Million Arthur: Arcana Blood/Iai Arthur: Difference between revisions
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(→Throws: Descriptions) |
(→Special Moves: Descriptions) |
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|data= | |data= | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
|version= | |version=236A | ||
|damage= | |damage= | ||
|guard= | |guard=All | ||
|startup= | |startup=14-80 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
|header=no | |header=no | ||
|version= | |version=236B | ||
|damage= | |damage= | ||
|guard= | |guard=All | ||
|startup= | |startup= 16-80 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
|header=no | |header=no | ||
|version= | |version=236C | ||
|damage= | |damage= | ||
|guard=L | |guard=L | ||
|startup= | |startup= 18-80 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= | ||
}} | |||
{{AttackData-MAAB | |||
|header=no | |||
|version=Feint | |||
|damage= | |||
|guard=N/A | |||
|startup= | |||
|active= | |||
|recovery= 6 (feint) | |||
|frameAdv= | |||
|element= | |||
|startSca= | |||
|comboSca= | |||
|description=Iai enters into a draw stance before slashing at an angle. | |||
*Attack can be held for up to 80f. Upon max charge or button release, Iai will slash at an angle based on the initial input | |||
*On hit or block, Iai can cancel into 236D and its subsequent follow-ups | |||
*When holding stance, Iai can feint and return to neutral by pressing any other button while holding the button | |||
*Due to differing startup values, the earliest cancel window differs per version with 236A being the fastest and 236C being the slowest | |||
*5C/2C into 236A~Feint leaves Iai at +1 and is integral to maintaining pressure and stance cancel combos in EB | |||
*236A~Feint can also be buffered via 236A~A at a certain timing, which differs from hit or block. | |||
}} | }} | ||
}} | }} | ||
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|version=A | |version=A | ||
|damage=2600 | |damage=2600 | ||
|guard= | |guard=H | ||
|startup=27 | |startup=27 | ||
|active= | |active= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|version=B | |version=B | ||
|damage=2700 | |damage=2700 | ||
|guard= | |guard=H | ||
|startup=30 | |startup=30 | ||
|active= | |active= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|version=C | |version=C | ||
|damage=2800 | |damage=2800 | ||
|guard= | |guard=H | ||
|startup=33 | |startup=33 | ||
|active= | |active= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description=Iai teleports to the sky before falling down with a slash | ||
*Iai is airborne from frame 6 | |||
*The teleport can sometimes avoid attacks | |||
*Startup may vary slightly based on standing/crouching state and character specific hurtboxes | |||
*A version will allow tech on hit, B version will put the opponent into an OTG state and C version will bounce the opponent, allowing for a follow-up combo | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
|version= | |version=236D | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Total 56 frames | ||
|frameAdv= | |frameAdv= | ||
|element=Ice | |element=Ice | ||
|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description=Iai enters a stance and slides across the ground. From her stance she can cancel into a number of followups | ||
*Lowers Iai to the ground and can low profile some attacks | |||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=31 | ||
|frameAdv= | |frameAdv= | ||
|element= | |element= | ||
|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description=Iai cancels her slide into a roll | ||
*This can cross-up an opponent | |||
*Great for left/right okizeme | |||
*Cancelling into this as soon as possible is the fastest method to exit stance and can sometimes serve as a combo piece | |||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|damage= | |damage= | ||
|guard= L | |guard= L | ||
|startup= | |startup= 9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=Makibarai. | |description=Makibarai. Iai slides fast and low to the ground and slashes the opponent's legs | ||
*Low profiles lower than 236D and has projectile invulnerability | |||
*Can cross up early in its active frames | |||
*Fast and reaches very far, using this to attack before cancelling into a support/EB can be a great way to approach and force Iai's turn | |||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|damage= | |damage= | ||
|guard= H | |guard= H | ||
|startup= | |startup= 25 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=Crescent Blade Flash. | |description=Crescent Blade Flash. Iai leaps into the sky before performing a leaping crescent slash | ||
*Knocks down the opponent on hit | |||
*Common combo ender after 236A/B and can be comboed from with some supports | |||
*On block, Iai can cancel into support to remain airborne and threaten a high/low mixup | |||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|version=~D | |version=~D | ||
|damage= | |damage= | ||
|guard= | |guard= All | ||
|startup= | |startup= 37 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description=Iai dashes forward before releasing an ice flower behind herself | ||
*Does not hit cross-up | |||
*Iai is able to side swap with the opponent right until she stops her dash | |||
*Although the startup is quite lengthy, the far dash incorporated into the attack may make it difficult to interrupt for some characters | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
|version= | |version=236D | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Until Landing + 12 | ||
|frameAdv= | |frameAdv= | ||
|element= | |element= | ||
|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description=Iai enters a stance and leaps diagonally upwards into the sky. From her stance she can cancel into followup attacks | ||
*Can cancel into followups from frame 14 onwards | |||
*With all of Iai's strong follow-up options, TKing this off jump cancellable normals such as 5B can make Iai's pressure and mixup tough to deal with | |||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Until Landing + 12 | ||
|frameAdv= | |frameAdv= | ||
|element= | |element= | ||
|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description=Iai dives to the ground towards the opponent | ||
*Tracks the opponent on startup and dives at a set steep angle towards the opponent | |||
