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Million Arthur: Arcana Blood/System
You can block during airdashes.
Air backdashes have some invulnerability, can block after the invuln frames end.
If your airdash causes you to cross over your opponent, you will turn around at the end of the dash.
Air blocking restores an air movement action (e.g. you can airdash, airblock, then airdash again).
Standard A, B, C chain routes.
Most normals can be canceled into specials, although there are some weird exceptions to that rule. D moves typically cannot be canceled into specials outside of EB, although they still count as normals.
Universal anti-air on 6C is air-unblockable and invulnerable to air attacks.
Autocombo on A buttons xN. Can be started with either 5A or 2AA. Will end with a Million Skill if meter is available. Generates more meter than manual combos at the cost of damage/proration. The last hit is the one that generates most of the meter, and it is normally considered a special move for canceling things.
Throw input is B+C, available in the air. Can throw when crouching. Ground throws have 7f startup and short range, Air throws are 5f. Teching a throw leaves both opponents at even frame advantage. Tech window is ??? (seems fairly long). Some characters can combo off raw throw, every character can Enchant Boost Cancel a successful throw.
Million Skills are 100-meter supers on special input + two attack buttons.
Million Excalibur is a 200-meter super on 214 + two attack buttons with a cinematic on hit. Most have some invuln, although very few have it from the very first frame.
Hold an attack button to recover in the air. No direction will have you tech upwards, while holding forward or back will have you tech in those directions. You have air movement options after air recovery. Small amount of invincibility?
Pressing A+B will perform a frame 1 strike- and projectile-invulnerable dash. However, it loses to throws. At the cost of 100 meter, this dash can be done as a guard cancel in blockstun with 6A+B, and will be invulnerable to throws as well. Because you can roll while crouching or moving backwards, a simple OS would be holding 1 or 4 and pressing A+B+C during blockstrings. With 100 meter you will Enchant Boost, but with less than 100 meter you will roll through gaps or tech throws.
At the beginning of a match, both players choose three Support Knights to act as assists. These are used by inputting 214 + A/B/C. On the HUD, A is the leftmost card, B is the middle, and C is the rightmost.
Each assist costs between 1-3 points, with the 5-point assist gauge starting the round at 0 and recharging throughout. When a point in the gauge is blue, it is available for use. If one is black, it is not. A Support Knight's card will be face-up in the HUD if it is available to use, and face-down if it is not.
Costs should be taken into heavy consideration when picking Support Knights. 1-costs are usable more frequently, but can only be cancelled into from normals. 2-costs can also be cancelled from specials and 3-costs can be cancelled from supers.
Canceling attacks into an assist will cause the associated points to become red, which increases the time the gauge takes to recharge. The points will remain red for about 6 seconds after the assist is used, or after the opponent leaves hitstun. This means a combo must end in order for the gauge to start recovering.
Support Knights can also be cancelled into another.
Each character and Support Knight is associated with one of three elements: Fire, Ice, and Wind. Attacks using these elements have the following effects on hit:
Fire: Damage over time
Ice: Extra hitstun
Wind: Health regeneration
Additionally, each element has a counter element: After landing an attack of one element, landing one of its counter element is a guaranteed counter-hit, even in the middle of a combo! Most assists will gain additional properties when their get a counter element hit.
Fire is countered by Ice
Ice is countered by Wind
Wind is countered by Fire
Multiple successive attacks of the same element will cause a combo to start gaining bonus damage, up to double the original damage. Assists increase the damage relative to their cost, so a 1 mana assist will add 10% move damage, 2 mana adds 20%, and 3 mana adds 30%. This bonus is lost when an attack with a different or no element lands, or when the combo ends. The element multiplier is seen most often during Enchant Boost, which add elemental damage to all normals a character has, as a character usually only has access to elements through D-button attacks or Support Knights.
By pressing A+B+C in neutral, blockstun, or during a combo, 100 meter will be spent to enter a powered-up state comparable to Arcana Heart 3's Extend Force. All normals (but not specials or supers) become imbued with a character's associated element for the duration of the boost. D-button attacks can now be special cancelled and more normal attacks gain the ability to be jump cancelled. Additionally, the timer is completely stopped during Enchant Boost! Note that using Enchant Boost in the air does not restore air actions. Neutral and guard cancel Enchant Boost are punishable on block, but will knock back on hit. Cancelling an attack is +14 and does not knock back on hit, and the duration is heavily reduced.
While Enchant Boost is available as a guard cancel option during blockstun, Limit Break acts as a more traditional "burst" mechanic. By pressing D and any other button simultaneously, you can interrupt by rising up a little bit and shooting out a burst of energy that can escape your opponent's combo! This will also extend your max meter to 300 (as opposed to 200), and you will gain 100 meter if the blast actually connects with your opponent. If your health is under 30%, the meter you gain is doubled to 200! Take care when using it, as you only have one Limit Break per round. You cannot act after a Limit Break until you touch the ground again, so if you are blocked or whiff it can be incredibly unsafe.
Like some other anime games, this game has a damage scaling system where the less life the enemy has, the less damage they take. This value SEEMS universal between all characters, and scales to a minimum of 60% damage taken when the enemy is almost dead (Guts seems to stop increasing a bit before the enemy dies). Guts kicks in somewhere around 50% hp, but the exact point doesn't really matter because not much can be done to counteract it. Guts is calculated every time the enemy takes damage, so not only can the end of combos that started before guts kicked in be effected by it, but even multihitting moves will gradually lose some damage with each hit that connects.
While not much is known about exactly how scaling works at this time, the general assumption is that it is more or less the same as Arcana Heart. Each move will decrease the damage and hitstun done by every hit that comes after it for the rest of the combo by a set amount. Which move you start the combo with will typically have a large effect on how the combo as a whole scales. Using the same move more than once in a combo seems to have additional scaling penalties. While specific information on how exactly the scaling/proration system works is currently unavailable, all you really need to understand is that a lot of characters will have to change their combos slightly, or even do completely different combos, depending on what move they used to start them.