Million Arthur: Arcana Blood/Iai Arthur

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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

  • Enide
Great assist to use in both neutral and combos.
Great for mixing up Iai's commital step dash and movements by stopping her and summoning a large hitbox infront of her
Off stray hits, Iai is able to confirm from many otherwise impossible situations with a well timed 236B>236D~C.
Synergises amazingly well with Iai's natural ice element allowing for great combo flexibility
  • Hawkeye
Decent neutral and pressure assist
Slow startup but is often used in Iai's favour for controlling neutral, allowing her to setup advantageous situations with its great frame advantageous
Often seen paired with Enide, allowing her to pick up from stray hits into an easy combo
  • Mercenary Arthur
Good assist for corner pressure and combos
Forces launch on grounded opponents, allowing combos from 236D~C and 623B
Can also be used to setup j.D freeze okizeme, using the long untechable time from j.D CH into setting up a mixup with many of Iai's rolls and specials
  • Balin
All-round good assist, great at controlling space and forcing pressure
Its low pushback is good for approach and or forcing Iai's turn and establishing mixup opportunities from certain attacks such as 236D~B or 236D~C
Overall a bit lackluster in supplementing Iai's combo ability
  • Lancelot
Good utility support, serving to cover Iai's movements in neutral and okizeme
Can be used as a counter-poke in neutral to absorb attacks and strike back
With 236A/B, Iai can easily pick up off stray hits
Iai's consistent knockdowns and good corner carry from 236D~C can allow Lancelot to be used as good okizeme. Adjusting the timing on Lancelot cancel can allow an array of mixups
  • Pharsalia
Used solely for maximising damage off EB combos
Iai's great range of reilable routes off EB combos allows this to be a consistent damage dealer
Synergises great with Iai's 623XX super as its ice element does not break the multiplier. This can lead to extremely high damaging EB combos such as 623XX > Pharsalia > 623XX

Normal Moves

5A
5A
MAAB Iai 5A.png
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
MAAB Iai 5AA.png
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
MAAB Iai 5AAA.png
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
MAAB Iai 5AAAA.png
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
MAAB Iai 5AAAAA.png
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

  • Can only be performed on hit
  • 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
MAAB Iai 5B.png
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
MAAB Iai 5C.png
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
MAAB Iai 6C.png
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
MAAB Iai 2A.png
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
MAAB Iai 2B.png
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
MAAB Iai 2C.png
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
MAAB Iai jA.png
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
MAAB Iai jB.png
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
MAAB Iai jC.png
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
MAAB Iai 5D.png
5D
5D
MAAB Iai 5DC.png
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
MAAB Iai jD.png
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
MAAB Iai FT.png
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
MAAB Iai BT.png
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
MAAB Iai AT.png
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
MAAB Iai 236.png
236A/B/C
236A/B/C
MAAB Iai 236A.png
~A
~A
MAAB Iai 236B.png
~B
~B
MAAB Iai 236C.png
~C
~C
Version Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
236A 1700 All 14-80 - - -6 - - -
236B 1700 All 16-80 - - -17 - - -
236C 1700 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
  • While maintaining stance by holding the button, Iai can feint and quickly return to neutral by pressing any other 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
MAAB Iai 623.png
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
MAAB Iai 236D.png
236D
236D
MAAB Iai 236DA.png
~A
~A
MAAB Iai 236DB.png
~B
~B
MAAB Iai 236DC.png
~C
~C
MAAB Iai 236DD.png
~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
  • Can cancel into followups from 8F and onwards
~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 2200 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 2400 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 2400 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
MAAB Iai j236D.png
j.236D
j.236D
MAAB Iai j236DA.png
~A
~A
MAAB Iai j236DB.png
~B
~B
MAAB Iai j236DC.png
~C
~C
MAAB Iai j236DD.png
~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 2000 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 2400 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 800*4 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/J.236XX
MAAB Iai MS1.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
6800 All 9 - - -34 - - -

Iai leaps forward. Upon contact with the opponent, Iai will perform two dramatic slashes

  • Decent super to combo into but its lack of element bonus and Iai's great synergy with EB combos tends to leave this underused
  • Does not cause knockdown at high heights or scalings
623XX
Ice Blade Sculpture
623XX
MAAB Iai MS2.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
6608 All 15 - - -49 - - Ice

Iai smashes her sword into the ground, summoning a large wall of ice. On a clean hit, Iai will perform additional followup attacks

  • Reversal super
  • Clean hit is hitbox based and very generous. As long as they are within the ice wall, and not hit by the edge, Iai will perform the follow up
  • At further ranges, one of the followup slashes may whiff and the super will do slightly less damage
  • Its full ice element and large hitbox makes this the super of choice in conjunction with EB combos. It can also be cancelled into 3 mana supports (e.g Phalseria) for even more damage and even retain the ice element bonus

Million Excalibur

Chaotic Seasons
(Snow Moon Flowers)

214XX
MAAB Iai ME.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
10000 All 14 - -58 - - - Ice

