Million Arthur: Arcana Blood/Iai Arthur: Difference between revisions

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==External Links==
==External Links==
<!--Link to frame data or docs hosted in other sites.-->
<!--To make adjustments to Iai's hashtag go to Million_Arthur:_Arcana_Blood/FAQ-->
*[https://twitter.com/hashtag/MAAB_IA?src=hash Iai Arthur Twitter hashtag]
*Twitter hashtag: {{#lst:Million Arthur: Arcana Blood/FAQ|Iai Hashtag}}


{{MAAB}}
{{MAAB}}


[[Category:Million Arthur: Arcana Blood]]
[[Category:Million Arthur: Arcana Blood]]

Revision as of 12:54, 28 October 2019

Iai Arthur

Profile

Name: Iai Arthur
Voice Actress: Sumire Uesaka
Element: Ice
Health: 21000

Overview

Stance character with battou strikes. Has very strong mixup potential in both left/right and high/low varieties. Can carry into the corner very easily off a conversion if desired. Has no run but instead has a dash.

Recommended Support Knights

Normal Moves

5A
5A
MAAB Iai 5A.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
500 H/L 6f - - -5 - - -

Jump cancelable

5AA
5AA
MAAB Iai 5AA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1270 H/L 11f - - -8 - - -

Hilt thrust. Stagger with it, but be careful cause it's real minus. 2A cancels into this move but not 5A.

5AAA
5AAA
MAAB Iai 5AAA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
2404 L 11f - - -11 - - -

Shares it's animation with 236D~B, but is still a normal, so it can be special canceled, can't be canceled into other normals though (except for more auto combo moves

5AAAA
5AAAA
MAAB Iai 5AAAA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
3254 H/L 10f - - -16 - - -

Shares it's animation with 236B, it also shares most of 236B's properties, but cannot be held/feinted.

5AAAAA
5AAAAA
MAAB Iai 5AAAAA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- - - - - - - - -

Finisher to the autocombo if below 100 gauge, if more than 100 gauge can go into her 236 Million Skill.

5B
5B
MAAB Iai 5B.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1200 H/L 11f - - -2 - - -

Hits above as well as in front of Iai. Works as an anti-air. Jump cancelable

5C
5C
MAAB Iai 5C.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1800 H/L 12f - - -13 - - -

Big horizontal button, longer range than 2C. This normal has enough blockstun that if you go into 236A and then feint right away you'll be slightly plus.

6C
6C
MAAB Iai 6C.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1700 H/L 11f - - -7 - - -

Big upwards anti-air leg. Jump cancelable. Outside of the corner you'll need to cancel to 236A or 236B to combo

2A
2A
MAAB Iai 2A.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
400 L 6f - - -3 - - -

Chains into itself once. Will continue into 5AA and the rest of the auto combo, but only after it's chained into itself, so 2A>5A does not work.

2B
2B
MAAB Iai 2B.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
700+700 L(1) H/L(2) 8f(1) 11f(2) - - -6 - - -

Hits twice, only the first hit is a low.

2C
2C
MAAB Iai 2C.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1800 L 13 - - -13 - - -

Sweep

j.A
j.A
MAAB Iai jA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
800 H 8f - - - - - -

Iai kicks downward, hits a little bit behind Iai as well, so it can cross up. Jump cancelable. Against Iai, Snow White, Zex, Reisz, and Iori you can get a rising j.A to connect against them standing. A setup for this would be late airdash j.B > j.C > land > rising j.A. From there you can cancel into a fast assist like Kriemhild or Enide to continue a combo.

j.B
j.B
MAAB Iai jB.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1200 H 9f - - - - - -

Iai slashes out in front of herself. Hits kind of high so it can be weird as a jump-in. Jump cancelable.

j.C
j.C
MAAB Iai jC.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1800 H 15f - - - - - -

Iai slashes downward. Knocks down on air hit and can then be canceled into j.236D for oki options.

