. | |description=Longer range but slower than 5B, serves a similar purpose in combos and pressure. Inputting B again after 5B will give you this normal without having to manually hold 6. Jump cancellable. | ||
}} | }} | ||
Line 188: | Line 188: | ||
|recovery= | |recovery= | ||
|frameAdv= -8 | |frameAdv= -8 | ||
− | | | + | |element= |
|description=Woefully short horizontal range, but decent vertical range. Some invulnerability to air attacks and air unblockable if used raw. Jump cancellable. | |description=Woefully short horizontal range, but decent vertical range. Some invulnerability to air attacks and air unblockable if used raw. Jump cancellable. | ||
}} | }} | ||
Line 205: | Line 205: | ||
|recovery= | |recovery= | ||
|frameAdv= -2 | |frameAdv= -2 | ||
− | | | + | |element= |
|description=Fastest low that can cancel into itself once (third hit onward will be autocombo) or 5A. Jump cancellable. | |description=Fastest low that can cancel into itself once (third hit onward will be autocombo) or 5A. Jump cancellable. | ||
}} | }} | ||
Line 222: | Line 222: | ||
|recovery= | |recovery= | ||
|frameAdv= -6 | |frameAdv= -6 | ||
− | | | + | |element= |
|description=Hits low and has good reach, but will not always connect after 6B as it is slightly shorter. Jump cancellable. | |description=Hits low and has good reach, but will not always connect after 6B as it is slightly shorter. Jump cancellable. | ||
}} | }} | ||
Line 239: | Line 239: | ||
|recovery= | |recovery= | ||
|frameAdv= -11 | |frameAdv= -11 | ||
− | | | + | |element= |
|description=Two-hit upward slash. Can work as a pre-emptive anti-air with better horizontal range than 6C, but has zero invulnerability. Ideally used to pick up airborne opponents when grounded, but this isn't always possible. Both hits jump cancelable. | |description=Two-hit upward slash. Can work as a pre-emptive anti-air with better horizontal range than 6C, but has zero invulnerability. Ideally used to pick up airborne opponents when grounded, but this isn't always possible. Both hits jump cancelable. | ||
}} | }} | ||
Line 256: | Line 256: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description=Fastest air normal, self and jump cancellable. | |description=Fastest air normal, self and jump cancellable. | ||
}} | }} | ||
Line 273: | Line 273: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description=Very good hitbox, jump cancellable | |description=Very good hitbox, jump cancellable | ||
}} | }} | ||
Line 290: | Line 290: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description=Not jump cancellable outside of Enchant Boost. Good horizontal range at the tip of the dagger. | |description=Not jump cancellable outside of Enchant Boost. Good horizontal range at the tip of the dagger. | ||
}} | }} | ||
Line 309: | Line 309: | ||
|recovery= | |recovery= | ||
|frameAdv= -4 | |frameAdv= -4 | ||
− | | | + | |element=Wind |
|description=Rather obvious overhead with startup that can easily be mashed out of, but is safe on block. Can link into 2A if you hit a '''crouching''' opponent. Launches on counter-hit. Because Thief leaps before the attack, this can high profile some low normals | |description=Rather obvious overhead with startup that can easily be mashed out of, but is safe on block. Can link into 2A if you hit a '''crouching''' opponent. Launches on counter-hit. Because Thief leaps before the attack, this can high profile some low normals | ||
}} | }} | ||
Line 327: | Line 327: | ||
|recovery= | |recovery= | ||
|frameAdv= -8 | |frameAdv= -8 | ||
− | | | + | |element=Wind |
|description=Sweep. Better knockdown than ground 63214D at the cost of damage. Will low profile during the sweep and can go underneath many buttons and projectiles | |description=Sweep. Better knockdown than ground 63214D at the cost of damage. Will low profile during the sweep and can go underneath many buttons and projectiles | ||
}} | }} | ||
Line 345: | Line 345: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element=Wind |
|description=Two-hit axe kick, large hitbox. Not special cancellable outside of Enchant Boost. | |description=Two-hit axe kick, large hitbox. Not special cancellable outside of Enchant Boost. | ||
}} | }} | ||
Line 365: | Line 365: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element=Throw |
|description= | |description= | ||
}} | }} | ||
Line 383: | Line 383: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description= | |description= | ||
}} | }} | ||
Line 401: | Line 401: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description= | |description= | ||
}} | }} | ||