Iai throws a flower that floats slowly across. Upon impact with the opponent, she will perform 3 powerful slashes

  • Great for damage but may struggle to connect on some routes due to the projectile travel speed
  • Generally 623XX is more preferable as its faster startup allows a more stable combo into Phalseria, which can then be comboed into another 623XX for equal or more damage
  • Coupled with Iai's ability to easily use EB combos means that, although this attack does add a lot of damage, it's generally not seen in lieu of more meter efficient reliable routes

Combos

Solo Combos

A Starter

  • Autocombo > Million Skill
Autocombo into super.
  • 5AAA > 236[X]~X > 5AAAA > 236D~C
Advanced 5/2A confirm. After the first autocombo you need to manually cancel into 236A/B/C to be able to cancel the stance. Any version will work so if you're having trouble with the stance cancel try other combinations of buttons to see which feels best.
  • 2/5A > 2/5B > 5C > 236B > 236D~C
Works from most ranges on standing or crouching, but not at max range.
  • 2/5A > 2/5B > 5C > 236C > 236D~B
More consistent than the above, but harder to extend because of the ender.
  • 2/5A > 2/5B > 2C > 236D~B
  • 2/5A > 2/5B > 2C > Lifee assist > 236B > 236D~C

2C starter

  • 2C > 236D~B > A+B+C > Dash > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C

236A/B/C Starter

  • 236A/B > 236D~C
  • 236A > 236D~D > 5A > 5B > 5C > 236B > 236D~C
Only works near the opponent otherwise the 236D~D will not connect and they will fly outward and tech.
  • 236C > 236D~B

623A/B/C Starter

  • 623A/B (ch) > 236A/B > 236D~C
  • 623C > 5A > 5B > Jump Cancel > j.B > (j.C) / (Jump Cancel > j.B > j.D)
  • 623C > 5B > 236A/B > 236D~C
  • 623C > 5B > Jump Cancel > j.A > j.B > Jump Cancel > j.B > j.C

236D~X Starter

  • 236D~B > A+B+C > Dash > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > 236B > 236D~C
  • 236D~D > Dash > 5AA > 5B > 5C > 236A > 236D~C

Grab Starters

  • Grab > A+B+C > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > Jump Cancel > j.A > j.B > j.C > (j.D > 236XX)
  • Grab > A+B+C > 5AA > 5B > 5C > Airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (236XX/623XX)

Corner

  • 2/5A > 2/5B > 5C > 236B > 236D~C
  • 2/5A > 2/5B > 5C > 236B > 236D~A > 5B > Jump Cancel > j.B Jump Cancel > j.B > j.C

Enchant Boost Starters

  • 2/5A > 5B > 5C > 236[X]~X > Micro Dash > 5A > 5B > 5C > 236[X]~X > Micro Dash > 5A > 5B > 5C > 236B > 236D~C
  • 2/5A > 5B > 6C > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C

Support Knight Combos

236A/B/C Starter

  • 236A/B > 236D~C > A+B+C > dash > 5B > Lifee assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > Pharsalia assist)
  • 236C > 236D~B > A+B+C > dash > 5B > 5C > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > Pharsalia assist)

623A/B/C Starter

  • 623B > A+B+C > dash > 5B > Lifee assist > airdash > j.B > j.C > 5AA > 5B > 5C > (236A > 236D~C) / (623XX > Pharsalia assist)

236D~X Starters

  • 236D~C > A+B+C > Dash > 5B > Lifee assist > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C
You don't need to input "Dash" if you do this combo when the opponent is in the corner. Also note that if this combo is done in midscreen keep in mind the beginning 236D~C will in fact put you on the other side of the opponent after the Enchant Boost activation.

Corner

  • 623B > A+B+C > 5B > Lifee assist > Airdash > j.B > j.C > 5AA > 5B > 5C > 236A > 236D~C
  • 623C > 5A > 5B > Jump Cancel > j.A > j.B > Jump Cancel > j.A > j.B > j.C > (j.D > Mercenary Arthur assist > j.236D~C)
Counter Hit 623A/B also leads into this same combo.

Videos

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.

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21

External Links


General
Controls
FAQ
HUD
Support Knights
System
Characters
Twinblade Arthur
Iai Arthur
Thief Arthur
Arthur Blade Protector
Bisclavret
Zechs Siegfried
Nimue
Eternal Flame
Snow White
Riesz
Wildcat Arthur
Koume Sakiyama
Iori Yagami
Fire
Fay
Foible Elle
Balin
Gawain
Mercenary
Claire
Hawkeye
Mordred
Cuchulainn
Ice
Clone Elle
Evaine
Sorcery King
Lancelot
Tor
Constantine
Kriemhild
Pharsalia
Peridod
Wind
Reafe
Enide
Techno-Smith
Galahad
Utahime
Scathach
Aife
Uathach
Kaguya
No Element
Little Grey
Fugou
Akira Oono
Guinevere