Thief Arthur
Profile
- EN Name: Touzoku Arthur (romaji), Thief Arthur (localization)
- JP Name: 盗賊アーサー
- Voice Actress: Ayane Sakura
- Element: Wind
- Health: 18000
Happy go-lucky character that was the sacrificial pawn to SNK for having Iori in this game.
Overview
High mobility character with a lot of multi-hitting moves. Has many options for approaching, good pressure, a command grab, and can convert off touches easily. Has 2 airdashes, which also allows her to double jump after either a single airdash or a superjump.
Strengths |
Weaknesses
|
- High mobility. Has fast run/air dash speeds, two air dashes and can change her air momentum with her rope specials
- High mixup. Standing overhead and high air mobility options can make it easy for her to open up opponents
- Many ways to get consistent conversions into knockdowns
|
- Low HP
- Normals are fairly short ranged
- Has no reversals whatsoever
|
Recommended Support Knights
- Very flexible all-round assist for Thief
- Causes Elemental counter-hit from 5D/2D allowing for easy pick-up confirms.
- Can be used for pressure and establishing a turn after aggressive 2Ds
- Great neutral assist to supplement Thief's lack of range and interacting with opponent's comparatively larger buttons
- Its great angle of attack can make help Thief establish a threat from any screen positioning
- Thief's great air mobility allows her to make tricky movements and still be in a great position to confirm off stray Balin hits
- Has some combo potential with element counter but its inability to combo from 2D leads it to be a little subpar
- Thief's great air mobility can allow her to easily move into positions allowing this to be a great neutral assist
- With good air mobility, fast run speed and multiple air actions, Thief has little difficult in converting from all sorts of Mercenary hits
- Its fire element is a bonus as it can easily element counter from a num ber of Thief attacks allowing for even easier confirms
- Combined with Uathach, this can supplement Thief's lack of damage, opening up EB > Uathach > 214XX routes for extremely high damage
- Great neutral assist to supplement Thief's lack of range and interacting with opponent's comparatively larger buttons
- With her speed and movement options, Thief can easily force a counter-hit on stray hits with j.D/2D leading to confirms
- Can also be used as a combo piece into an Ice>Wind element counter due to its long untechable time on clean hit
- Used solely for maximising damage off EB combos
- On top of adding a large amount of damage, its wind element and subsequent HP restore can mitigate Thief's low hp somewhat
Normal Moves
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
400
|
All
|
6
|
-
|
-
|
-2
|
-
|
-
|
-
|
High-five! Thief sticks her hand out, hitting the opponent
- Can cancel into itself once. Upon cancelling into itself a 2nd time, Thief performs 5AAA instead
- Short horizontal range but hits relatively high making this sometimes a good anti-air
- Great for stagger pressure
|
|
5AAA
5AAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
820
|
All
|
8
|
-
|
-
|
-4
|
-
|
-
|
Wind
|
Thief imbues her dagger with wind and swings at the opponent
- Can cancel into B normals or stronger
- Auto-combo filler
- Can frame trap but the stagger window is quite short
- Wind element is only a little bonus to HP regain. Stuck behind an auto combo starter and a lack of good wind comboing assists and not being able to connect 2D from it leaves it unusuable.
|
|
5AAAA
5AAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1580
|
All
|
9
|
-
|
-
|
-6
|
-
|
-
|
-
|
Thief knees the opponent before slashing high with her dagger
- Advances Thief forward significantly on use
- Can cancel into 5C/2C and 5D/2D on hit/block
- Shares animation and hitboxes with 5B and j.C (If it was done on the ground). This means that when juggling high opponents, 5B can sometimes whiff underneath, causing the combo to drop
|
|
5AAAAA
5AAAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1200
|
All
|
14
|
-
|
-
|
-8
|
-
|
-
|
-
|
An uppercut that launches the opponent upwards. Visually identical to 6C
- Auto-combo filler
- Unlike 6C, this isn't jump cancellable. It also doesn't cancel into any normals but is fortunately special cancellable. Unfortunately, Thief has no specials that are safe at this range
|
|
5AAAAAA
5AAAAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2859
|
All
|
12
|
-
|
-
|
-17
|
-
|
-
|
-
|
Thief spins into the sky, carrying the opponent with her before kicking the opponent to the ground
- Identical properties to 63214D
- There is a gap before the last hit and from some heights or scalings, the last hit may fail to connect, leaving Thief punishable
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
900
|
All
|
7
|
-
|
-
|
-3
|
-
|
-
|
-
|
A high reaching knee attack
- Jump cancellable on block
- Pressing 5B again will cancel into 6B
- Reaches surprisingly high for how it looks and is a great pickup from aerial hits due to its speed and hitbox
- Has a great stagger window for pressure
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|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1600
|
All
|
16
|
-
|
-
|
-3
|
-
|
-
|
-
|
Thief leaps forward slightly before slashing with her dagger
- Not jump cancellable but cancellable into D buttons
- Its long startup while still being safe makes this a great button for frame traps
|
|
6B
6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
All
|
11
|
-
|
-
|
-7
|
-
|
-
|
-
|
Thief sticks out her legs and kicks the opponent
- Jump cancellable and also cancellable into 2B
- Decent poke. Has good range for Thief buttons but with noticeable whiff recovery
- Good stagger window
|
|
6C
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1400
|
All
|
11
|
-
|
-
|
-8
|
-
|
-
|
-
|
Thief performs a short range uppercut
- Unblockable if connecting with an airborne opponent in a neutral state
- Launches on hit
- Jump cancellable
- Decent anti-air but the short hitbox may make it difficult to use in some situations
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
400
|
Low
|
6
|
-
|
-
|
-2
|
-
|
-
|
-
|
A quick kick with her legs
- Standard low jab
- Can cancel into itself once. Upon cancelling into itself twice, it will cancel into 5AA.
