Iai Arthur
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
|
- Normals have good hitboxes
- High mix-up potential with left/rights and high/lows
- Overhead Dive kick that can be up to +7 on block and tracks
- Easy conversion potential with slashes
- Has Ice Element super for synergising with Enchant Boost
|
- Step dash. Can't block during step dash
- Command mixups are punishable on block
- Pressure is generally not safe, especially without use of slash cancels
|
Recommended Support Knights
- Iai's ice element synergises with Enide and element counters, offering easy access to screen carry and opening up many damage opportunities.
- 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’s extended hitstun allows Iai to set up j.D CH enders leading to left right okizeme
- Okizeme support. Iai can set up a number of advantageous situations and mixups from 236D~C ender
- Key support for maximising damage off EB combos. Iai has an elemental super allowing for double elemental super combos
Normal Moves
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
500
|
All
|
6
|
-
|
-
|
-5
|
-
|
-
|
-
|
A quick jab with the hilt of the sword
- Decent jab but frame advantage is not great
- Mainly used to start stagger pressure strings
|
|
5AA
5AA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1270
|
All
|
11
|
-
|
-
|
-8
|
-
|
-
|
-
|
Iai thrusts at the opponent with her sheathed sword while moving forward
- Good for going into stagger pressure but is not safe on block
|
|
5AAA
5AAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2404
|
L
|
11
|
-
|
-
|
-11
|
-
|
-
|
-
|
Iai slashes at the opponent's legs while side-swapping with the opponent
- Can cancel into specials on hit but she can only cancel into 5AAAA on block
- Good in combos to side-swap with the opponent for positioning
- Extremely unsafe with limited cancel options on block make this very undesireable outside of combos. Can be made 'safe' by cancelling into 5AAAA and then into 236D
|
|
5AAAA
5AAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3254
|
All
|
10
|
-
|
-
|
-16
|
-
|
-
|
-
|
Iai performs a quick slash with her sword
- Shares its animation and properties with 236B but cannot be held nor feinted
- Can be cancelled into 236D on hit or block to make it safe, although the follow ups to 236D are also risky or challenge-able
|
|
5AAAAA
5AAAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Iai jumps and dashes behind the opponent before dive-kicking them to the grounded
- Finisher to the autocombo if performed below 100 meter. If Iai has more than 100 meter, this cannot be performed and instead she will perform her 236xx Million Skill "Cross Air Flash"
- Side-swaps with the opponent, returning to the original side
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1200
|
All
|
7 (11)
|
-
|
-
|
-2
|
-
|
-
|
-
|
Iai swings her sword in a wide arc above her head to infront of her
- Hits grounded opponents on frame 11
- Jump cancellable on block
- Great fast hitbox above Iai makes this normal a good anti-air and can anti-air situations where 6C may not work
- Iai's main poke button due to a balance of good range and cancel options
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1800
|
All
|
12
|
-
|
-
|
-13
|
-
|
-
|
-
|
Iai performs a large swing
- Has the longest horizontal range of all of Iai's normals
- Iai is positive when canceling 5C into 236A~Feint
|
|
6C
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1700
|
All
|
11
|
-
|
-
|
-7
|
-
|
-
|
-
|
Anti-air round-house kick that launches the opponent away on hit
- Unblockable when connecting with opponents in neutral
- Iai's dedicated anti-air button but its slow startup and lack of good combo potential outside of the corner leads it to only be used when the anti-air invulnerable properties are needed
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
400
|
L
|
6
|
-
|
-
|
-3
|
-
|
-
|
-
|
A low kick with her feet
- Can chain into itself once. Attempting to chain again will cancel into 5AA
- Standard low kick. Good for staggers
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
700+700
|
L(1) All(2)
|
8(1) 11(2)
|
-
|
-
|
-6
|
-
|
-
|
-
|
Iai slashes at her opponent's legs, hitting twice
- Hits twice but only the first hit is a low
- Decent range and poking ability
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1800
|
L
|
13
|
-
|
-
|
-13
|
-
|
-
|
-
|
A wide slash at the opponent's feet, tripping the opponent on hit
- Standard sweep.
- Iai is positive when cancelling 2C into 236A~Feint
|
|
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
800
|
H
|
8
|
-
|
-
|
-
|
-
|
-
|
-
|
A simple kick with her legs
- Has a hitbox slightly behind Iai and can be used as a crossup
- Can hit certain characters standing (Iai, Snow White, Zex, Riesz, Iori)
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1200
|
H
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
A horizontal slash with her sword
- Hitbox is more horizontal than vertical making it a sub-par jump-in when coming down on top of an opponent
- Great air to air poke
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1800
|
H
|
15
|
-
|
-
|
-
|
-
|
-
|
-
|
Iai flips upside down and slashes beneath her
- Forces knockdown on aerial hit and can cancel into j.236D for okizeme
- Has a fairly large vertical hitbox beneath her but a short horizontal hitbox. Good as a jump-in when jumping down on-top of the opponent.