*If done at close horizontal range, the dive's set angle can allow Iai to crossup the opponent on landing | |||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|version=~B | |version=~B | ||
|damage= | |damage= | ||
|guard= H | |guard=H | ||
|startup= | |startup=17 | ||
|active= | |active= | ||
|recovery= | |recovery=Until Landing + 7 | ||
|frameAdv= | |frameAdv=~Varies to +7 | ||
|element= | |element= | ||
|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= Hayabusa Strike. Iai | |description= Hayabusa Strike. Iai dives down towards the opponent with a kick. | ||
*Tracks the opponent on startup and dives at a set steep angle towards the opponent | |||
*Generally positive on block but can be up to +7 when hitting the opponent's feet | |||
*Great for mixup and pressure. Mixing up the ~A and ~B follow ups can keep the opponent guessing what side Iai will be on. At certain ranges, delaying the ~B followup from dive can force a left/right mixup | |||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|version=~C | |version=~C | ||
|damage= | |damage= | ||
|guard= H | |guard=H | ||
|startup= | |startup= 16 | ||
|active= | |active= | ||
|recovery= | |recovery=Until Landing + 16 | ||
|frameAdv= | |frameAdv=Varies | ||
|element= | |element= | ||
|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=Crescent Blade Flash. Knocks down on hit | |description=Crescent Blade Flash. Similar to the ~C followup from her ground slide, Iai leaps across the sky and does a large crescent slash | ||
*Knocks down on hit | |||
*Leaps extremely far forward and can hit cross-up | |||
*Difficult to combo from at certain positionings but in conjunction with Iai's other mix-up tools, can serve as a potent mixup for stray damage | |||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|version=~D | |version=~D | ||
|damage= | |damage= | ||
|guard= | |guard=All | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery=Until Landing + 12 | ||
|frameAdv= | |frameAdv=Varies | ||
|element=Ice | |element=Ice | ||
|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= Ice Shard. | |description= Ice Shard. Iai leaps further into the sky before twirling and dropping 4 icicle shards down in a fan pattern | ||
*With the slow fall speed of the projectiles, Iai is extremely positive on block. Coupled with the amount of projectiles, this can be hard to dodge when Iai is at low heights | |||
*Because the shards fall at different angles, at high enough heights, it's possible to weave between the icicles | |||
}} | }} | ||
}} | }} |
Revision as of 12:34, 8 May 2020
Profile
- EN Name: Iai Arthur
- JP Name: 居合アーサー
- 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.
Strengths | Weaknesses |
---|---|
|
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Recommended Support Knights
- Enide
- Iai's ice element synergises with Enide and element counters, offering easy access to screen carry and opening up many damage opportunities.
- Hawkeye
- Often seen paired with Enide. Hawkeye allows Iai to use Enide offensively in neutral, allowing her to pick up from hits she otherwise may not have been able to confirm
- Mercenary Arthur
- Mercenary’s extended hitstun allows Iai to set up j.D CH enders leading to left right okizeme
- Lancelot
- Okizeme support. Iai can set up a number of advantageous situations and mixups from 236D~C ender
- Pharsalia
- Key support for maximising damage off EB combos. Iai has an elemental super allowing for double elemental super combos
Normal Moves
5A
5A
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5AA
5AA
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5AAA
5AAA
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5AAAA
5AAAA
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5AAAAA
5AAAAA
|
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5B
5B
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5C
5C
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6C
6C
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2A
2A
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2B
2B
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2C
2C
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j.A
j.A
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j.B
j.B
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j.C
j.C
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Elemental Attacks
5D
Ice Flower 5D 5D 5D 5[D] 5[D]
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j.D
Ice Moon
j.D |
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Throws
5/6B+C
Forward Throw
5/6B+C |
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4B+C
Back Throw
4B+C |
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j.B+C
Air Throw
j.B+C |
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Special Moves
236A/B/C
Piercing Strike 236A/B/C 236A/B/C ~A ~A ~B ~B ~C ~C
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623A/B/C
Snowfall Edge
623A/B/C |
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236D
Freezing Glide 236D 236D ~A ~A ~B ~B ~C ~C ~D ~D
|
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j236D
Air Freezing Glide j.236D j.236D ~A ~A ~B ~B ~C ~C ~D ~D
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Million Skill
236XX
Cross Air Flash
236XX |
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623XX
Ice Blade Sculpture
623XX |
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Million Excalibur
Chaotic Seasons
(Snow Moon Flowers) 214XX |
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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 > Lifee assist > 236B > 236D~C
2C starter
- 2C > 236D~B > A+B+C > Dash > 5AA > 5B > 5C > Airdash > j.B > j.C > 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 > Lifee assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > Pharsalia assist)
- 236C > 236D~B > A+B+C > dash > 5B > 5C > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > Pharsalia assist)
623A/B/C Starter
- 623B > A+B+C > dash > 5B > Lifee assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > Pharsalia assist)
236D~X Starters
- 236D~C > A+B+C > Dash > 5B > Lifee 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 > Lifee 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
- Iai Arthur official combo video A by Square Enix (2017)
- Iai Arthur official combo video B by Square Enix (2017)
Colors
External Links
- Twitter hashtag: #MAAB_IA