Elemental Attacks

5D
Ice Flower
5D
MAAB Iai 5D.png
5D
5D
MAAB Iai 5DC.png
5[D]
5[D]
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
2400 H/L 19f - - -12 - - -

When held launches an ice block across the ground.

j.D
Ice Moon
j.D
MAAB Iai jD.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
2000 H 11f - - - - - -

Hits on both sides. Hits really high up relative to Iai's feet so it's easy to whiff against crouchers

Throws

5/6B+C
Forward Throw
5/6B+C
MAAB Iai FT.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- Throw 7f - - - - - -

Hits Twice

4B+C
Back Throw
4B+C
MAAB Iai BT.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- Throw 7f - - - - - -

Hits Twice

j.B+C
Air Throw
j.B+C
MAAB Iai AT.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- Throw 5f - - - - - -

Hits Twice

Special Moves

236A/B/C
Piercing Strike
MAAB Iai 236.png
236A/B/C
236A/B/C
MAAB Iai 236A.png
~A
~A
MAAB Iai 236B.png
~B
~B
MAAB Iai 236C.png
~C
~C
Version Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
Any - - - - 6f (feint) - - - -

Iai enters into stance on button press and then slashes on button release. While in stance you can cancel out by pressing any button. Each version can be stance canceled at a different timing due to their startup, that means A feints are the fastest, C feints are the slowest. All versions can be canceled into 236D on hit or block.

~A - H/L 14f - - -6 - - -

A version is at an upward angle. If you feint after C normals you'll be slightly plus, after B normals you'll be even, after A normals you'll be negative

~B - H/L 16f (6f - - -17 - - -

B version is at a less extreme angle.

~C - L 18f - - -27 - - -

C version is straight ahead on the ground and hits low.

623A/B/C
Snowfall Edge
623A/B/C
MAAB Iai 623.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H 25f(A) 28f(B) 31f(C) - - -10(A) -11(B) -12(C) - - -

Iai teleports up and falls down with her sword. All versions move the same distance. The timing to connect on a crouching opponent will depend on the character's size. For reference, a version will connect on a crouching Iai after 30f, b version after 26f, C version after 33f.

236D
Freezing Glide
MAAB Iai 236D.png
236D
236D
MAAB Iai 236DA.png
~A
~A
MAAB Iai 236DB.png
~B
~B
MAAB Iai 236DC.png
~C
~C
MAAB Iai 236DD.png
~D
~D
Version Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
D - - - - - - - - -

Command Run. Total duration is 56 frames.

~A - - - - - - - - -

Ground Roll. Takes 31f to complete. Passes through the opponent if close enough meaning you can left/right opponents trying to block you. Doing this right away out of the dash is the fastest way to recover, you can use it to extend combos following a 236A/B in the corner

~B - L 9f - - -14 - - -

Makibarai. Very long range low, also very punishable. Projectile invun.

~C - H 25f - - -15 - - -

Crescent Blade Flash. Long range overhead. Knocks down on hit, can followup with some assists. Common way to end combos following a 236A/B

~D - HL 37f - - +23 - - -

Reverse Ice Flower. Can be blocked either forwards or backwards. There's a bit of a gap after moving through the opponent where Iai can be hit, but it looks very similar to the A followup, which makes it trickier to react to than it seems.

j236D
Air Freezing Glide
MAAB Iai j236D.png
j.236D
j.236D
MAAB Iai j236DA.png
~A
~A
MAAB Iai j236DB.png
~B
~B
MAAB Iai j236DC.png
~C
~C
MAAB Iai j236DD.png
~D
~D
Version Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
D - - - - - - - - -

Air command dash, angles upwords, TK this off of 5B to get the party started.

~A - - - - - - - - -

Dive. Iai fast falls to the ground, she can pass through the opponent and it's really hard to tell what side you're going to end up on sometimes, but don't fret, if you can't tell what side your mix-up is going to be on, then what chance does your opponent have?

~B - H 17f - - - - - -

Hayabusa Strike. Iai will correct herself somewhat to hit the opponent and divekick, so this can end up in a few different angles. It can also cross up. The lower you are the more advantage you'll have. When hitting low you tend to be in the ball park of +7, so it's almost always your turn. Be wary if you do it from really high up though.

~C - H 16f - - - - - -

Crescent Blade Flash. Knocks down on hit.

~D - HL - - - - - - -

Ice Shard. The projectiles fall below Iai and kind of cover for her. Iai can't act on the way down but she's real plus when the opponent blocks the ice shards. It's possible to kind of weave through them and make it whiff, but not likely.

Million Skill

236XX
Cross Air Flash
236XX
MAAB Iai MS1.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H/L - - - -20 - - -

Air okay. Iai dashes forward for a big anime slash.

623XX
Ice Blade Sculpture
623XX
MAAB Iai MS2.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H/L - - - -49 - - -

A big diagonal ice shard explodes outwards, if the opponent is close enough Iai slashes them a bunch. Because of the ice attribute this super is a good way to end enchant boost combos if you have the meter to burn.

