Arthur Blade Protector
Profile
- EN Name: Arthur Blade Protector, Blade-Protector Arthur (localization)
- JP Name: アーサー -剣術の城-
- Voice Actor: Mamoru Miyano
- Element: Fire
- Health: 21500
When he was a child, Arthur Blade Protector was beaten to within an inch of his life by a larger, stronger child. Wanting to ensure that no other innocents be subject to such an injustice he vowed that one day he too would have abs. Finally, that day has come.
Overview
Arthur Blade Protector is a powerful and versatile character capable of adapting his play style to force any opponent into a situation they don't want to deal with. BP is the resident "protagonist" character archetype with fireballs, dps, and a very balanced gameplan. However unlike a lot of similar characters BP manages to carve a niche for himself with some of the scariest reversal options in the game and immense damage off of almost everything. His well toned abs serve as an impenetrable wall of steel, punishing jumpins, nullifying projectiles, and utterly destroying anyone who dares try using a "meaty" or "frame trap". Defense isn't his only strength though. His move set is perfect for holding down neutral with long buttons and VERY plus fireballs, and his pressure isn't bad either. He's got almost every offensive option you can think of, and once he gets started you aren't going to get back to neutral without taking a lot of damage. His biggest strength, however, is his ability to turn any form of resources into absolutely massive amounts of damage with virtually no execution barrier. He can turn a 2A into 7.4k damage with 1 mana and half a bar of meter through what is effectively mashing A. If he's being optimal, he can easily take over half a character's health in a single combo.
Strengths |
Weaknesses
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- Simple Shoto movelist. Has a fireball, DP, and good buttons
- Combos are extremely simple
- Great anti-air. Fast and has a large hitbox
- Auto-combo has an overhead baked in
- Has a command grab
- Large buttons and decent fireballs to pressure and neutral with
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- Struggles to confirm off ranged buttons
- Lackluster Neutral
- Honest shoto gameplan falls a bit flat in anime airdasher. Fireballs can often be outmaneuvered.
- Command grab has short range
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Recommended Support Knights
- Cheap combo fodder. Synergises with 5D and j.D. Can be used in pressure due to Sword Arthur’s pushback and kit of large normals.
- Okizeme after auto combo and 5D enders
- Sword Arthur’s large normals can be used to combo off Galahad in neutral. Can elemental counter with j.D for strong air confirms and can be used to combo off DP.
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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-
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-
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7f
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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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Jump cancelable. Fairly standard jab, slower than 2A but will catch jump outs.
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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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-
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-
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8f
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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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Because Blade Protector moves forward this move helps his auto combo hit consistently at further ranges.
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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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-
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H
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18f
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-
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-
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-10
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-
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-
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-
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Hits overhead, there's a gap in the auto combo on block and Blade protector lacks a good low option to make this a strong mix-up, but it's there.
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5AAAA
5AAAA You'll see this animation A LOT. You'll see this animation A LOT.
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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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-
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13f
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-
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-
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-10
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-
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-
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-
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Technically a special move for the purposes of assist cancels, the final hit of this move gives Blade Protector a big chunk of meter. End combos with this or keep mashing A for super.
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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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-
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-
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9f
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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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Jump cancelable. Press 5B again on hit/block to chain into 6B. Good starter
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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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-
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-
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11f
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-
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-
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-10
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-
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-
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-
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6B
6B
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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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-
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12f
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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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Can also be used with 5BB or 6CB. Dash Cancelable
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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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-
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-
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10f (12f for second hit)
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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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Jump cancelable. Air unblockable. 2 htis. Good range especially for a 6C, doesn't launch on grounded hit like most 6Cs but it does cancel into 6B, 2B, 2C on block/hit.
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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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-
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L
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6f
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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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Faster than 5A, and better range.
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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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-
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H/L
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10f
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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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Blade protector moves forward slightly when he swings his sword. Range isn't as good as 6B, but better than 5B.
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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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-
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L
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10f
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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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Slide forward a very short distance. Jump cancelable.
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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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-
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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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Pretty good hitbox, crosses up, hits some standing opponents so can be used after a deep j.C for instant overheads against everyone but Koume, nimue, and bisclavret
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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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-
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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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Decent horizontal range, about even with 2B, good for poking without getting too close and confirms into j.D at most ranges for conversions.
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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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-
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H
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14f
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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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Slow but a big hitbox covering Blade Protector. Good jump in for meaties or when the opponent is locked down.
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Elemental Attacks
5D
Flash Fire 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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-
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-
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20f
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-
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-
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-15
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-
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-
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Fire
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Projectile invuln. Causes hard knockdown on hit.
