Million Arthur: Arcana Blood/Yamaneko Arthur

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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
MAAB Yamaneko 5A.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H/L 6f - - -3 - - -

jump cancelable

5AA
5AA
MAAB Yamaneko 5AA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H/L 9f - - -5 - - -

jump cancelable

5AAA
5AAA
MAAB Yamaneko 5AAA.png
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
MAAB Yamaneko 5AAAA.png
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
MAAB Yamaneko 5B.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H/L 9f - - -8 - - -

jump cancelable, dash cancellable

5C
5C
MAAB Yamaneko 5C.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H/L 13f - - -10 - - -
6C
6C
MAAB Yamaneko 6C.png
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
MAAB Yamaneko 2A.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- L 7f - - -4 - - -
2B
2B
MAAB Yamaneko 2B.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- L 8f - - -5 - - -
2C
2C
MAAB Yamaneko 2C.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- L 13f - - -7 - - -
j.A
j.A
MAAB Yamaneko jA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- H 7f - - - - - -

jump cancelable

j.B
j.B
MAAB Yamaneko jB.png
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
MAAB Yamaneko jC.png
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
MAAB Yamaneko 5D.png
Version Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
Void Lvl 1 1519 H/L 16f - - -11 - - -

Shoots 3 projectiles

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

7 hits, larger hitbox.

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
Yamaneko J5D.png
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
MAAB Yamaneko j2D.png
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
MAAB Yamaneko FT.png
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
MAAB Yamaneko BT.png
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
MAAB Yamaneko AT.png
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
MAAB Yamaneko 236.png
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
MAAB Yamaneko 623.png
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
MAAB Yamaneko 214D1.png
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
MAAB Yamaneko MS1.png
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
MAAB Yamaneko MS2.png
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
MAAB Yamaneko ME.png
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

  • starter>D>236B/C> super

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.

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