|
|
Elemental Attacks
5D
Ice Flower 5D 5D 5D 5[D] 5[D]
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
Uncharged
|
2400
|
All
|
19
|
-
|
-
|
-12
|
-
|
-
|
Ice
|
Iai slashes and summons a flower of ice infront of her
- Unsafe on block and mainly used in combo-fodder
- Can be used as a high-risk frame trap but requires resources to be safe
|
Charged
|
2400
|
All
|
38
|
-
|
-
|
+8
|
-
|
-
|
Ice
|
Iai launches the ice flower across the ground, hitting the opponent on contact
- Positive on block and good as a frame trap and pressure option against wary opponents
- Its long animation time makes this susceptible to rolls when used predictably
|
|
j.D
Ice Moon j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2000
|
H
|
11
|
-
|
-
|
-
|
-
|
-
|
Ice
|
Iai twirls and performs a high freezing slash
- Hitbox is approximately focused around Iai's upper body
- Hits on both sides of Iai but its high hitbox may make it difficult to hit crouching opponents
- Has long untechable on hit and is mainly used in Enchant Boost combos
|
|
Throws
5/6B+C
Forward Throw 5/6B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2550
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Iai grabs the opponent and smacks them with her hilt, launching them before slashing down with her sword
- Opponent will be put in an OTG state after throw
- In the corner, OTG hits can be added for a minor damage increase. Comboing OTG > Kriemhild can allow a full combo
|
|
4B+C
Back Throw 4B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2550
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
-
|
Iai does her forward throw, but backwards! Grabs the opponent and smacks them with her hilt, launching them before slashing down with her sword
- Opponent will be put in an OTG state after throw
- In the corner, OTG hits can be added for a minor damage increase. Comboing OTG > Kriemhild can allow a full combo
|
|
j.B+C
Air Throw j.B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2550
|
Throw
|
5
|
-
|
-
|
-
|
-
|
-
|
-
|
Iai grabs the opponent and does two slashes, sending the opponent across the screen
- The first slash, if cancelled will knock them down close to Iai, the second will knock them further away.
- The second hit is untechable until landing, when Iai is comboing mid-screen, she needs to air dash to chase after the opponent
|
|
Special Moves
236A/B/C
Piercing Strike 236A/B/C 236A/B/C ~A ~A ~B ~B ~C ~C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
236A
|
-
|
All
|
14-80
|
-
|
-
|
-6
|
-
|
-
|
-
|
236B
|
-
|
All
|
16-80
|
-
|
-
|
-17
|
-
|
-
|
-
|
236C
|
-
|
L
|
18-80
|
-
|
-
|
-27
|
-
|
-
|
-
|
Feint
|
-
|
N/A
|
-
|
-
|
6 (feint)
|
-
|
-
|
-
|
-
|
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.
|
|
623A/B/C
Snowfall Edge 623A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
A
|
2600
|
H
|
27
|
-
|
-
|
-10
|
-
|
-
|
-
|
B
|
2700
|
H
|
30
|
-
|
-
|
-11
|
-
|
-
|
-
|
C
|
2800
|
H
|
33
|
-
|
-
|
-12
|
-
|
-
|
-
|
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
|
|
236D
Freezing Glide 236D 236D ~A ~A ~B ~B ~C ~C ~D ~D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
236D
|
-
|
-
|
-
|
-
|
Total 56 frames
|
-
|
-
|
-
|
Ice
|
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
|
~A
|
-
|
-
|
-
|
-
|
31
|
-
|
-
|
-
|
-
|
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
|
~B
|
-
|
L
|
9
|
-
|
-
|
-14
|
-
|
-
|
-
|
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
|
~C
|
-
|
H
|
25
|
-
|
-
|
-15
|
-
|
-
|
-
|
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
|
~D
|
-
|
All
|
37
|
-
|
-
|
+23
|
-
|
-
|
Ice
|
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
|
|
j236D
Air Freezing Glide j.236D j.236D ~A ~A ~B ~B ~C ~C ~D ~D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
236D
|
-
|
-
|
-
|
-
|
Until Landing + 12
|
-
|
-
|
-
|
-
|
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
|
~A
|
-
|
-
|
-
|
-
|
Until Landing + 12
|
-
|
-
|
-
|
-
|
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
|
~B
|
-
|
H
|
17
|
-
|
Until Landing + 7
|
~Varies to +7
|
-
|
-
|
-
|
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
|
~C
|
-
|
H
|
16
|
-
|
Until Landing + 16
|
Varies
|
-
|
-
|
-
|
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
|
~D
|
-
|
All
|
-
|
-
|
Until Landing + 12
|
Varies
|
-
|
-
|
Ice
|
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
|
|
Million Skill
236XX
Cross Air Flash 236XX
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
-
|
-
|
-
|
-49
|
-
|
-
|
Ice
|
A big diagonal ice shard explodes outwards, if the opponent is close enough Iai slashes them a bunch. Because of the ice element 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
-
|
-
|
-58
|
-
|
-
|
-
|
Ice
|
|
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.
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
Colors
Template:Colors-MAAB
External Links
General
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