Iai Arthur
Profile
Name: Iai Arthur
Voice Actress: Sumire Uesaka
Element: Ice
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.
Recommended Support Knights
Normal Moves
5A
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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500
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H/L
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6f
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-
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-
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-5
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-
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-
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-
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|
|
5AA
5AA
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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1270
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H/L
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11f
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-
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-
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-8
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-
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-
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-
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hilt thrust. Stager with it, but be careful cause it's real minus. 2A cancels into this move but not 5A.
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5AAA
5AAA
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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2404
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L
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11f
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-
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-
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-11
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-
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-
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-
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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
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5AAAA
5AAAA
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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3254
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H/L
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10f
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-
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-
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-16
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-
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-
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-
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Shares it's animation with 236B, it also shares most of 236B's properties, but cannot be held/feinted.
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5B
5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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1200
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H/L
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11f
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-
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-
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-2
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-
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-
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-
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Hits above as well as in front of Iai. Works as an anti-air. Jump cancelable
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5C
5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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1800
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H/L
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12f
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-
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-
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-13
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-
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-
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-
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Big horizontal button, longer range than 2C.
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6C
6C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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1700
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H/L
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11f
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-
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-
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-7
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-
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-
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-
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Big upwards anti-air leg. Jump cancelable. Outside of the corner you'll need to cancel to 236A or 236B to combo
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2A
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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400
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L
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6f
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-
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-
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-3
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-
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-
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-
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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.
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2B
2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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700+700
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L(1) H/L(2)
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8f(1) 11f(2)
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-
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-
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-6
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-
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-
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-
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Hits twice, only the first hit is a low.
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2C
2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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1800
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L
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13
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-
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-
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-13
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-
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-
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-
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|
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j.A
j.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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800
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H
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8f
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-
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-
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-
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-
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-
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-
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Iai kicks downward, hits a little bit behind Iai as well, so it can cross up. Jump cancelable.
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j.B
j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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1200
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H
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9f
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-
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-
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-
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-
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-
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-
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Iai slashes out in front of herself. Hits kind of high so it can be weird as a jump-in. Jump cancelable.
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j.C
j.C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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1800
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H
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15f
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-
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-
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-
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-
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-
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-
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Iai slashes downward. Knocks down on air hit and can then be canceled into j.236D for oki options.
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Elemental Attacks
5D
Ice Flower 5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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2400
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H/L
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19f
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-
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-
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-12
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-
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-
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-
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When held launches an ice across the ground.
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j.D
Ice Moon j.D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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2000
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H
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11f
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-
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-
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-
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-
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-
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-
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hits on both sides. Hits really high up relative to Iai's feet so it's easy to whiff against crouchers
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Throws
5/6B+C
Forward Throw 5/6B+C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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-
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Throw
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7f
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-
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-
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-
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-
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-
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-
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4B+C
Back Throw 4B+C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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-
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Throw
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7f
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-
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-
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-
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-
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-
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-
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|
j.B+C
Air Throw j.B+C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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-
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Throw
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5f
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-
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-
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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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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
|
Any
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Iai enters into stance on button press and then slashes on button release. While in stance you can cancel out by pressing any button. All versions can be canceled into 236D on hit or block.
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~A
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-
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H/L
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14f
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-
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-
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-6
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-
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-
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-
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A version is at an upward angle.
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~B
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-
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H/L
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16f
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-
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-
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-17
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-
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-
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-
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B version is at a less extreme angle.
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~C
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-
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L
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18f
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-
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-
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-27
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-
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-
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-
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C version is straight ahead on the ground and hits low.
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623A/B/C
Snowfall Edge 623A/B/C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
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-
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H
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25f(A) 28f(B) 31f(C)
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-
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-
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-10(A) -11(B) -12(C)
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-
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-
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-
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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.
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236D
Freezing Glide 236D 236D ~A ~A ~B ~B ~C ~C ~D ~D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
|
D
|
-
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-
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-
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-
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-
|
-
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-
|
-
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-
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Command Run. Total duration is 56 frames.
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~A
|
-
|
-
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-
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-
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-
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-
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-
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-
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-
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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
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~B
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-
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L
|
9f
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-
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-
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-14
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-
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-
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-
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Makibarai. Very long range low, also very punishable. Projectile invun.
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~C
|
-
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H
|
25f
|
-
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-
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-15
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-
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-
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-
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Crescent Blade Flash. Long range overhead. Knocks down on hit, can followup with some assists. Common way to end combos following a 236A/B
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~D
|
-
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HL
|
37f
|
-
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-
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+23
|
-
|
-
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-
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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.
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j236D
Air Freezing Glide j.236D j.236D ~A ~A ~B ~B ~C ~C ~D ~D
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Version
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Damage
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Guard
|
Startup
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Active
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Recovery
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Frame Adv
|
Starter Scaling
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Combo Scaling
|
Element
|
D
|
-
|
-
|
-
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-
|
-
|
-
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-
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-
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-
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Air command dash, angles upwords, TK this off of 5B to get the party started.
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~A
|
-
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-
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-
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-
|
-
|
-
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-
|
-
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-
|
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?
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~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.
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|
Million Skill
236XX
Cross Air Flash 236XX
|
Damage
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Guard
|
Startup
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Active
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Recovery
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Frame Adv
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Starter Scaling
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Combo Scaling
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Element
|
-
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H/L
|
-
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-
|
-
|
-
|
-
|
-
|
-
|
Air okay. Iai dashes forward for a big anime slash.
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|
623XX
Ice Blade Sculpture 623XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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/B > 236D~C > A+B+C > dash > 5B > reafe assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > falsaria assist)
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
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
623A/B (ch) > 236A/B > 236D~C
623B > A+B+C > dash > 5B > reafe assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > falsaria assist)
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
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)
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
Corner Combos
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
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 goes into this same combo.
236D~X Starters
236D~B > A+B+C > Dash > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > 236B > 236D~C
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.
236D~D > Dash > 5AA > 5B > 5C > 236A > 236D~C
Videos
Iai Arthur official combo video A by Square Enix (2017)
Iai Arthur official combo video B by Square Enix (2017)
Colors
Template:Colors-MAAB
External Links
General
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Characters
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Fire
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Ice
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Wind
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No Element
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