Line 422: | Line 422: | ||
|recovery= | |recovery= | ||
|frameAdv= -11(A/B/C) | |frameAdv= -11(A/B/C) | ||
− | | | + | |element= |
|description=Blockable hitgrab, used for sideswapping mid-combo. Travels different distances depending on button used. Enters recovery when Thief connects with the opponent | |description=Blockable hitgrab, used for sideswapping mid-combo. Travels different distances depending on button used. Enters recovery when Thief connects with the opponent | ||
}} | }} | ||
Line 442: | Line 442: | ||
|recovery= | |recovery= | ||
|frameAdv= -9(ground) | |frameAdv= -9(ground) | ||
− | | | + | |element=Wind |
|description=Throws two small projectiles that travel in a helix pattern. Air version goes downwards at a 45 degree angle and has quite a bit of recovery. | |description=Throws two small projectiles that travel in a helix pattern. Air version goes downwards at a 45 degree angle and has quite a bit of recovery. | ||
}} | }} | ||
Line 461: | Line 461: | ||
|recovery= | |recovery= | ||
|frameAdv= -17(ground) | |frameAdv= -17(ground) | ||
− | | | + | |element=Wind |
|description=Ground version travels diagonally upwards and air version stays in place. Standard combo ender, air version gives better knockdown than ground version. | |description=Ground version travels diagonally upwards and air version stays in place. Standard combo ender, air version gives better knockdown than ground version. | ||
}} | }} | ||
Line 484: | Line 484: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
− | | | + | |element= |
|description= Wire swing. A version goes backwards, B stays in place, C goes forward. Cancellable into normals after 14f(A and B versions) or 18f(C version) | |description= Wire swing. A version goes backwards, B stays in place, C goes forward. Cancellable into normals after 14f(A and B versions) or 18f(C version) | ||
}} | }} | ||
Line 504: | Line 504: | ||
|recovery= | |recovery= | ||
|frameAdv= -4 | |frameAdv= -4 | ||
− | | | + | |element= |
|description=Projectile super that tracks pretty well and is safe on block. Can Enchant Boost Cancel the last hit if you really need to. | |description=Projectile super that tracks pretty well and is safe on block. Can Enchant Boost Cancel the last hit if you really need to. | ||
}} | }} | ||
Line 522: | Line 522: | ||
|recovery= | |recovery= | ||
|frameAdv= -39 | |frameAdv= -39 | ||
− | | | + | |element= |
|description=Last few hits deal elemental damage. Recovers in the air, but does not knock down. Can be comboed from when done early in a combo | |description=Last few hits deal elemental damage. Recovers in the air, but does not knock down. Can be comboed from when done early in a combo | ||
}} | }} | ||
Line 541: | Line 541: | ||
|recovery= | |recovery= | ||
|frameAdv= -37 | |frameAdv= -37 | ||
− | | | + | |element= |
|description=Thief shoots a projectile across the screen. Upon a successful hit, will enter her Million Excalibur animation. Projectile will hit at approximately head height and can be low profiled | |description=Thief shoots a projectile across the screen. Upon a successful hit, will enter her Million Excalibur animation. Projectile will hit at approximately head height and can be low profiled | ||
}} | }} |
Revision as of 13:43, 13 November 2019
Profile
- EN Name: Touzoku Arthur (romaji), Thief Arthur (localization)
- JP Name: 盗賊アーサー
- Voice Actress: Ayane Sakura
- Element: Wind
- Health: 18000
Happy go-lucky character that was the sacrificial pawn to SNK for having Iori in this game.
Overview
High mobility character with a lot of multi-hitting moves. Has many options for approaching, good pressure, a command grab, and can convert off touches easily. Has 2 airdashes, which also allows her to double jump after either a single airdash or a superjump.
Strengths | Weaknesses |
---|---|
|
|
Recommended Support Knights
- Fay: 1-cost fire assist. Can be used for pressure and will easily element counter and confirm off D buttons
- Evaine: 1-cost ice assist. Gives an alternate projectile to 236D and can counter-hit after with D buttons.
- Balin: 2-cost fire assist. Covers a huge amount of space in neutral, also useful for counter element.
- Sorcery King: 2-cost ice assist. Somewhat similar to Balin in neutral but covers far less vertical space, and can counter-hit after with D buttons
- Uasaha: 3-cost wind assist for ending Enchant Boost combos. Highly recommended as your damage output will increase significantly.
- Mercenary Arthur: 2-cost fire assist. Can cancel after Uasaha for counter element and confirm into ground Million Skill/Excalibur.