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j.D
Rolling Fire 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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-
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H
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16f
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-
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-
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-
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-
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-
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Fire
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The first hit can cross up in very specific situations, and the vacuum effect picks up off of this. Gives hard knockdown even if canceled/interrupted. Can supposedly be converted without resources at weird spacings. Very unsafe on block. Can be used to f-shiki opponents
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Throws
5/6B+C
Forward Throw 5/6B+C Drop it... Drop it...
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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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Throw
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4B+C
Back Throw 4B+C ...like it's hot. ...like it's hot.
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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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Throw
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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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-
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-
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-
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Throw
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Grab 'n Stab. Although it is your fastest air option, the range is very short compared to all your other options so it can be hard to use. Mostly sees use in air scrambles or as quick punishes for people who try getting cute.
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Special Moves
236A/B/C
Lightning Pressure 236A/B/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
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A
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-
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-
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26
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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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B
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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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-
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-
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-
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C
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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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-
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-
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-
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A version is plus at point blank. B version can be used to make blockstrings safe in most situations. C version can cause opponents to flip out of combos which can be used to go for cheeky resets. Projectile speed varies with version used, A is the slowest and C is the fastest.
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j.236A/B/C
Air Lightning Pressure j.236A j.236A j.236B j.236B j.236C j.236C
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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
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A
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-
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-
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23
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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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B
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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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-
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-
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-
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C
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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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-
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-
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Projectile speed varies with version used, A is the slowest and C is the fastest.
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623A/B/C
Rising Heaven 623A/B/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
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A
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-
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-
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9
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-
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-
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-26
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-
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-
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-
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B
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-
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-
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10
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-
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-
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-39
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-
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-
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-
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C
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-
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-
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10
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-
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-
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-46
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-
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-
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-
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Your garden variety DP. Air blockable and only hits in front of you, but still decent as a meterless reversal option.
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623A/B/C~A/B/C
To Hell A/B/C during Rising Heaven
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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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-
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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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Knocks the enemy fullscreen and causes wallbounce. Not as useful as other anime protags' similar DP followups. While you don't get hard knockdown you can sometimes start pressure off of this.
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63214D
Blaze Waltz 63214D
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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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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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Fire
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Command grab. Can be converted into combo afterwards without resources. Very short range. Shares the same whiff animation as your normal throw, but it takes much longer.
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Million Skill
236XX
Road of Glory 236XX
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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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-
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-
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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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Stab forward at just over half screen length with your sword. No invuln, but this move has a massive hitbox and shrinks your hurtbox a lot, so it's usable as a galaxy brain anti air or to just beat out a lot of stuff it really, REALLY shouldn't.
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623XX
Road of Heaven 623XX
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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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-
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-
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-
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-
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-49
|
-
|
-
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-
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DP super, so frame 1 invuln. Just your normal DP except really big and multihitting. Funny enough, this means you almost always want to hit it grounded, as it will lose most of it's damage against airborne opponents because a lot of it's hits will whiff.
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Million Excalibur
Offensive Excalibur 214XX
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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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10000
|
-
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-
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-
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-
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-12
|
-
|
-
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-
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Run almost 75% of the screen, shouldercheck someone, then murder the hell outta them! Thanks to his rock hard abs BP is completely invulnerable from frame 1 until the shouldercheck hits, which makes this one of the scariest reversals in the entire game. The first hit can OTG, however this will do a single, pitiful hit and nothing else, so be very careful confirming this off of jD. The only bad part of this move is that you don't get hard knockdown after it.
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Combos
Solo Combos
- Blade Protector's Auto Combo is one of the best in the game, it's good damage and good meter build. You have to be careful on block as there's a gap between the 2nd and 3rd hits, but also it's small enough that it can frame trap and 5AAA hits overhead so sometimes you can catch people mashing and/or sleeping
- Confirm > 5D > 236XX/214XX
- Solo option off of 5D, good for when you have a stray hit and aren't sure what to do. Blade Protector's level 2 super goes very far, it will combo in almost any situation that looks like it could.
- 63214D > 9 > j.A > j.B > j.C > j.D
- Combo off of command grab. Blade Protector's command grab is his main mix-up tool so being able to get a stable knockdown without resources is important
- 623X > A+B+C > j.A > j.B > j.C > j.D
- Combo off of DP, this is less for the damage and more for DP > enchant boost being safe on block. If you know it's gonna hit you can do the DP followup in the corner for extra damage.
- 5AA A+B+C 5AA 6C 2B 6C 2B 6C 5D
- Grounded enchant boost combo
Support Knight Combos
- Confirm > 5D > evaine assist > dash > 5AAAA(A)
- Combo from 5D into auto combo, end before the super to conserve meter
- j.D > elle assist > dash > 5AAAA(A)
- Combo from j.D into auto combo, works off of most confirms into j.D but not especially ported ones like command grab starter
Videos
Colors
Note: Colors 20 and 21 were pre-order exclusives for JP PSN and Amazon respectively. Unfortunately, they aren't selectable on Steam without the use of Cheat Engine.
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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