Million Arthur: Arcana Blood/Iai Arthur

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Iai Arthur

Profile

Name: Iai Arthur
Voice Actress: Sumire Uesaka
Element: Ice

Overview

Stance character with battou strikes. Has very strong mixup potential in both left/right and high/low varieties. Can carry into the corner very easily off a conversion if desired.

Recommended Support Knights

Normal Moves

5A
5A
Damage Guard Startup Active Recovery Frame Adv Attribute
500 H/L 6f - - -5 -

Jump cancelable

5AA
5AA
Damage Guard Startup Active Recovery Frame Adv Attribute
1270 H/L 11f - - -8 -

hilt thrust. Stager with it, but be careful cause it's real minus. 2A cancels into this move but not 5A.

5AAA
5AAA
Damage Guard Startup Active Recovery Frame Adv Attribute
2404 L 11f - - -11 -

Shares it's animation with 236D~B, but is still a normal, so it can be special canceled, can't be canceled into other normals though (except for more auto combo moves

5AAAA
5AAAA
Damage Guard Startup Active Recovery Frame Adv Attribute
3254 H/L 10f - - -16 -

Shares it's animation with 236B, it also shares most of 236B's properties, but cannot be held/feinted.

5B
5B
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 H/L 11f - - -2 -

Hits above as well as in front of Iai. Works as an anti-air. Jump cancelable

5C
5C
Damage Guard Startup Active Recovery Frame Adv Attribute
1800 H/L 12f - - -13 -

Big horizontal button, longer range than 2C. This normal has enough blockstun that if you go into 236A and then feint right away you'll be slightly plus.


6C
6C
Damage Guard Startup Active Recovery Frame Adv Attribute
1700 H/L 11f - - -7 -

Big upwards anti-air leg. Jump cancelable. Outside of the corner you'll need to cancel to 236A or 236B to combo

2A
2A
Damage Guard Startup Active Recovery Frame Adv Attribute
400 L 6f - - -3 -

Chains into itself once. Will continue into 5AA and the rest of the auto combo, but only after it's chained into itself, so 2A>5A does not work.

2B
2B
Damage Guard Startup Active Recovery Frame Adv Attribute
700+700 L(1) H/L(2) 8f(1) 11f(2) - - -6 -

Hits twice, only the first hit is a low.

2C
2C
Damage Guard Startup Active Recovery Frame Adv Attribute
1800 L 13 - - -13 -

Sweep

j.A
j.A
Damage Guard Startup Active Recovery Frame Adv Attribute
800 H 8f - - - -

Iai kicks downward, hits a little bit behind Iai as well, so it can cross up. Jump cancelable. Against Iai, Snow White, Zex, Reisz, and Iori you can get a rising j.A to connect against them standing. A setup for this would be late airdash j.B > j.C > land > rising j.A. From there you can cancel into a fast assist like Kriemhild or Enide to continue a combo.

j.B
j.B
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 H 9f - - - -

Iai slashes out in front of herself. Hits kind of high so it can be weird as a jump-in. Jump cancelable.

j.C
j.C
Damage Guard Startup Active Recovery Frame Adv Attribute
1800 H 15f - - - -

Iai slashes downward. Knocks down on air hit and can then be canceled into j.236D for oki options.


Elemental Attacks

5D
Ice Flower
5D
Damage Guard Startup Active Recovery Frame Adv Attribute
2400 H/L 19f - - -12 Ice

When held launches an ice across the ground.

j.D
Ice Moon
j.D
Damage Guard Startup Active Recovery Frame Adv Attribute
2000 H 11f - - - Ice

hits on both sides. Hits really high up relative to Iai's feet so it's easy to whiff against crouchers


Throws

5/6B+C
Forward Throw
5/6B+C
Damage Guard Startup Active Recovery Frame Adv Attribute
- Throw 7f - - - Throw
4B+C
Back Throw
4B+C
Damage Guard Startup Active Recovery Frame Adv Attribute
- Throw 7f - - - -
j.B+C
Air Throw
j.B+C
Damage Guard Startup Active Recovery Frame Adv Attribute
- Throw 5f - - - -


Special Moves

236A/B/C
Piercing Strike 236A/B/C ~A ~B ~C
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Any - - - - 6f (feint) - -

Iai enters into stance on button press and then slashes on button release. While in stance you can cancel out by pressing any button. Each version can be stance canceled at a different timing due to their startup, that means A feints are the fastest, C feints are the slowest. All versions can be canceled into 236D on hit or block.

~A - H/L 14f - - -6 -

A version is at an upward angle. If you feint after C normals you'll be slightly plus, after B normals you'll be even, after A normals you'll be negative

~B - H/L 16f (6f - - -17 -

B version is at a less extreme angle.

~C - L 18f - - -27 -

C version is straight ahead on the ground and hits low.


623A/B/C
Snowfall Edge
623A/B/C
Damage Guard Startup Active Recovery Frame Adv Attribute
- H 25f(A) 28f(B) 31f(C) - - -10(A) -11(B) -12(C) -

Iai teleports up and falls down with her sword. All versions move the same distance. The timing to connect on a crouching opponent will depend on the character's size. For reference, a version will connect on a crouching Iai after 30f, b version after 26f, C version after 33f.

236D
Freezing Glide 236D ~A ~B ~C ~D
Version Damage Guard Startup Active Recovery Frame Adv Attribute
D - - - - - - Ice

Command Run. Total duration is 56 frames.