- Aife: 2-cost wind assist. Can be used before Uasaha to combo where the opponent would usually be too high.
Normal Moves
5A
5A |
---|
5AAA
5AAA |
---|
5AAAA
5AAAA |
---|
5AAAAA
5AAAAA |
---|
5AAAAAA
5AAAAAA |
---|
5B
5B |
---|
5C
5C |
---|
6B
6B |
---|
6C
6C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
Elemental Attacks
5D
Leap Slash 5D |
---|
2D
Sneak Kill 2D |
---|
j.D
Revolve Thrust j.D |
---|
Throws
5/6B+C
Forward Throw 5/6B+C |
---|
4B+C
Back Throw 4B+C |
---|
j.B+C
Air Throw j.B+C |
---|
Special Moves
236A/B/C
Hold Trick 236A/B/C |
---|
236D
Twin Daggers 236D |
---|
63214D
Whirlwind 63214D |
---|
j.623A/B/C
Wire Shot j.623A/B/C ~A ~B ~C |
---|
Million Skill
236XX
Sniping Tempest 236XX |
---|
j.236XX
Catch and Barrage j.236XX |
---|
Million Excalibur
United Excalibur 214XX |
---|
Combos
Solo Combos
A Starter
- 5/2A > 5BB > 2B > 5C > ender
- Basic full chain route, can also act as a base for blockstrings as all B buttons are jump-cancellable and 5C is safe on block. 2D will give a better knockdown than 63214D at the cost of damage.
- 5/2A > 5BB > 2B > j.B [VERY SLIGHT DELAY] j.D land 5A > 5BB > 2B > 5C > ender
- Standing opponent, does not work on Bisclavret/Nimue/Koume. Length of this combo means you won't be able to do an enchant boost extension. Meter gain is comparable to an autocombo, but takes significantly more effort.
6C Starter
- 6C > j.B > j.D land 5B > air stuff
Support Knight Combos
6C Starter
- 6C > j.A > jB > dj.B > j.C > Sorcery King, j.63214D, airdash j.D land 2C stuff
Enchant Boost Extensions
- starter > 63214D A+B+C airdash j.A > j.D, land 6B > 2C(1) > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Use when starter has one or fewer A buttons.
- starter > 63214D A+B+C airdash j.A > j.D, land 2C > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Use when starter has up to two A buttons or is a jump-in.
- starter > A+B+C airdash j.AA > j.C land j.A > j.C > j.D(1) > j.63214D > Uasaha
- For reaching 2.0x bonus off a j.D starter on a grounded opponent.
- starter > A+B+C airdash j.AA dj.A > j.C > j.D(1) > j.63214D > Uasaha
- The "I don't know how much scaling my combo has" extension. Reaches a 1.9x bonus rather than 2.0, but works off anything including autocombo and j.D starters.
- Throw, A+B+C airdash j.C land 6B > 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Enchant Boost makes 5C jump cancellable. Note that against everyone except Snow White, you will have to jump in the opposite direction after the 5B as they will end up behind you...unless your opponent is in the corner, in which case you don't have to worry and can jump in the same direction. Replace 5C with 2C to avoid sideswap in exchange for damage, which works on all characters outside of the corner except Nitou.
- Air throw, A+B+C airdash j.B delay j.D(1), rejump j.A > j.C delay j.D(1), rejump j.A > j.C > j.D(1) > j.63214D > Uasaha
- If the first j.D is delayed too much, it won't actually come out. If the second j.D isn't delayed enough, you won't get the second rejump.
- (airborne opponent) 5A/5B/6B A+B+C 5B/2C > j.B > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
- 5B is the easiest normal to use for pickups, can be substituted with 6B or 2C in certain situations. Works off j.D starter on an airborne opponent. 6B A+B+C 2C is max damage, but isn't always possible. If 5B is used before A+B+C, 2C must be used after, as a third 5B will drop.
- (airborne opponent) airdash j.C A+B+C land 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Concept for converting from a relatively close assist hit (most likely Balin) into airdash, will do a bit less damage than above combo but does not require landing first. Fall a bit before doing j.C to ensure you're low enough for 5C to land.
- (Balin hit) microdash 5C A+B+C, 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Experiment with range to see how far you can be for a max range 5C to hit.
Videos
- 5AA > 5BB > 2B > 5C > 2D > Support Knight Faye, j.D land 5B > j.A > j.B > j.C > j.63214D
- Autocombo (5AAAAA) > Million Excalibur
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_TA