Nitou Arthur
Profile
- Name: Nitou Arthur (romaji), Twinblade Arthur (localization)
- JP Name: 二刀アーサー
- Voice Actor: Arthur Lounsbery
- Element: Fire
- Health: 21500
Nitou spent all his money on swords and belts so now he really needs to win the Arcana Blood tournament to make rent this month.
Overview
The neutral character. Extremely large oppressive normals, great stagger pressure with decent mixup and good combo consistency. Twinblade shines in the ability to carry opponents across the screen and can guarantee a corner with his super.
Strengths |
Weaknesses
|
- Has the largest normals in the game
- Decent mixup with 236D and rekka>assist cancels
- Good stagger pressure
- Insane corner carry, Can guarantee corner with super at any time
- Projectile super can beat other projectiles
- Can combo off throw meterless
|
- Frame data on block isn't great
- Can struggle to get knockdowns on some air confirms
- Anti-air is slow and doesn't reach particularly high
- Consistent but not high damage
|
Recommended Support Knights
- All-round good assist with fast startup and good horizontal range. Nitou can confirm off stray grounded hits easily with his large normals
- Ice Element and forced untechable knockdown makes this a great confirm or combo stabiliser off Nitou's fire attacks
- Can be used in EB routes after Mordred in the corner into an untechable knockdown for followup supers
- Good for confirms off rising overhead j.A
- Great neutral assist for many situations. Can be used as a pseudo-anti-air, anti-approach, neutral control and many more.
- Good frame advantage and low pushback makes Balin great for forcing mixup situations from Nitou's specials that force him in the air
- Used to maximise damage, mainly with Enchant Boost combos
Normal Moves
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
500
|
All
|
6
|
-
|
-
|
-6
|
-
|
-
|
-
|
A quick jab with the hilt of his sword
- Jump cancellable
- Reaches relatively high and can sometimes function as an anti-air
|
|
5AA
5AA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
400*2
|
All
|
11
|
-
|
-
|
-1
|
-
|
-
|
-
|
Nitou slashes downwards with his sword
- Jump cancellable
- Drags airborne opponents downwards on hit
- -1 on block and has a long cancel window making it great for stagger pressure. Two hits make it easy to confirm off
|
|
5AAA
5AAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1000,2000
|
All
|
10
|
-
|
-
|
-9
|
-
|
-
|
-
|
Nitou swings twice, first with the animation of 5B then 5C
- Auto-combo filler
- Does not float airborne opponents and may lead to unintended knockdowns on hit
- Best avoid using this attack outside of combos
|
|
5AAAA
5AAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1400
|
All
|
11
|
-
|
-
|
-17
|
-
|
-
|
-
|
Nitou dashes forward with his swords, performing the first hit of his rekka series
- Auto-combo filler
- Incredibly unsafe on block
- Committing to this uses the auto-combo version of the rekka. Avoid using this on high scaled combos as the knockdown will not connect.
|
|
5AAAAA
5AAAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1900
|
All
|
13
|
-
|
-
|
-8
|
-
|
-
|
-
|
Nitou swings his sword upwards, performing the second hit of his rekka series
- Auto-combo filler
- Has less untechable time than rekka versions leading to being unable to combo into the knockdown rekka ender on high scaling combos
|
|
5AAAAAA
5AAAAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
High, All
|
17
|
-
|
-
|
-14
|
-
|
-
|
-
|
If Nitou has >100% meter, Nitou will perform his Million Skill "Piercing Buster", otherwise Nitou slashes downwards with his swords, performing the last hit of his rekka series
- Can be done manually via inputting 236x after the 2nd rekka of the autocombo
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1000
|
All
|
10
|
-
|
-
|
-4
|
-
|
-
|
-
|
Nitou performs an underhanded poke with his sword
- Good balance of range and speed making it a fairly decent poke button
- Jump cancellable
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2000
|
All
|
14
|
-
|
-
|
-11
|
-
|
-
|
-
|
Nitou steps forward and does a large lunging slash
- Reaches incredibly far making it a great poke button and easily confirmable into his rekka series
- Punishable on block and with only spaced 5D being a safe cancel, care is required when throwing this button out. Fortunately it's lunging nature makes it hard to be punished when used from range
- Great button for hit confirming as the forward movement can stabilise combos quite easily
|
|
6B
6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1600
|
All
|
11
|
-
|
-
|
-5
|
-
|
-
|
-
|
Nitou steps forward and performs a back handed slash with his sword
- Reaches incredibly far, just short of 5C range
- Great for poking as it is safe and can easily be hit confirmed into 5C at any range