- Can reverse cancel into 5A
- Has slightly longer range than 5A
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1000
|
Low
|
8
|
-
|
-
|
-6
|
-
|
-
|
-
|
Thief does a backhanded swipe to the opponent's legs
- Jump cancellable on block
- Good reach for Thief but still far shorter than buttons from other characters
- Can be cancelled into from 6B but since 6B has longer range, this can whiff at far spacings
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
800, 1200
|
All
|
10
|
-
|
-
|
-11
|
-
|
-
|
-
|
Thief swings her dagger upwards, hitting twice
- Has a large hitbox and can sometimes function as an anti-air but has no invulnerability
- Both hits are jump cancellable
|
|
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
600
|
High
|
6
|
-
|
-
|
-
|
-
|
-
|
-
|
Thief pushes her palm out at an angle in front of her for an aerial high-five
- Able to be cancelled into itself an infinite amount of times
- Its fast startup and good angle makes this a great air-to-air and at times, a more reliable anti-air than trying to attack from the ground
- Great for air-to-air as using its infinite cancel into itself, it can put the opponent into long blockstun until thief lands, to threaten an unblockable 6C
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
800
|
H
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
Thief sticks her leg out and does a quick kick downwards
- Great angled hitbox for jump-ins and has a long stagger window time
- Can hit characters while rising and can be used as a fuzzy mixup with the help of assists
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1400
|
H
|
10
|
-
|
-
|
-
|
-
|
-
|
-
|
A swing of thief's dagger
- Has good reach horizontally with good untechable time making this a great air-to-air-to-a
- Jump-in hitbox isn't great, especially against crouching characters but can work at the right spacing
- Can be easily confirmed into 63214D for a knockdown
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|
Elemental Attacks
5D
Leap Slash 5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2000
|
H
|
27
|
-
|
-
|
-4
|
-
|
-
|
Wind
|
Thief leaps forward before coming down with a wind imbued slash
- Hits overhead and can link into 2A if this connects on crouching opponents
- This will launch the opponent on counter-hit
- As Thief leaps towards the opponent, she is considered airborne and can jump over some low hitting attacks
- Although Thief is airborne during parts of startup, she lands before the attack connects, which allows the attack to also be interruptable by throws
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|
2D
Sneak Kill 2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1800
|
L
|
18
|
-
|
-
|
-8
|
-
|
-
|
Wind
|
Thief slides far forward before slicing at the opponent's legs with a wind imbued slash
- Knocks down the opponent on hit. Floats the opponent for a long time on counter-hit, allowing for an easy combo
- Thief has a very low profile hurtbox during the attack, allowing her to go under some normals and projectiles
- Dashes far forward and is great for starting pressure with the help of supports, as a combo ender or to start EB combos
|
|
j.D
Revolve Thrust j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
1200*2
|
H / All
|
13
|
-
|
-
|
-
|
-
|
-
|
Wind
|
Thief does an air flip while swinging her wind dagger around her
- First hit will always need to be guarded high and the second hit can always be guarded low
- Has a great hitbox, hitting a large angle in front of and around Thief and also has a small crossup hitbox
- Great for jump-ins, air to airs, mix-ups, this is an aerial button that can do almost everything for Thief and coupled with her fast movement speed, can be very hard to contest
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|
Throws
5/6B+C
Forward Throw 5/6B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2500
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Thief grabs the opponent before using them as a springboard and kicking them away
- Throws the opponent a significant distance from Thief
|
|
4B+C
Back Throw 4B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2500
|
Throw
|
7
|
-
|
-
|
-
|
-
|
-
|
-
|
Thief grabs the opponent before using them as a springboard and kicking them away, but backwards!
