King Arthur's Round Table (Optimal Combos, Matchups, and Videos)

PaperPaper BowserJoined: Posts: 1,674
edited October 9 in Arthur
Arthur.jpg





Description of Arthur:

Sir Arthur is the main character of the Ghosts 'n Goblins series.

With his sword, shield, lance, armor and erm... boxer briefs he fights off many a monster in his quest to save Princess Prin-Prin from the demon king Astaroth.

In the versus series games Arthur has been playable in Marvel Vs. Capcom 3: Fate of the Two Worlds, Ultimate Marvel vs. Capcom 3 and now Marvel vs. Capcom: Infinite



Table of Contents
I. Introduction
II. Combos
III. Videos
IV. Matchups


Changes from Ultimate Marvel vs Capcom 3:

Arthur now has a ground dash!
Many abilities have been altered, added, or removed.
Golden Armor is now safe and is not immediately punishable when it breaks.
Arthur has a double overhead that you can combo out of now


Movelist

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Post edited by Paper on
D͠e̕͜n̡j̢͝i͡ņ A̴r̶͢͡c̴a̛͢͡d͜͜e

Comments

  • PaperPaper Bowser Joined: Posts: 1,674
    edited October 9
    II. Combos


    Easy BNB (optimized for beginners) -

    3208 damage, 0 meter, Builds 60% of 1 meter.

    Easy 4000+ damage with tag switches and/or super(s).

    Leads to good okizeme opportunities.


    Cr. LP, Cr. LK, Cr. HK, Cr. HP (Launcher), SJC, J. LK, J. LK, J. HP, J. HK (Ground Bounce + Land) [Can Tag here too, If in corner = Wall bounce] Cr. HP (Relaunch), J. LK, J. LK, J. HP, J. HK




    Glaive Loop Combo (Learn after you have the "Easy BNB" down)

    See Video - Arthur midscreen BnB 6.3k

    The "glaive loop" portion is bolded and bracketed.

    J. HK, Cr. LP, Cr. LK, Cr. HK, Cr. HP [J. HP xx QCB + HK] x 3, J. HP, J. HK (Ground bounce), QCB + LP xx QCF + P ~ P
    Post edited by Paper on
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  • PaperPaper Bowser Joined: Posts: 1,674
    edited October 9
  • PaperPaper Bowser Joined: Posts: 1,674
    edited September 29
    This post is reserved for information on matchups.
    Post edited by Paper on
    D͠e̕͜n̡j̢͝i͡ņ A̴r̶͢͡c̴a̛͢͡d͜͜e
  • AcidicEnemaAcidicEnema Joined: Posts: 1,266 ✭✭✭✭✭ OG
    edited September 25
    Paper wrote: »

    If you do it too early, the first hit is not an overhead. Capcom made it so that if the jump HK is done too low, it's a high.

    On a related note, Arthur has an instant overhead if you have the right partner to set up instant jump LP, HK to combo. By itself it doesn't combo (unless you're in time storm) but with the right tag set up, it will: e.g, spiderman jump LP web ball, tag Arthur, j.lp, (web ball hits), j.hk

    "Studio-produced hetero porn is just a joke. Either the men are actually trying to steal screen time from the actress, or the cameraman is trying to give the actor a colonoscopy." - Taito
  • JD_EscobarJD_Escobar Joined: Posts: 5
    Noticed there wasn't one so I've linked my BnB video for Arthur, notations are in the description:

  • CarltwoCarltwo Joined: Posts: 450
    the free lvl3 during storm seems to be his best tool :P - 50% off any element or stray hit. also using any beam super or multihit set-up you can high-low the crap out of people. axe loop seems to be the best dmg solo bnb for now and works anywhere on screen, you can even do it easily off air-to-air jabs or fierces.
  • DimeDime Wasting time Joined: Posts: 11,117
    Carltwo wrote: »
    the free lvl3 during storm seems to be his best tool :P - 50% off any element or stray hit. also using any beam super or multihit set-up you can high-low the crap out of people. axe loop seems to be the best dmg solo bnb for now and works anywhere on screen, you can even do it easily off air-to-air jabs or fierces.

    I like a lot of his tools, but the level 3 is pretty beastly. The instant jump hk xx air qcb lp is a great zoning tool to go along with double jump bottle zoning.

