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 Strategy
- 10 Combos
- 11 Videos
- 12 Colors
- 13 External Links
Name: Zex Siegfried
Voice Actor: Yuki Kaji
Zex Siegfried is the main character of Deck Make Million Arthur, or he was going to be, but then the game got canceled. This sent Zex into a downward spiral of depression until he was invited to the Millionth annual Arcana Blood tournament. Now Zex is on a mission to steal as many elements as he can, hoping to find one that can fill the void in his heart.
Zex is very good at keeping up pressure, he can do blockstrings that either end with him even, plus, or safe all within range to threaten command grab or a pressure reset. He also gets high damage on nearly any confirm and works with a wide variety of assists thanks to his element steal mechanic giving him access to extra elements depending on the matchup.
214D while in Acquired State
|Savage Assault Suction
Zex doesn't have much in the way of particularly scary mix-ups. He doesn't have any standing overheads (although he does have an instant overhead) and his command grab is slow enough to react to. But he makes up for that with notably ignorant normals. In neutral, 5C covers the space in front of him really well and will stop some approaches like thief slide that otherwise low profile normals like 5B, j.B works like 5C only airborne, 5B is a long reaching poke although it's recovery makes it a bit risky, 2B doesn't cover as much space and it's hitbox is real low, but it recovers noticeably faster than 5B.
Nearly all of his buttons are either jump cancelable (5A, 5AA, 2B, 5B, 6C) or dash cancelable (5AA, 5B, 2B, 5C(1), 5C(2)) which gives Zex a lot of flexibility on block. Zex also has multiple safe ways to disengage (besides jump canceling back or backdash canceling a normal) as 5C is only slightly negative, 236X is neutral, and 236[X] is advantageous. Defensively 6C leaves a lot to be desired, it's somewhat slow and moves forward which makes it whiff at times. Air to airing with j.A or j.B if you're early enough can be a good solution. Zex's only reversals outside of system mechanics are 623XX and 214XX. The hitbox on 214XX is pretty narrow, tho extremely tall, it can be useful in some specific instances but on block or whiff there's over 2 full seconds of recovery. 623XX is a little more consistent, and the ability to cancel it into enchant boost on block makes it prefrable to 214XX in a lot of situations as zex builds so much meter that trading 200 for pressure is well worth it if you're confident it'll make contact.
Aside from the basic mix-ups of delayed airdash j.C/no airdash 2A or normal throw attempts, Zex doesn't have anything built in except for dash cancels which all leave him negative, but he has a few other scary tools. By TKing 623X (6239X, the button must be input slightly delayed from the up input so as to not cancel the jump start-up.) Zex can do an overhead while rising. This "instant" overhead isn't exactly instant, it's about 21f overall, but still difficult to react to. Zex can't combo off this, even with meter or an assist, but that assumes your opponent was ready to tech immediately, so a black beat pickup off of an assist is not unreasonable to get, alternatively you can cancel into an assist like Lancelot for oki. Another strong mix-up is canceling 5B or 2B into an airdash after pushing yourself about a bit. If you're midscreen and time a j.B to come out at the end of the air dash Zex will have switched sides and turn around as the air dash ends, letting the j.B cross-up.
Zex's 214D uniquely forces Zex to consider his opponent's element when choosing assists for combo extension, as he gets different elemental charges depending on who he's fighting.
- Faye gives counterhits after 5D itself, making it good for combo extensions no matter what.
- Evaine takes up a lot of space when used in neutral, and vs wind characters (Zex/Thief/Riesz) 214D will counterhit after the assist hits.
- Kriemhild hits very quickly, which lets her extend combos via links, bypassing the assist cancel meter cooldown.
- Balin covers air space that normally Zex would have to Air-to-Air, and is plus on block which can help turn neutral situations into pressure situations.
- Scathach doesn't really help in extending combos at all but the wind geyser tracks and hits the top of the screen, making her good for punishing assist calls or just putting a hitbox on top of someone who's high up in the air.
- Guinevere doesn't add much damage, but she makes your opponent's assists cost more, useful if you want to try and shut out a particularly annoying assist, but it's very dependent on what loadout your opponent uses.
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.
- confirm ground hit > 5D > faye assist > 5AAAA/5AAA > 623C > 623XX
- If you only want to learn one Zex combo, learn this one. It doesn't uses 214D which means both that you'll have it available in neutral and that you don't need to care what element your opponent is. If you can't or don't want to use an assist you can cancel the 5D directly into 623XX.
- confirm ground hit > 214D(with charge) > 623C > 623XX
- Cash out an element charge into super. 214D does a lot of damage, so even though this looks really basic it does a decent amount.
- 6C > jump cancel > j.A > j.B > jump cancel > j.A > j.B > 623C(2) > 623XX
- anti-air combo route, you can use this same route on air to airs but your height might necessitate some slight changes. If you have no meter or don't want to spend the bar you can end it with the 623C for knockdown.
- Throw > A+B+C > run up > 5AA > jump cancel > j.A > j.B > jump cancel > j.A > j.B > 623C
- basic throw combo. Also works with air throw cause Zex's air throw is just him landing and then doing ground throw
- Auto Combo add the extra A for a super. builds lots of meter and is very stable.
- 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. Do auto combo after the dash instead for meter.
- Throw (both hits) > A+B+C > run > 5AA > 5B > jump cancel > 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.
Support Knight 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 no matter what element is taken
- 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
Ice beam that you can call after 623XX for extra easy damage, if you're in the corner you can do a 5D and get a CH and/or another super.
- 5A > 5B > 5C > 5D > 623XX > pharsalia assist > 5D > 623XX
- Example of double super using Pharsalia, needs to be near the corner for the 5D to combo
- 5A > 5B > 5C > 5D > 623XX > pharsalia assist > 214XX
- Resource dump with pharsalia, you need to be basically inside the corner
By comboing into Little Grey Zex can get enough hitstun to whiff a burst or neutral enchant boost for more meter or a longer install time. It's more cool than it is useful but it's very cool. Using Little Grey for oki can also be useful since the long blockstun lets Zex setup delay airdash mixups.
- 5A > 5A > 5B > 5C > evaine assist > 5D > little grey assist > 214D > whiff burst > little grey hits > 623C > 623XX > pharsalia > 214XX
- Example of whiffing burst mid combo. The non-little grey assists can be swapped out for other ice/level 3 assists, the important thing is the CH 5D into little grey into 214D for the extra hitstun.
- 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
- Zex Siegfried official combo video A by Square Enix (2017)
- Zex Siegfried official combo video B by Square Enix (2017)
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