Yamaneko Arthur
Profile
- EN Name: Yamaneko Arthur (romaji), Wildcat Arthur (localization)
- JP Name: 山猫アーサー
- Voice Actress: Ayana Taketatsu
- Element: No Element
- Health: 21500
"Guest" character from Hangyakusei Million Arthur, a mobile MMORPG that shut down within a year. But hey, it also had an anime where half of the fanservice scenes featured this character. Also, Danchou when?
Overview
Yamaneko is a zoning character with projectiles on 5D, j.D, and j.2D. While those are only 3 moves, she has a unique unique with her 214D that lets her load special bullets based on the assists she calls by canceling the assist call animation into 214D/j.214D. This gives her lots of ways to augment both her moveset and her access to elemental counterhits, as the loaded bullets carry elemental properties.
Strengths/Weaknesses
Strengths |
Weaknesses
|
- Very strong projectiles.
- j.B crossup and 6C give her good high/low mixup
- 623XX allows for very strong okizeme
- Elemental bullets give her the most room for combo personalization in the cast
|
- Below average mobility
- Lackluster frame advantage
- Average normal range
- Below average damage
- Need to use 214D after assist calls makes using level 1 assists riskier
|
Recommended Support Knights
- Pharsalia: 236xx>pharsalia>214d> into another super of choice or 236x/normal close to the corner. basically it allows for easy 11-13k damage while giving bullet charge stocks, if you have the resources to spend
- Scathach: Good for forcing the opponent to move and grants level 2 windball charge for zoning. Can whiff punish with this as well.
- Aife: Another decent zoning assist. There are some blind spots in her attack but placed well gives you a way to push them back and grants level 2 windball charge.
- Arthur Sorcery King: very fast horizontal hit confirm assist. Can throw this out in neutral/pressure to tag antsy players who like to push buttons or use it as a hit confirm for imagination combos.
Normal Moves
5A
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
6f
|
-
|
-
|
-3
|
-
|
-
|
-
|
|
|
5AA
5AA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
9f
|
-
|
-
|
-5
|
-
|
-
|
-
|
|
|
5AAA
5AAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
13f
|
-
|
-
|
-6
|
-
|
-
|
-
|
Uses a bullet, move properties and frame data change based on what bullet is loaded, listed data is based on level 1 no element
|
|
5A
5AAAA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
18f
|
-
|
-
|
-12
|
-
|
-
|
-
|
Shares it's animation with 236X, does not blockstring from 5AAA
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
9f
|
-
|
-
|
-8
|
-
|
-
|
-
|
jump cancelable, dash cancellable
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L
|
13f
|
-
|
-
|
-10
|
-
|
-
|
-
|
|
6C
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H/L(1) H(2)
|
10f
|
-
|
-
|
-5, -7(hold)
|
-
|
-
|
-
|
first hit is jump cancelable, there's a 3f gap between the first two hits. First hit is air unblockable, hold down C to stop the second hit from coming out
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
L
|
7f
|
-
|
-
|
-4
|
-
|
-
|
-
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
L
|
8f
|
-
|
-
|
-5
|
-
|
-
|
-
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
L
|
13f
|
-
|
-
|
-7
|
-
|
-
|
-
|
|
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H
|
7f
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H
|
9f
|
-
|
-
|
-
|
-
|
-
|
-
|
jump cancelable. Decent air to ground jumpin.