- Its large range and input can be used as an option select to potentially catch roll outs in pressure by inputting 4B
|
|
6C
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1600
|
All
|
15
|
-
|
-
|
-5
|
-
|
-
|
-
|
Nitou swings his sword upwards
- Dedicated anti-air button. Air unblockable if the opponent is in a neutral state
- Launches opponent on hit
- With a vertical hitbox that is shorter than almost all other characters, slower startu and a forward step movement, it makes this a relatively poor anti-air compared to other characters
- Longer startup makes this great for safely anti-airing committed jump-ins
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
400
|
Low
|
7
|
-
|
-
|
-6
|
-
|
-
|
-
|
Nitou slashes at the opponent's feet with his sword
- Standard low. Short reach
- Frame advantage is not great but has a good cancel window and can be cancelled into 2AA
|
|
2AA
2AA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
400
|
Low
|
9
|
-
|
-
|
-4
|
-
|
-
|
-
|
Nitou slashes again at his opponent's feet with his sword
- Great for staggering lows
- Pressing 2A again will lead into his 5AA autocombo
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
900
|
All
|
9
|
-
|
-
|
-6
|
-
|
-
|
-
|
Nitou crouches and pokes with his sword
- Jump cancellable on block
- Not a low but is a great poke as it has good range and does not move Nitou forward
- Easily confirmable into 6B/5C at max ranges for a stable combo
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1300
|
Low
|
13
|
-
|
-
|
-7
|
-
|
-
|
-
|
Nitou slides across the ground, tripping the opponent
- Jump cancellable on hit
- Has a short hurtbox and can sometimes low profile underneath certain attacks
- Safe at tip range
|
|
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
500*2
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
-
|
Nitou strikes twice with his sword
- Can't be cancelled into itself
- Both hits will always come out if not cancelled
- Standard jab but the double-hits may make this risky to throw out in neutral because of its long commitment frames
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1000
|
High
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
Nitou sticks his leg out and kicks horizontally in front of him
- Good air to air
- Not much vertical range making this a poor jump-in
- Can be used as a crossup but the reverse hitbox is not large and unreliable
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1700
|
High
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
Nitou swings diagonally with both his swords
- Jump-in normal of choice
- Long startup and with a not great hitbox, makes this a bit lacking for a jump-in
- Can be reliably used to hit cross-up
|
|
Elemental Attacks
5[D]
Homura Slash 5D/5[D]
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
Uncharged
|
1200, 1400
|
Mid
|
17
|
-
|
-
|
-15 (-2)
|
70
|
90, 85
|
Fire
|
Charged
|
1200, 1400
|
Mid
|
32
|
-
|
-
|
-8 (+6)
|
70
|
90, 85
|
Fire
|
Nitou smashes his sword down creating a wall of flames in front of him.
- Launches on hit
- Two-hit attack. The first hit is a strike at close range. The second hit is the flames which is considered a projectile.
- If only the flames connect, it can not be cancelled on block
- With its incredibly large size, this attack is great at controlling space and shutting down approaches both horizontally and vertically.
- Long animation frames can make this attack susceptible to roll dodging
|
|
j.D
Homura Pummel j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2000
|
High
|
15
|
-
|
-
|
-
|
-
|
-
|
Fire
|
Nitou slashes his sword with the power of flames
- Launches the opponent on hit
- Good horizontal hitbox makes this a competent air-to-air but its long startup may sometimes hamper it
- Significant block makes this a great jump-in button however the downwards hitbox is a bit lacking
- When hitting extremely deep, Nitou can perform an instant overhead with rising j.A
|
|
Throws
5/6B+C
Forward Throw 5/6B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3000
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Nitou grabs the opponent and headbutts them, causing a sliding knockdown
- Great throw as in the corner, it can be comboed from without resources
|
|
4B+C
Back Throw 4B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3000
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Nitou grabs the opponent and headbutts them, causing a sliding knockdown, but in the other direction
- Great throw as in the corner, it can be comboed from without resources
|
|
j.B+C
Air Throw j.B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
200*5+1500
|
Throw
|
5
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Nitou chops the opponent 6 times before blowing them away
- Multi-hit slashes do not cause scaling
- Can be difficult to combo from without assists
|
|
Special Moves
236A/B/C
Fangs of Sirius 236A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