Million Excalibur

Chaotic Seasons
(Snow Moon Flowers)

214XX
MAAB Iai ME.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H/L - - -58 - - - -

Combos

Solo Combos

A Starter

  • Autocombo > Million Skill
Autocombo into super.
  • 5AAA > 236[X]~X > 5AAAA > 236D~C
Advanced 5/2A confirm. After the first autocombo you need to manually cancel into 236A/B/C to be able to cancel the stance. Any version will work so if you're having trouble with the stance cancel try other combinations of buttons to see which feels best.
  • 2/5A > 2/5B > 5C > 236B > 236D~C
Works from most ranges on standing or crouching, but not at max range.
  • 2/5A > 2/5B > 5C > 236C > 236D~B
More consistent than the above, but harder to extend because of the ender.
  • 2/5A > 2/5B > 2C > 236D~B
  • 2/5A > 2/5B > 2C > reafe assist > 236B > 236D~C

2C starter

  • 2C > 236D~B > A+B+C > Dash > 5AA > 5B > 5C > Airdash > 5AA > 5B > 5C > 236A > 236D~C

236A/B/C Starter

  • 236A/B > 236D~C
  • 236A > 236D~D > 5A > 5B > 5C > 236B > 236D~C
Only works near the opponent otherwise the 236D~D will not connect and they will fly outward and tech.
  • 236C > 236D~B

623A/B/C Starter

  • 623A/B (ch) > 236A/B > 236D~C
  • 623C > 5A > 5B > Jump Cancel > j.B > (j.C) / (Jump Cancel > j.B > j.D)
  • 623C > 5B > 236A/B > 236D~C
  • 623C > 5B > Jump Cancel > j.A > j.B > Jump Cancel > j.B > j.C

236D~X Starter

  • 236D~B > A+B+C > Dash > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > 236B > 236D~C
  • 236D~D > Dash > 5AA > 5B > 5C > 236A > 236D~C

Grab Starters

  • Grab > A+B+C > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > Jump Cancel > j.A > j.B > j.C > (j.D > 236XX)
  • Grab > A+B+C > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (236XX/623XX)

Corner

  • 2/5A > 2/5B > 5C > 236B > 236D~C
  • 2/5A > 2/5B > 5C > 236B > 236D~A > 5B > Jump Cancel > j.B Jump Cancel > j.B > j.C

Enchant Boost Starters

  • 2/5A > 5B > 5C > 236[X]~X > Micro Dash > 5A > 5B > 5C > 236[X]~X > Micro Dash > 5A > 5B > 5C > 236B > 236D~C
  • 2/5A > 5B > 6C > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C

Support Knight Combos

236A/B/C Starter

  • 236A/B > 236D~C > A+B+C > dash > 5B > reafe assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > falsaria assist)
  • 236C > 236D~B > A+B+C > dash > 5B > 5C > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > falsaria assist)

623A/B/C Starter

  • 623B > A+B+C > dash > 5B > reafe assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > falsaria assist)

236D~X Starters

  • 236D~C > A+B+C > Dash > 5B > Reafe assist > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C
You don't need to input "Dash" if you do this combo when the opponent is in the corner. Also note that if this combo is done in midscreen keep in mind the beginning 236D~C will in fact put you on the other side of the opponent after the Enchant Boost activation.

Corner

  • 623B > A+B+C > 5B > Reafe assist > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C
  • 623C > 5A > 5B > Jump Cancel > j.A > j.B > Jump Cancel > j.A > j.B > j.C > (j.D > Mercenary Arthur assist > j.236D~C)
Counter Hit 623A/B also leads into this same combo.

Videos

Colors

Template:Colors-MAAB

External Links


General
Controls
FAQ
HUD
Support Knights
System
Characters
Twinblade Arthur
Iai Arthur
Thief Arthur
Arthur Blade Protector
Bisclavret
Zechs Siegfried
Nimue
Eternal Flame
Snow White
Riesz
Wildcat Arthur
Koume Sakiyama
Iori Yagami
Fire
Fay
Foible Elle
Balin
Gawain
Mercenary
Claire
Hawkeye
Mordred
Cuchulainn
Ice
Clone Elle
Evaine
Sorcery King
Lancelot
Tor
Constantine
Kriemhild
Pharsalia
Peridod
Wind
Reafe
Enide
Techno-Smith
Galahad
Utahime
Scathach
Aife
Uathach
Kaguya
No Element
Little Grey
Fugou
Akira Oono
Guinevere