~A - - - - - - -

Ground Roll. Takes 31f to complete. Passes through the opponent if close enough meaning you can left/right opponents trying to block you. Doing this right away out of the dash is the fastest way to recover, you can use it to extend combos following a 236A/B in the corner

~B - L 9f - - -14 -

Makibarai. Very long range low, also very punishable. Projectile invun.

~C - H 25f - - -15 -

Crescent Blade Flash. Long range overhead. Knocks down on hit, can followup with some assists. Common way to end combos following a 236A/B

~D - HL 37f - - +23 Ice

Reverse Ice Flower. Can be blocked either forwards or backwards. There's a bit of a gap after moving through the opponent where Iai can be hit, but it looks very similar to the A followup, which makes it trickier to react to than it seems.


j236D
Air Freezing Glide j.236D ~A ~B ~C ~D
Version Damage Guard Startup Active Recovery Frame Adv Attribute
D - - - - - - Ice

Air command dash, angles upwords, TK this off of 5B to get the party started.

~A - - - - - - -

Dive. Iai fast falls to the ground, she can pass through the opponent and it's really hard to tell what side you're going to end up on sometimes, but don't fret, if you can't tell what side your mix-up is going to be on, then what chance does your opponent have?

~B - H 17f - - - -

Hayabusa Strike. Iai will correct herself somewhat to hit the opponent and divekick, so this can end up in a few different angles. It can also cross up. The lower you are the more advantage you'll have. When hitting low you tend to be in the ball park of +7, so it's almost always your turn. Be wary if you do it from really high up though.

~C - H 16f - - - -

Crescent Blade Flash. Knocks down on hit.

~D - HL - - - - Ice

Ice Shard. The projectiles fall below Iai and kind of cover for her. Iai can't act on the way down but she's real plus when the opponent blocks the ice shards. It's possible to kind of weave through them and make it whiff, but not likely.


Million Skill

236XX
Cross Air Flash
236XX
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L - - - -20 -

Air okay. Iai dashes forward for a big anime slash.

623XX
Ice Blade Sculpture
623XX
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L - - - -49 Ice

A big diagonal ice shard explodes outwards, if the opponent is close enough Iai slashes them a bunch. Because of the ice attribute this super is a good way to end enchant boost combos if you have the meter to burn.


Million Excalibur

Chaotic Seasons
(Snow Moon Flowers)

214XX
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L - - -58 - Ice


Combos

A Starter

Autocombo > Million Skill

Autocombo into super.

5AAA > 236[X]~X > 5AAAA > 236D~C

Advanced 5/2A confirm. After the first autocombo you need to manually cancel into 236A/B/C to be able to cancel the stance. Any version will work so if you're having trouble with the stance cancel try other combinations of buttons to see which feels best.

2/5A > 2/5B > 5C > 236B > 236D~C

Works from most ranges on standing or crouching, but not at max range.

2/5A > 2/5B > 5C > 236C > 236D~B

More consistent than the above, but harder to extend because of the ender.

2/5A > 2/5B > 2C > 236D~B

2/5A > 2/5B > 2C > reafe assist > 236B > 236D~C

2C starter

2C > 236D~B > A+B+C > Dash > 5AA > 5B > 5C > Airdash > 5AA > 5B > 5C > 236A > 236D~C

236A/B/C Starter

236A/B > 236D~C

236A/B > 236D~C > A+B+C > dash > 5B > reafe assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > falsaria assist)

236A > 236D~D > 5A > 5B > 5C > 236B > 236D~C

Only works near the opponent otherwise the 236D~D will not connect and they will fly outward and tech.

236C > 236D~B

236C > 236D~B > A+B+C > dash > 5B > 5C > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > falsaria assist)

623A/B/C Starter

623A/B (ch) > 236A/B > 236D~C

623B > A+B+C > dash > 5B > reafe assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > falsaria assist)

623C > 5A > 5B > Jump Cancel > j.B > (j.C) / (Jump Cancel > j.B > j.D)

623C > 5B > 236A/B > 236D~C

623C > 5B > Jump Cancel > j.A > j.B > Jump Cancel > j.B > j.C

Grab Starters

Grab > A+B+C > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > Jump Cancel > j.A > j.B > j.C > (j.D > 236XX)

Grab > A+B+C > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (236XX/623XX)

Enchant Boost Starters

2/5A > 5B > 5C > 236[X]~X > Micro Dash > 5A > 5B > 5C > 236[X]~X > Micro Dash > 5A > 5B > 5C > 236B > 236D~C

2/5A > 5B > 6C > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C

Corner Combos

2/5A > 2/5B > 5C > 236B > 236D~C

2/5A > 2/5B > 5C > 236B > 236D~A > 5B > Jump Cancel > j.B Jump Cancel > j.B > j.C

623B > A+B+C > 5B > Reafe assist > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C

623C > 5A > 5B > Jump Cancel > j.A > j.B > Jump Cancel > j.A > j.B > j.C > (j.D > Mercenary Arthur assist > j.236D~C)

Counter Hit 623A/B also goes into this same combo.

236D~X Starters

236D~B > A+B+C > Dash > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > 236B > 236D~C

236D~C > A+B+C > Dash > 5B > Reafe assist > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C

You don't need to input "Dash" if you do this combo when the opponent is in the corner. Also note that if this combo is done in midscreen keep in mind the beginning 236D~C will in fact put you on the other side of the opponent after the Enchant Boost activation.

236D~D > Dash > 5AA > 5B > 5C > 236A > 236D~C

Videos

Iai Arthur official combo video A by Square Enix (2017)

Iai Arthur official combo video B by Square Enix (2017)

Colors

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

Million Arthur: Arcana Blood
General
Characters