A
|
800
|
All
|
11
|
-
|
-
|
-17
|
-
|
-
|
-
|
B
|
1000
|
All
|
14
|
-
|
-
|
-17
|
-
|
-
|
-
|
C
|
1200
|
All
|
14
|
-
|
-
|
-17
|
-
|
-
|
-
|
Nitou lunges horizontally with a stab
- Distance travelled is dependant on button used
|
|
Fangs of Sirius 236X~X
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1000
|
All
|
13
|
-
|
-
|
-7
|
-
|
-
|
-
|
Nitou slashes upwards, launching the opponent
- 2nd hit of Nitou's rekka. Has more untechable time than the auto-combo version
- Can cancel into 623X instead of the last hit of the rekka
|
|
Fangs of Sirius 236XX~X
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1900
|
High
|
18
|
-
|
-
|
-14
|
-
|
-
|
-
|
Nitou slashes downwards with his swords, knocking the opponent downwards
- Last hit of Nitou's rekka. Knocks down the opponent on hit
- Puts Nitou airborne, allowing him to support/enchant cancel into a high/low mixup
- There is a rollable gap from the overhead. Nitou can punish rolls by not cancelling into the last rekka hit
|
|
623A/B/C
Soaring Thrust 623A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
A
|
1400,2000
|
All
|
7
|
-
|
-
|
-31
|
-
|
-
|
-
|
B
|
1500,2500
|
All
|
9
|
-
|
-
|
-46
|
-
|
-
|
-
|
C
|
1600,3000
|
All
|
11
|
-
|
-
|
-63
|
-
|
-
|
-
|
j.623X
|
2200
|
All
|
-
|
-
|
-
|
-63
|
-
|
-
|
-
|
Rising stab with his swords
- Different version of the grounded DP alter the height at which Nitou rises to. All aerial versions are identical
- B is invulnerable from 1-10, C is invulnerable from 1-12
- From his rekka series, this can be used as a solid blockstring to put Nitou airborne for a Support/Enchant cancel
|
|
236D
Heaven's Strike 236D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
Ground
|
1800
|
High
|
21
|
-
|
-
|
-10
|
-
|
-
|
Fire
|
Air
|
1800
|
High
|
18f
|
-
|
-
|
-
|
-
|
-
|
Fire
|
Nitou jumps into the sky before coming down diagonally with a flaming kick, knocking down the opponent
- Puts Nitou airborne, allowing him to support/enchant cancel for a high/low mixup
- The airborne version travels a short distance and will travel significantly further if the attack successfully connects
- Significant untechable time on hit and is Nitou's main way to get a knockdown
- Knocks down the opponent at a horizontal angle. At high heights or scaling, this can fail to cause a knockdown
- Connected the grounded version on an aerial opponent in the corner can allow a followup combo
|
|
63214D
Amagi Crusher 63214D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
3200
|
Unblockable
|
10
|
-
|
-
|
-
|
-
|
-
|
Fire
|
Nitou turns his back to the opponent and enters a parry stance. Upon successful counter, Nitou will slash at the opponent, launching them full screen and crumpling them
- Will only counter Mids/Highs and does not counter projectiles
- Cannot be cancelled into
- Crumple state allows an easy combo from anywhere on the screen
|
|
Million Skill
236XX
Piercing Buster 236XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
6400
|
All
|
1+8
|
-
|
-
|
-19
|
-
|
-
|
-
|
Throws his swords. If it successfully connects, will carry opponent to the opposite corner. Sword projectile will absorb other projectiles while in flight
- Guaranteed carry to the opposite corner on a successful hit
- Considered a strike but will enter an animation upon successfully connecting
- Due to the animation invulnerability, this can be used to counter projectiles from full screen
|
|
623XX
Lightning Strike 623XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
7000
|
All
|
1+6
|
-
|
-
|
-62
|
-
|
-
|
-
|
Nitou does a rising stab into his opponent before blasting them with lightning
- Reversal super however due to only being cancellable into 3 mana supports and the obvious super flash, using his meterless reversal is far more desireable
- Higher damage and its rising hitbox make it overall better combo fodder than Piercing Buster but it allows the opponent to air tech very high in the air
|
|
Million Excalibur
Sacred Sword Excalibur Smash 214XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
10000
|
All
|
1+18
|
-
|
-
|
-11
|
-
|
-
|
-
|
Nitou spins his swords in his hands before stabbing the opponent. Upon successful hit, Nitou will enter a long animation and punch them with a powerful attack
- Slow startup can make this hard to combo into on some routes
- Long animation time makes this great when recovering mana as it will recover approximately two mana during the animation
- The first hit is not fire element and will break element chains. The last hit is fire and will do a little bit of bonus damage
|
|
Combos
Nitou's basic corner combo theory is as follows:
- 1 Hit > 236C x 2 > 5AAA > 236C x3
- 2 Hit > 236C x 2 > 5AAC > 236C x 3
- 3 Hit > 236C x 2 > 5AA > 236C x3
- 4 Hit > 236C x 2 > 5A > 236Ax3
Depending on the number of hits that it takes to confirm, the rest of the combo will change slightly.