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
H
|
12f
|
-
|
-
|
-
|
-
|
-
|
-
|
Large button good for air to airs and air combo ender.
|
|
Elemental Attacks
5D
Magic Cannon 5D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
Void Lvl 1
|
1519
|
H/L
|
16f
|
-
|
-
|
-11
|
-
|
-
|
-
|
|
Void Lvl 2
|
1897
|
H/L
|
15f
|
-
|
-
|
-5
|
-
|
-
|
-
|
Shoots 4 projectiles, at range these projectiles stagger a bit, adding more hitstun.
|
Void Lvl 3
|
2254
|
H/L
|
14f
|
-
|
-
|
+3
|
-
|
-
|
-
|
Shoots 5 projectiles, at range these projectiles stagger, adding more hitstun and the ability to hit confirm into a combo.
|
Fire Lvl 1
|
2500
|
H/L
|
19f
|
-
|
-
|
-3
|
-
|
-
|
Fire
|
Wallbounces on hit. All versions whiff on most characters at point blank range.
|
Fire Lvl 2
|
3000
|
H/L
|
19f
|
-
|
-
|
-3
|
-
|
-
|
Fire
|
Increased hitbox size, higher height on wallbounce.
|
Fire Lvl 3
|
4000
|
H/L
|
19f
|
-
|
-
|
-3
|
-
|
-
|
Fire
|
Full screen hitbox, higher height on wallbounce.
|
Ice Lvl 1
|
1228
|
H/L
|
13f
|
-
|
-
|
-4
|
-
|
-
|
Ice
|
Shoots 5 projectiles that spread and freeze the opponent.
|
Ice Lvl 2
|
1664
|
H/L
|
13f
|
-
|
-
|
-4
|
-
|
-
|
Ice
|
Shoots 7 projectiles, wider spread and more hitstun.
|
Ice Lvl 3
|
2004
|
H/L
|
13f
|
-
|
-
|
-4
|
-
|
-
|
Ice
|
Shoots 9 projectiles, wider spread and more hitstun.
|
Wind Lvl 1
|
1626
|
H/L
|
22f
|
-
|
-
|
+7
|
-
|
-
|
Wind
|
Shoots a homing wind ball with 5 hits. All wind bullets launch on counterhit.
|
Wind Lvl 2
|
1932
|
H/L
|
22f
|
-
|
-
|
+12
|
-
|
-
|
Wind
|
|
Wind Lvl 3
|
2220
|
H/L
|
22f
|
-
|
-
|
+17
|
-
|
-
|
Wind
|
9 hits, larger hitbox.
_____________________________________
-In combos 2 uses of 5D and/or J.5D will result in the opponent being popped into the air and can recover quickly, regardless of what point in the combo each bullet is used. This can be avoided by getting an elemental counterhit with a bullet. Note that counterhit 5D into another 5D WILL make the combo drop, while 5D into counterhit 5D will not.
-J.2D and 5D are considered 2 different moves and can combo into eachother without dropping after.
|
|
j.5D
Air Magic Cannon j.5D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
Void Lvl 1
|
1519
|
-
|
16f
|
-
|
29~44
|
-
|
-
|
-
|
-
|
Forced to land after shooting. Should be used sparingly due to how punishable this version is.
|
Void Lvl 2
|
1897
|
H/L
|
15f
|
-
|
25
|
-
|
-
|
-
|
-
|
Void Lvl 3
|
2254
|
H/L
|
14f
|
-
|
25
|
-
|
-
|
-
|
-
|
Fire Lvl 1
|
2500
|
H/L
|
19f
|
-
|
29~49
|
-
|
-
|
-
|
Fire
|
Forced to land after shooting.
|
Fire Lvl 2
|
3000
|
H/L
|
19f
|
-
|
29~49
|
-
|
-
|
-
|
Fire
|
Forced to land after shooting.
|
Fire Lvl 3
|
4000
|
H/L
|
19f
|
-
|
24
|
-
|
-
|
-
|
Fire
|
Ice Lvl 1
|
1228
|
H/L
|
13f
|
-
|
25
|
-
|
-
|
-
|
Ice
|
Ice Lvl 2
|
1664
|
H/L
|
13f
|
-
|
25
|
-
|
-
|
-
|
Ice
|
Ice Lvl 3
|
2004
|
H/L
|
13f
|
-
|
25
|
-
|
-
|
-
|
Ice
|
Wind Lvl 1
|
1626
|
H/L
|
22f
|
-
|
25
|
-
|
-
|
-
|
Wind
|
Wind Lvl 2
|
1932
|
H/L
|
22f
|
-
|
25
|
-
|
-
|
-
|
Wind
|
Wind Lvl 3
|
2220
|
H/L
|
22f
|
-
|
25
|
-
|
-
|
-
|
Wind
|
-All versions aside from Fire1/Fire2/Void1 can cancel into airdash/assist/super before landing when shot at superjump height or higher.
