Million Arthur: Arcana Blood/Zex Siegfried

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Zex Siegfried

Profile

Name: Zex Siegfried
Voice Actor: Yuki Kaji
Element: Wind


Overview

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.

Normal Moves

5A
5A
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L 6f - - +0 -

Jump cancelable


5AA
5AA
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L 5f - - -13 -

Jump cancelable


5AAA
5AAA
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L 5f - - -9 -


5B
5B
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L 10f - - -10 -

Jump cancelable


5C
5C
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L 11f - - -4 -

Hits twice


6C
6C
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L 10f - - -12 -

Jump cancelable


2A
2A
Damage Guard Startup Active Recovery Frame Adv Attribute
- L 7f - - -1 -


2B
2B
Damage Guard Startup Active Recovery Frame Adv Attribute
- H/L 9f - - -6 -

Jump cancelable


2C
2C
Damage Guard Startup Active Recovery Frame Adv Attribute
- L 14f - - -13 -


j.A
j.A
Damage Guard Startup Active Recovery Frame Adv Attribute
- H 7f - - - -

Jump cancelable, hits cross-up


j.B
j.B
Damage Guard Startup Active Recovery Frame Adv Attribute
- H 11f - - - -

Jump cancelable


j.C
j.C
Damage Guard Startup Active Recovery Frame Adv Attribute
- H 13f - - - -

Hits cross-up


Elemental Attacks

5D
Andvaranaut
5D
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 18f - - -10 Wind

Acquires an element for 214D, the element is dependent on the opponent


j.D
Andvaranaut
j.D
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 17f - - - Wind

Acquires an element for 214D, the element is dependent on the opponent


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 - - - Throw


j.B+C
Air Throw
j.B+C
Damage Guard Startup Active Recovery Frame Adv Attribute
- Throw 5f - - - Throw


Special Moves

236[A/B/C]
Gram
236[A/B/C]
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 11f - - +0 (uncharged) +7 (charged) Wind

Can hold. The gap between the sword hit and the projectile hit is 5f when uncharged, 13f when charged


623A/B/C
Balmung
623A/B/C
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 13 (A) 16 (B) 21 (C) - - -15 (A) -7 (B) -13 (C) -


j.623A/B/C
Nothung
j.623A/B/C
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 17f (A/C) 18f(B) - - - -


214[D]
Elemental Predator
214[D]
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - - -

Zex can only do this move if he has no element acquired. He'll stick out his hand and absorb any projectile that touches it, acquiring a stock for 214D(below). The element of the stock is determined by the projectile absorbed.


214D(while acquired)
Elemental Cannon
214D while in Acquired State
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 12f - - +15 Variable

Air ok. Element changes based on Acquired State.


623D
Savage Assault Suction
623D
Damage Guard Startup Active Recovery Frame Adv Attribute
- Throw 27f - - - Wind

Command Grab, Enters Acquired State.


Million Skill

236XX
Excalibur Gram
236XX
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - -23 -


623XX
Excalibur Balmung
623XX
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - -20 -


j.623XX
Excalibur Nothung
j.623XX
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - - -


Million Excalibur

Malevolent Glare
(Andvara Notes)

214XX
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - -164 -


Combos

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.

Solo

5AAAA(A)

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

Faye

Faye.png

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 > [9] > 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 > [9] > 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

Evaine.png

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

Enide.png

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

Mercenary Arthur.png

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

Cu Chulainn

Cu Chulainn.png

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

Videos

Zex Siegfried official combo video A by Square Enix (2017)

Zex Siegfried 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

Zex combo guide (2018) (in Japanese)

Million Arthur: Arcana Blood
General
Characters