- Throws the opponent a significant distance from Thief
|
|
j.B+C
Air Throw j.B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2500
|
Throw
|
5
|
-
|
-
|
-
|
-
|
-
|
-
|
Thief grabs the opponent before using them as a springboard and kicking them away, but in the air!
- Throws the opponent a significant distance from Thief
- Due to the angle the opponent falls at, the follow-up EB cancel combo may vary based on height
|
|
Special Moves
236A/B/C
Hold Trick 236A/B/C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
2520
|
All
|
8(A), 13(B/C)
|
-
|
-
|
-11
|
-
|
-
|
-
|
Thief dashes forward and upon a successful hit with the opponent, She will flip over them before kicking them away
- Hitgrab, can be blocked and will always side-swap on hit
- Distance travelled is dependant on the button used
- Thief enters recovery upon contact with the opponent
- When side-swapping with an opponent and kicking them into the corner, Thief is able to follow up with a combo
- Significant untechable time but will not cause knockdown on high-scaling combos
|
|
236D
Twin Daggers 236D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
236D
|
500*2
|
All
|
16
|
-
|
-
|
-9
|
-
|
-
|
Wind
|
Thief throws two daggers forward, arcing in a helix pattern before converging at a point
- Very little hitstun on hit and counter hit. At point blank, Thief is punishable on hit and is negative on counter-hit
- Used from range as a stray projectile for scratch damage
|
j.236D
|
500*2
|
All
|
22
|
-
|
-
|
-9
|
-
|
-
|
Wind
|
Thief pauses in the air before throwing out two daggers at a 45* angle, arcing in a helix pattern before converging at a point
- Similar to the ground version, there is very little hitstun on hit and counter hit
- Pauses Thief in the air when used before recovering in place
- This can be used to mixup Thief's aerial movement by stalling in the air
|
|
63214D
Whirlwind 63214D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
63214D
|
2859
|
All
|
12
|
-
|
-
|
-17
|
-
|
-
|
Wind
|
Thief spins into the sky, carrying the opponent with her before kicking the opponent to the ground
- The last hit will cause a soft knockdown, allowing the opponent to tech upon touching the ground
- On counter hit, the opponent will bounce upon touching the ground, allowing a follow-up combo
- There is a gap before the last hit and from some heights or scalings, the last hit may fail to connect, leaving Thief punishable
- Carries the opponent a significant distance across the screen
- As Thief rises quicky and reaches very high throughout the attack, this can be used as an unorthodox anti-air
|
j.63214D
|
2208
|
All, High
|
8
|
-
|
-
|
-
|
-
|
-
|
Wind
|
Thief spins in place, kicking the opponent multiple times before kicking them down to the ground
- The last hit will hit as an overhead
- Knocks down the opponent on hit, causing a hard knockdown and putting the opponent in a grounded state
- Thief can combo from this with supports that OTG and remove grounded state (i.e Uathach)
- Go-to knockdown for air combos or ender into Uathach for EB combos
|
|
j.623A/B/C
Wire Shot j.623A/B/C ~A ~B ~C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
N/A
|
-
|
-
|
-
|
36F total
|
-
|
-
|
-
|
-
|
Thief shoots her hook-gun to the sky and swings on her rope
- Each version changes the angle Thief swings in
- j.623A will swing Thief backwards, j.623B Thief will hover in place, j.623C will swing Thief forwards
- Can be cancelled into any aerial attack from 12F onwards
- Can only be performed once per jump
- When cancelling into a normal, Thief will cancel the swing movement and retain her air momentum. Changing the timing of cancels can affect the distances Thief falls at
- Great for manipulating Thief's air movement and mixup situations
- By mixing up delay cancels, fast falls, air recovery from wire swing into air dashes and other adjustments, Thief can perform confusing and hard to block mixups
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|
Million Skill
236XX
Sniping Tempest 236XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
6440
|
All
|
16
|
-
|
-
|
-5
|
-
|
-
|
-
|
Thief throws daggers towards the floor below the opponent. On a successful hit, Thief will teleport to the opponent, attacking them multiple times before kicking them away to the opposite wall
- Side swaps with the opponent on hit
- Tracks full screen with the same startup
- Although it only hits opponents close to the floor, its fast startup and instant tracking give it use as a full screen punish tool
- The last hit can be EB cancelled for a combo
|
|
j.236XX
Catch and Barrage j.236XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
6292
|
All, (Low)
|
12
|
-
|
-
|
-
|
-
|
-
|
-
|
Thief leaps a short distance forward. Upon successfully hitting the opponent, she will attack multiple times before throwing a barrage of knives. On block, she will fall to the ground and land on her butt
- Side swaps with the opponent on hit