-Normally you cannot double jump after recovering from J.5D, but you are able to if shooting after air recovering.
-If shooting low to the ground or choose to not use an air option there is a minimum 8f of landing recovery that is punishable.
-When shooting low to the ground there is additional landing recovery up to 17f total.
|
|
j.2D
Air Magic Cannon j.2D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
Void Lvl 1
|
1519
|
-
|
16f
|
-
|
29~44
|
-
|
-
|
-
|
-
|
The only version of J.2D that cannot recover in the air. Has 17f of landing recovery, but can reduce landing recovery by shooting at triple jump height.
Should be used sparingly due to how punishable this version is.
|
Void Lvl 2
|
1897
|
H/L
|
15f
|
-
|
26
|
-
|
-
|
-
|
-
|
Void Lvl 3
|
2254
|
H/L
|
14f
|
-
|
26
|
-
|
-
|
-
|
-
|
Fire Lvl 1
|
2500
|
H/L
|
17f
|
-
|
25
|
-
|
-
|
-
|
Fire
|
Fire Lvl 2
|
3000
|
H/L
|
17f
|
-
|
25
|
-
|
-
|
-
|
Fire
|
Fire Lvl 3
|
4000
|
H/L
|
17f
|
-
|
25
|
-
|
-
|
-
|
Fire
|
When shooting the ground all versions of fire bullet will ricochet and create a 2nd hitbox that blows the opponent high into the air.
|
Ice Lvl 1
|
1228
|
H/L
|
13f
|
-
|
26
|
-
|
-
|
-
|
Ice
|
Ice Lvl 2
|
1664
|
H/L
|
13f
|
-
|
26
|
-
|
-
|
-
|
Ice
|
Ice Lvl 3
|
2004
|
H/L
|
13f
|
-
|
26
|
-
|
-
|
-
|
Ice
|
Wind Lvl 1
|
1626
|
H/L
|
22f
|
-
|
26
|
-
|
-
|
-
|
Wind
|
Wind Lvl 2
|
1932
|
H/L
|
22f
|
-
|
26
|
-
|
-
|
-
|
Wind
|
Wind Lvl 3
|
2220
|
H/L
|
22f
|
-
|
26
|
-
|
-
|
-
|
Wind
|
-All versions can cancel into airdash/assist/super before landing when shot at full jump height or higher.
-Normally you cannot double jump after recovering from J.2D, but you are able to if shooting after air recovering.
-If shooting low to the ground or choose to not use an air option there is a minimum 8f of landing recovery that is punishable.
-When shooting low to the ground there is additional landing recovery up to 17f total.
-In combos J.2D is considered a different move compared to J.5D and 5D, meaning you can combo J.2D directly into 5D (or the reverse) without the opponent popping up into the air and recovering faster.
