Million Arthur: Arcana Blood/Zex Siegfried
- 1 Profile
- 2 Overview
- 3 Normal Moves
- 4 Elemental Attacks
- 5 Throws
- 6 Special Moves
- 7 Million Skill
- 8 Million Excalibur
- 9 Combos
- 10 Colors
- 11 External Links
Name: Zex Siegfried
Voice Actor: Yuki Kaji
Rushdown character with a command grab. Can steal the opponent’s element for a plus on block beam that wall bounces. Has good normals and a ground pillar for keeping pressure up while still being safe and in range to land the command grab.
| Forward Throw
| Back Throw
| Air Throw
| Elemental Predator
| Elemental Cannon
214D while in Acquired State
| Savage Assault Suction
| Excalibur Gram
| Excalibur Balmung
| Excalibur Nothung
| Malevolent Glare
While Zex is technically wind element, he has the ability to steal whatever elements he's fighting against. So he potentially also has access to fire/ice attacks solo. This can open up some extra assist synergy depending on the matchup.
Auto Combo add the extra A for a super. Useful for when you absolutely don't want to drop anything. Can start off 2A as well.
2AAA/5AA > 5B > 5C > 5D / (623C > 214XX)
ezpz confirm into 5D for the charge. Or super for damage.
2AAAA/5AAA > 623D
Alt ez confirm for command grab ender.
5B > 2C > 214D > microdash > 5C > 5D (> 623XX)
Corner combo utilizing a 214D stock.
Throw (both hits) > A+B+C > run > 5AA > 5B > j.A > j.B > double jump > j.A > j.B > 623C
Combo off throw, can also end in j.D
623D > A+B+C > 214D(fire) > run > 5AAAA
Combo off of command grab vs fire characters, since 623D is wind attribute a fire shot will counter hit and get them out of the OTG state
623D > A+B+C > 214D(ice) > 5AAAA
Combo off of command grab vs ice characters. The ice charge of the 214D will setup a counterhit on any normal due to the native wind charge off enchant boost.
One assist combos
Fay shoots a fireball straight ahead. It pops the opponent up on hit. Faye's fire element gives a counter hit after 5D and j.D, launching the opponent and allowing for combos after elemental absorb.
5AA > 5B > 5C > 5D > faye assist >  > j.B(1) > land > 5AAAA
This combo will still work with a 2 hit j.B, but the timing to get it to hit twice and be low enough for auto combo to fully connect is kind of tight. Don't finish this with super, it wont hit properly. If you find the j.B timing hard you can omit it and run up into auto combo instead. This combo builds 85 meter.
5AA > 5B > 5C > 5D > faye assist > delay > 214D(ice) > 623D
Variation on the above when fighting ice characters, you can also end this in auto combo for meter.
5AA > 5B > 5C > 5D > faye assist >  > j.B(1) > land > 6C > jump cancel > j.A > j.B > double jump > j.A > j.B > 623C(2) > 623XX
Variation of the above ending in super. Without the super it's still more damage, but the difference is really minimal, only about .1k. You can sub the 6C for a 5AA if it's giving you trouble, if you do omit the double jump and go straight into 623C(2) > 623XX. The damage is lower (by about .1k) but it works at more heights of j.B
Evaine spikes a watermelon that bounces around the screen, and freezes on hit. The freeze will cause 5D or j.D to counter hit mid-combo which can setup for cool and damaging combos. Vs wind element characters Evaine can be used to charge them with ice after a 5D, then using the wind charge from the 5D wall bounce the opponent and continue the combo.
5B > 5C > 5D > evaine assist > 214D (wind) > run > 5AAAA / (5AAA > 623C > 623XX)
Combo from 5D using evaine to get a CH 214D against wind characters. The auto combo on the end is good for meter building, sub the last A for 623C to combo into super if you already have meter.
5B > 5C > 5D > evaine assist > 214D (wind) > 623D
Alternate version ending in 623D for oki and to maintain a 214D charge.
6C > j.B > evaine assist > j.214D (wind)> land > run > j.B > double jump > j.B(1) > j.C
AA combo using evaine against wind attribute 214D
Enide appears in front of Zex and does a big wind explosion, knocking the opponent back very far. Enide's wind atribute lets her setup 214D coutnerhits against fire characters.
5AA > 5B > 5C > 5D > enide assist > delay > 214D(fire) > run > 5AAAA
Fire variation of the 1 cost assist bnb. Because Endie launches the opponent Zex has less time to move after 214D, making this variation a little bit harder than the others.
Mercenary Arthur appears in front of Zex and falls down with his sword ala helmbreaker. When he hits the ground a shockwave will carry the opponent rather far, making for good corner carry provided you then end the combo. As a fire element Merc benefits from the wind charge of 5D/j.D/enchant boost setting up for counter hits.
6C > j.B > j.D > mercenary arthur assist > airdash > land > 5C (1) > 5D (> 623XX)
Mercenary Arthur spawns at Zex's location and brings opponents down with him, letting you convert an air combo into a ground ender.
623D > mercenary arthur assist > run > 5AAAA
Combo from command grab using Mercenary Arthur assist
Big spear causes big explosion and big damage. He's also fire element for the counter hit setups off j.D and 5D
Multiple assist combos
5AA > 5B > 5C > 5D > mercenary arthur assist > j.B > j.D > evaine assist > j.D > j.214D (fire) > air dash > j.C
3 mana corner combo vs fire attribute characters that also uses Evaine. Bisclavret requires a slight delay
2A > 5B > 5B > 5C > 214D > microdash > 6C > j.B > j.D > mercenary arthur > land > 5D > 623XX > cu chulainn assist > 214XX
300 bar, 5 mana combo. Does ~14.5k
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Zex combo guide (2018) (in Japanese)