- Thief's landing on whiff/block is also an attack. If j.236XX is blocked, the landing will hit as a low. If it whiffs, it will connect as a mid
- Can be comboed from with airdash and buttons at low scalings, early in a combo
- At high scalings, the opponent can drop out of the knife barrage, leading the knife to "lose" tracking and hit them as a reset
- Great as an early combo piece for side swaps and decent as a combo ender for a bit of extra damage but won't knock down the opponent
|
|
Million Excalibur
United Excalibur 214XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
10000
|
All
|
18
|
-
|
-
|
-37
|
-
|
-
|
-
|
Thief shoots her hook-gun across the screen. Upon successfully hitting the opponent, she will reel herself towards them before comboing them and finishing them off with her excalibur
- The projectile is shot at just below head height and has a small hitbox at the end of the hook
- While it hits high enough to connect with crouching opponents, attacks that low profile can go underneath the projectile and avoid it
- After the animation, Thief will appear at the position she shot her hook-gun from. The opponent will always appear a short distance in front of her
- As Thief shoots a full screen projectile, this can be used as a punish in some situations
- Great super for adding damage but may be difficult to combo into
|
|
Combos
Solo Combos
A Starter
- 5/2A > 5BB > 2B > 5C > ender
- Basic full chain route, can also act as a base for blockstrings as all B buttons are jump-cancellable and 5C is safe on block. 2D will give a better knockdown than 63214D at the cost of damage.
- 5/2A > 5BB > 2B > j.B [VERY SLIGHT DELAY] j.D land 5A > 5BB > 2B > 5C > ender
- Standing opponent, does not work on Bisclavret/Nimue/Koume. Length of this combo means you won't be able to do an enchant boost extension. Meter gain is comparable to an autocombo, but takes significantly more effort.
- 5D counterhit 6B 2C(1 hit) JAB JAB 63214D
6C Starter
- 6C > j.B > j.D land 5B > air stuff
Support Knight Combos
6C Starter
- 6C > j.A > jB > dj.B > j.C > Sorcery King, j.63214D, airdash j.D land 2C stuff
Enchant Boost Extensions
- starter > 63214D A+B+C airdash j.A > j.D, land 6B > 2C(1) > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Use when starter has one or fewer A buttons.
- starter > 63214D A+B+C airdash j.A > j.D, land 2C > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Use when starter has up to two A buttons or is a jump-in.
- starter > A+B+C airdash j.AA > j.C land j.A > j.C > j.D(1) > j.63214D > Uasaha
- For reaching 2.0x bonus off a j.D starter on a grounded opponent.
- starter > A+B+C airdash j.AA dj.A > j.C > j.D(1) > j.63214D > Uasaha
- The "I don't know how much scaling my combo has" extension. Reaches a 1.9x bonus rather than 2.0, but works off anything including autocombo and j.D starters.
- Throw, A+B+C airdash j.C land 6B > 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Enchant Boost makes 5C jump cancellable. Note that against everyone except Snow White, you will have to jump in the opposite direction after the 5B as they will end up behind you...unless your opponent is in the corner, in which case you don't have to worry and can jump in the same direction. Replace 5C with 2C to avoid sideswap in exchange for damage, which works on all characters outside of the corner except Nitou.
- Air throw, A+B+C airdash j.B delay j.D(1), rejump j.A > j.C delay j.D(1), rejump j.A > j.C > j.D(1) > j.63214D > Uasaha
- If the first j.D is delayed too much, it won't actually come out. If the second j.D isn't delayed enough, you won't get the second rejump.
- (airborne opponent) 5A/5B/6B A+B+C 5B/2C > j.B > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
- 5B is the easiest normal to use for pickups, can be substituted with 6B or 2C in certain situations. Works off j.D starter on an airborne opponent. 6B A+B+C 2C is max damage, but isn't always possible. If 5B is used before A+B+C, 2C must be used after, as a third 5B will drop.
- (airborne opponent) airdash j.C A+B+C land 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Concept for converting from a relatively close assist hit (most likely Balin) into airdash, will do a bit less damage than above combo but does not require landing first. Fall a bit before doing j.C to ensure you're low enough for 5C to land.
- (Balin hit) microdash 5C A+B+C, 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
- Experiment with range to see how far you can be for a max range 5C to hit.
Videos
- 5AA > 5BB > 2B > 5C > 2D > Support Knight Faye, j.D land 5B > j.A > j.B > j.C > j.63214D
- Autocombo (5AAAAA) > Million Excalibur
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.
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Color 19
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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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