Naaa my Arthur is pretty tough without meter, and often opponents will stand in front of the bracelet and block to protect their assist.
The main thing about not having meter when he’s out is ending air combos. Hate not having meter at such a time and having them get away without inflicting as much damage as i can(just have to settle with three daggers after the fire bottle in that instance).
Well who are you running? i just try to put as much shit as possibru on the screen if indont have meter, dont even gomfor the otg. The great part about ending combos in gpddess bracelet is that you can jump back and reset your keepaway
If you can consistently control the opponent’s movements and dominate them from range, while being able to prep for and avoid situations where the opponent may have an entrance to approach, then you’re basically playing good keep-away. If somebody loses, their argument is void. Regardless of how you lost, you lost. Just ignore the people raging that the match didn’t go their way.
Why not just go Arthur/Doom/Hawkeye and learn some air loop/tac infinite with Doom so you can kill off of a hit -> TAC with Arthur? You have to make use of the broken combo mechanics some how or you just end up gimping yourself.
Yeah, but I like making them panic at low health and hard-tag. And plus with meter building assist I also get GMFD which basically means if you let me call my assist enough, you cant call an assist or losing two characters. Then arthur dies and its up to MorriDoom, which I like.
Still, the “free” TOD combo with Arthur must be tempting. You can play him as a zoner and learn that one tac combo so Arthur can essentially kill off of any hit and gain a shit ton of meter in the process. It’s marvel 3.
Arthur TAC into Doom is a three way guess into possible TOD. Who cares if it can be broken when the alternative is leaving the character you just hit alive so they can try getting in on you again, and then killing you off of one hit?
He means using the Doom TAC infinite to score a kill. I wouldn’t really call it a TOD for Arthur because he did almost nothing in that combo, but it can lead to a kill from a hit that point Arthur landed, so some may consider it a TOD for him.
Very much agree. I believe the pinnacle of keepaway isn’t just making it so the opponent never gets close to you, but it is when you take control of the zone in between yourself and the opponent so that you can pick and choose your points of attack and escape, similar to a hit and run style. Take ChrisG for example: at first, his Morrigan was all about firing as many soul fists so that you don’t have the chance to get close to her. Now, he uses her mobility not only as a way of attacking and being able to cover her mixups, but to cover her escape as soon as he realizes the opponent didn’t get opened up. As much as I love Arthur, I realized he couldn’t fit in into this play style as well as other characters can when it came to high level play. Having many daggers and axes doesn’t change the fact that his mobility is very limited, which I think is the reason why he isn’t as dominant as a zoning neutral character like say Morrigan or Wesker.
You have to remember what game we’re in though. A person can play great keepaway and still lose in the end, because the select few times they got caught the opponent wrecked their shit with obnoxious, long damaging combos.
A keep away player has to work a lot harder in this game and has more pressure on them to play perfectly. Its always an up-hill battle.
You don’t give Arthur enough credit. The only thing he really lacks is a standing dash. Otherwise his jumping speed is ok, double jump is great for mindgames, and jumping S is awesome for mobility and the surprise offensive pressure.
Then he has a great option with fire bottle which serve various purposes in the air.
Exactly my point: playing pure keepaway requires a lot more work if your only goal is to not let your opponent hit you. That’s why I said in order to improve the effectiveness of keepaway, you have to mix it with styles of zoning where you pick you points of attack. Also, it helps if the character you’re playing is able to do decent amount of damage if they do land a combo.
If anyone can win consistently with Arthur, that’s pretty godlike, but a lot of the times I see him win is because the opponent did not know how to fight the matchup properly i.e. crouchblocking/calling assists trying to get in on him when he has gold armor XF3. I’m not discrediting anyone playing him, but there are ways to totally shut down his game if you’re playing some of his bad matchup characters. I have played him in tournaments, have put him up against high level players, and from past experience, it only took them a couple games to exploit Arthur’s weaknesses.
I’m mostly basing my argument off of having him at anchor. I don’t have too much experience with him backed up with missiles or anything, so I can’t say if he can prove to be as effective as Morrigan or Hawkeye. If you think his jumping speed is okay, then yeah, stick with Arthur. For me, that’s one of his biggest weaknesses, outside of his dash. His j.S does solve part of the problem, but its pretty obvious where you are going to commit when you do it, and that only solves his vertical movement, not his horizontal.