- Auto combo confirm.
Solo Combos
- 2A > 2A > 5B > 2B > 6B > 5C > 236C x3 (4183)
- This is the standard Nitou combo. It does 4183 damage and builds 41 meter.
- 2A > 2AAAAA > 236C (3615)
- This combo does not do nearly as much damage as the previous route but builds 13 more meter (54 total).
- 2A > 2AA > 6C > hj.C > dl j.D > 66 > 5AA > 2C > 236C x2 (4105)
- Nitou's corner carry route. It does similar damage to his basic route and builds the same amount of meter (41), but carries the opponent nearly full screen.
- 2AA 6C j.C delay j.D dash sj.B j.C j.236D
- Corner to corner carry route
- 63214D dash 5A 6C sj.C delay j.D dash sj.B j.C j.236D
- Corner carry route off counter
- 6B 5C 236C(x2) 5AAA 236C(x3)
- Requires corner. Higher damage confirm off poke
Anti-air Starter
- 6C > hj.C > dl j.D > hj.BC > j.236D
- Use this route when anti airing an opponent higher in the air.
- 6C > j.C > dl j.D > iad j.AC > j.236D
- or
- 6C > j.C > dl j.D > 66 > 5AA > 2C > 236Cx3
- Use these routes when anti airing an opponent lower to the ground.
j.D Starter
Combos from jump in j.D
- j.D > 66 > 5AA > 2C > 236C x3
- Standard j.D confirm. Similar to the corner carry route.
- This route does a bit more damage (~300) than the previous confirm.
- j.D > 66 > 6BC > 236D > 5BC > 236Cx3
- This route does 1000 more damage than the previous route, but the corner is required after 236D.
Throw Starters
These combos require Nitou to throw his opponent into the corner.
- Throw > 5A > 5B > j.C > dl j.D > 5AAA > 236x3
- Basic corner throw combo.
- Throw > 5A6C > hj.C > dl j.D > 236D > 6B5C > 236Cx3
- Increases damage slightly, but harder execution.
- Throw > 5AC > 236D > 6B5C > 236C > 214A+B
- Super ender
- Throw > 5ABC > 236D > 6BC > 236Cx3
- Easiest throw combo.
- Corner Air Throw > Enchant Boost > AD j.CD > j.C > j.236D
- Air Throw combo using Enchant Boost.
Support Knight Combos
- 2AA > 5B > 2B > 6B > 5CD > Sorcery King > hj.D > 66 > 5AA > 2C > 236Cx3
- 5B > 2B > 6B > 5CD > Sorcery King > 66 > j.C > dl j.D > 5AA > 2C > 236Cx3
- These two routes are similar to Nitou's normal routes, but use 5D > Sorcery King Assist to extend for damage and corner carry.
- 2AA > 5B > 2B > 6B > 5CD > Sorcery King > IAD j.BC > j.236D > 214A+B (9371)
- 9371 Damage, 2 Assist Gem + 200 Meter combo using Sorcery King.
- 2A (> 2A) > 5B > 2B > 6B > 5CD > Sorcery King > hj.D > 5AA > 2C > 236C > Sorcery King > 623A+B (8644)
- 8644 Damage, 4 Assist Gem and 100 Meter combo using Sorcery King.
- 5B 6B 5C 236D delay Sorcery King IAD j.D dash 5AA 2C 236Cx3
- Increased corner carry combo when too far for jump loops
- 623B > Azia > 5AA > 2C > 236C(x3)
- DP confirm combo
- 623B > Balin > airdash > j.D > 5AA 2C > 236C(x3)
- DP confirm combo
- 263XX > Mordred > Azia > 5AA > 214XX
- Full resource confirm combo off Piercing Buster
Anti-air Starter
- j.A(1)C > j.236D > Sorcery King > 66 > 6B5C > 236D > 6B5C > 236Cx3 (5300)
- Air-to-air confirm using Sorcery King. 5300 Damage, Full Corner Carry.
Enchant Boost Combos
- 5AA EB 5A 2A 5A 5B 2B 6B 5C 236D delay Mordred Balin 214XX
- Midscreen EB combo into Balin > Super extension
- 6B 5C 5D EB 5B 5C j.A j.C dj.C j.D j.236D Mordred Mage-Guild Arthur 214XX
- Requires corner. EB combo off poke into Mage-Guild Arthur > Super extension
- 236D delay EB 5AA 5B 5C j.B j.C j.236D delay Mordred
- Midscreen EB confirm off 236D
- Throw EB 5AA 5C j.A j.C dl j.A j.C j.D Mordred
- Midscreen EB combo off throw 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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