    His rushdown is pretty nice with the instant jump hardkick double jump hk overhead or low.
    Gettin' my derp on.
  • JD_EscobarJD_Escobar Joined: Posts: 5
    Arthur can quite easily combo into his infinity storm, I made a video outlining some relatively simple solo combos for each stone. The main cancels to Infinity Storm I use are: [c.hk xx Storm, s.hp ...]
    [c.hk xx Fire Bottle Toss xx Storm, c.hp..]
    [s.hp or s.hk xx Scythe Toss xx Storm, s.lp...]
    The last option with the scythe toss requires a bit of timing, but is especially useful if you use the time stone since they remain standing.

  • OreoOreo ACWxOreo - PSN Joined: Posts: 42
    edited October 1
    Great stuff man thanks. Crazy how little damage so much firepower is doing in this game.
  • Master_BelmontMaster_Belmont Joined: Posts: 29
    edited November 9
    I modified the mission combo and have been using it lately:
    -C.lk, S.hp, S.hk, C.hp, A.lp x2, A.hp, A. Crossbow, jump, A.lp, A.hp, A.hk, Hellbound Slash, super
    -Instant A.hk, jump, A.hk, Fire Bottle (Power surge if you're using that stone), C.lk (not after Power surge), rest of above combo
    -Corner: above combos but tag into Captain America instead of A. Scythe, Charging Star H, Hyper Stars and Stripes

    Also, some Mind Stone tech
    -Kara Canceling S.hp into surge from around neutral position works well.
    -Follow up a Lance Charge on hit with surge after opponent recovers.

    Power Stone: Surge after Lance Charge on hit allows you to convert it into your bnb.
    -Surge can be used after instant A.hk x2 midscreen for easier combos.
    -Kara Canceling S.hp into surge from around neutral position is a good mixup.

    Time Stone: From 2/3 screen distance of half screen, Cross Sword canceled into surge and then C.lk after recovering creates a hard-to-blockable.
    -Armored Axe on hit from half screen or further can be converted into a combo if followed by surge.
    -Storm: All armored projectiles can be canceled into each other for chaos.
    -Storm combo: Instant J.hk x2 or C.lk starter, C.lk x2, S.hp + S.hk alternated until hit count is 25, Heavenly Slash x2
    Post edited by Master_Belmont on
  • CriminalCreedCriminalCreed Joined: Posts: 15
    Scythe/Axe Toss into tag allow for a lot of nonsense. With the right team it can be pretty great allowing for 1 reset kills from almost completely grounded combos, which means easier punishment of Emergency Switch. Added multiple jabs to show that HSD is not too much of a problem at all.

  • Master_BelmontMaster_Belmont Joined: Posts: 29
    edited October 20
    Post edited by Master_Belmont on
  • WarriorBySandWarriorBySand Joined: Posts: 121
    HSD with Gamora

  • WarriorBySandWarriorBySand Joined: Posts: 121
    Short hop for is pretty much useful for his gameplan

    could more useful in his holy armor

    Short hop will affect his jump so the double jump is also a short hop


  • Master_BelmontMaster_Belmont Joined: Posts: 29
    My (personal) Arthur MU numbers after fighting everyone multiple times and making notes.

    Favorable (6-4): Black Panther, Frank (Lv.1-3), Haggar, Spencer
    Unfavorable (4-6): Dante, Dormammu, Jedah, Strider, Thanos, Thor, Zero
    Bad (3-7): Dr. Strange
    Even (5-5): Everyone else

    Feel free to discuss.
  • AcidicEnemaAcidicEnema Joined: Posts: 1,266 ✭✭✭✭✭ OG
    My (personal) Arthur MU numbers after fighting everyone multiple times and making notes.

    Favorable (6-4): Black Panther, Frank (Lv.1-3), Haggar, Spencer
    Unfavorable (4-6): Dante, Dormammu, Jedah, Strider, Thanos, Thor, Zero
    Bad (3-7): Dr. Strange
    Even (5-5): Everyone else

    Feel free to discuss.

    I think your numbers are generally solid. What stone(s) are you using with Arthur?
    "Studio-produced hetero porn is just a joke. Either the men are actually trying to steal screen time from the actress, or the cameraman is trying to give the actor a colonoscopy." - Taito
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