|
|
Throws
5/6B+C
Forward Throw 5/6B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
Throw
|
7f
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Uses a bullet, move properties change based on what bullet is loaded, listed data is based on level 1 no element
|
|
4B+C
Back Throw 4B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
Throw
|
7f
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Uses a bullet, move properties and frame data change based on what bullet is loaded, listed data is based on level 1 no element
|
|
j.B+C
Air Throw j.B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
Throw
|
5f
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Uses a bullet, move properties and frame data change based on what bullet is loaded, listed data is based on level 1 no element
|
|
Special Moves
236
Assault Bash 236A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
A
|
-
|
-
|
15f
|
-
|
-
|
-4
|
-
|
-
|
-
|
B
|
-
|
-
|
19f
|
-
|
-
|
-8
|
-
|
-
|
-
|
C
|
-
|
-
|
23f
|
-
|
-
|
-12
|
-
|
-
|
-
|
|
623
Recoil Spike 623A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
A
|
-
|
-
|
8f
|
-
|
-13
|
-
|
-
|
-
|
Variable
|
Uses a bullet, move properties and frame data change based on what bullet is loaded, listed data is based on level 1 no element
|
B
|
-
|
-
|
8f
|
-
|
-13
|
-
|
-
|
-
|
Variable
|
Uses a bullet, move properties and frame data change based on what bullet is loaded, listed data is based on level 1 no element
|
[C]
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Variable
|
Can hold to recover mid-air. Uses a bullet, move properties and frame data change based on what bullet is loaded, listed data is based on level 1 no element
|
|
214D(1)
Magic Charge 214D during assist recovery
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Air ok. Loads bullet. The loaded bullet will be in the primary slot, moving whatever was loaded previously into the secondary slot, and discarding whatever was previously in the secondary slot. In the recent patch, you can hold down the button to load the bullet into the back slot. If done outside of an assist call it will swap the primary and secondary bullets. Takes about 17f to load a bullet. Bullet loaded will be based on the element and level of the assist called.
|
|
Million Skill
236XX
Ultima Laser Cannon 236XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Variable
|
Uses a bullet, move properties and frame data change based on what bullet is loaded
|
|
623XX
Coupy's Lovely Charm 623XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stops the opponent from moving with directional inputs until the next hit.
|
|
Million Excalibur
Angelic Disaster 214XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Starter Scaling
|
Combo Scaling
|
Element
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Combos
Solo Combos
Meterless
- 5B 5C 623C(hold C) jC land 5C 236B
- timing is tricky jC has to hit deep
- 5/2A 5/2A 5C 623C(hold C) jC land 5C 236B
- works off mashing A
6C(2 hits) 623C(hold C) jC land 5C 236B
Meterless Corner Combo
- AAA 236C 5B 5C 236B Lvl 2 assist (air combo)
- AAA 236C 5B JA JB djc JB JC JD (or Assist>214D)
- B C 623C(hold) jC 66 AAAA
ice shot loaded
- starter>D>assist>super or followup (no mana cool down)
fire shot loaded
Fire or ice shot loaded
- Any combo starter > 5d > 236x > super
- starter > 5D >long range assist .... (no mana cool down)
Throw Starter
- Throw > 5B > Whatever (Corner only with ice shot)
- throw > EB > 236x > (assist>214d) >super >lvl3 assist
- (corner) throw >eb > 6c > air combo
Metered
- 5B 5C 623C(hold C) jC land 5C 236B super
Support Knight Combos
- 5A > 5B > 5C > 236b > assist > 236xx > pharalsia > 214d any hit (near corner, it could be a normal, 236x or super)
- 5 mana combo with any level 2 combo filler assist fillers, and pharalsia
- AAAA assist 214d 236xx pharalsia 214d any attack if near corner
- 5B 5C 623C(hold C) jC usasha > Balim >super
- starter > 236xx > peridod> 214d >Kriemhild >214d >236xx
- starter > 236xx > Uasha> Balim >214xx
- starter > Soccery king>214D>Balim> 214D > 236xx >214xx or 236xx
- starter > ice assist> 214D(hold to get stock 2)> Uasha > 214D >236xx or 214xx
- starter > 623xx >soccery king 214D >66 >ABC > 214xx (mana cool down doesnt exist if you combo from 623xx)
- starter > 623xx > uasha > Balim > 214xx (over 12k without scaling amd mana resets to full by the time super ends meaning you still have resource usage)
- double jump > scath > pharsalia > land > 236xx
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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