KNOversion/Arzon

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Character Info

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Pros and Cons

Strengths Weaknesses
  • Long and Disjointed Normals - Almost all of Arzon's normals are disjointed to a degree, most notably 5H and 3H.
  • Incredibly flexible Zoning tools - if Arzon gets time to setup he can put up potent projectile walls that he can tailor to any matchup or situation
  • Good Conversion Ability - because Arzon's Remix buttons all hit the whole screen, he can turn any stray hit into a full combo and oki on hard knockdown
  • Hard to whiff punish Specials - Often times even if Arzon does make a wrong choice in neutral he can usually just cover it with another Special because of how Wind Series works, making punishing him very challenging.
  • Oppressive EX Specials - Arzon's EX Specials are all incredibly good in their niche, and nulify almost all the weaknesses their normal counterparts had, making Arzon very tough to deal with once he has a bar or two to work with.
  • Threatening Strikethrow game with Setup - Because Arzon's Grab is Special Cancellable and his 5L and 2L chain into eachother and autotime a tickthrow, Arzon's throw can be very scary if you have a 4S trap under you or if you're in the corner
  • High Metered Damage - Arzon's 236X Super is a part of Wind Series, so Arzon can very easily dump all of his meter on you and explode you
  • Hard to Burst combos - while his Combos arent unburstable, they can often feel like they are with how spaced out he is for the majority of them, and even when he is in range for burst to hit him he usually has a way to bait it on reaction or read
  • Very Snowbally - Once Arzon gets started its very hard to stop him, and he can often times win an entire round off a single hit
  • Projectiles all have answers - Arzon is a bit of knowledge check character in the sense tha none of his projectiles are real on their own. 5S fireballs can be hit, 6S has a tiny hitbox that can be low profiled, 4S has poor blockstun, etc. So while Arzon's projectile game can be look unbeatable at first its flimsy if the opponent knows their weakness and hes not covering it properly
  • Unfavorable Roundstart situations - Arzon at roundstart spacing is almost always on the backfoot at roundstart, forcing him to take the bigger risks in order to get his gameplan going than the opponent does
  • Poor defensive options - Arzon has no meterless reversal and has some of the slowest Jabs in the game, with 2L coming in at 6 frames, making a lot of pressure that would be fake into the rest of the cast has for him to answer properly
  • Subpar reactive Antiairs - Arzon's 2H only having a hitbox on the front aswell as being advancing makes challenging opponents who are already above him very difficult, espcially into characters like One and Tui who can look to cross him up and get behind his 2H hitbox with relative ease
  • Limited movement options - Apart from his Dashjump, Arzon's movement options dont take him very far and are very commital a lot of the time, which makes it hard for him to make space between him and the opponent without hitting a button challenging
  • Fake Pressure - While Arzon can hypothetically loop + frames on the opponent with his 6S and 5S > R, this is only if the opponent doesnt know they can just punch the projectiles away or crouch under the 6S, even if the opponent doesnt know about the gap they'll eventually get bored of waiting and mash lights eventually anyway and see they dont have to hold it
  • Bellow Average Meterless Damage - Arzon averages around 500-550 on his optimal bnbs, which on its own doesnt sound terrible, but thats also assuming you're landing perfect optimals in a real game which isnt always realistic, so generally more scrappy confirms will land in the 400-300 range
  • Difficult Execution - Arguably the hardest character in Knockout right now, knowing and landing Arzons optimal combos consistently, doing the right projectile setups in neutral, etc. can be a very daunting task for the Arzon player in match especially in tournament settings

Normals

5L

KO Arzon 5L.png
KO Arzon 5L-hitbox.png
tied slowest Light in KO with Wu and Vile
tied slowest Light in KO with Wu and Vile
Damage Guard Cancel Property Cost Attribute
24 Any - - - Strike
Startup Active Recovery Overall Advantage Invul
7 4 10 19 -2 -

Decent low commitment jab with above average active frames. Best used as a close range check against an opponent's approach due to its decent startup and exceptionally fast recovery

  • Gatlings: 2L, 5M, 2M, 5H, 2H, 3H, 5S, 2S, 4S, 6S, 5R, 2R, 4R, 6R
Toggle Hitboxes
Toggle Hitboxes

5M

KO Arzon 5M.png
Damage Guard Cancel Property Cost Attribute
50 Any - - - Strike
Startup Active Recovery Overall Advantage Invul
11 4 23 37 -7 -

Decent Midling Poke. Generally used to cover grounded approaches against your projectile setups because it true blockstrings into 3H so reward is high on hit or block.

  • Gatlings: 2M, 5H, 2H, 3H, 5S, 2S, 4S, 6S, 5R, 2R, 4R, 6R,


General
Controls
System
HUD
Characters
Eddy
Angous
One
Dr. Roger
Grandmaster Wu
Vile
Arzon
J.V.
Sahkive