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Tuesday
Feb082011

NORMAL MOVES

Standing H

L - LIGHT

Crouching and Standing L chains into itself. The Crouching L is one of the quickest in the game but also has terrible range.

M - MEDIUM

Standing M is a shield swipe that also acts as an auto-guard against high/mid attacks. Although it does auto-guard, the recovery on it is very bad. Crouching M is a decievingly long poke which you can hit confirm into Standing H.

H - HARD

Crouching H sweeps the opponent and has very good range. Standing H can be hit confirmed into Forward+H. 

S - EXCHANGE

Standard launcher 

Forward + H / Lance

FORWARD + H

Arthur charges forward with his lance and can be hit confirmed with from Standing H. Once it is hit confirmed, you can wait for a split second to allow Arthur to move even closer to the opponent and guarantee a launcher.. Will juggle airborne opponents and combos into S for a launcher. 

Tuesday
Feb082011

SPECIAL MOVES

Dagger Toss

DAGGER TOSS - QCF+L, MASH L

Arthur's Dagger Toss is an effective long range keep away tool. Continue to press L for up to three Daggers. Can be performed in the air. 

In Golden Armor mode, the three Daggers come out much faster.

Can hit confirm dagger toss into Goddess' Bracelet.

LANCE TOSS - QCF+M

Lance Toss is one of the best projectiles in the game due to the fact that it destroys virtually every other projectile in the game. Toss up to two Lances in normal armor, and one in Golden Armor mode. 

While in Golden Armor mode with X-Factor level 3, you can repeatedly throw Lance Toss to do an infinite block string/combo. 

Golden Armor Crossbow

CROSSBOW - QCF+H

An angled shot that is effective for keeping opponents from jumping in when performed in the ground. In the air, it's effective to prevent the opponent from advancing.

In Golden Armor mode, the Crossbow homes in on the opponent, making it one of his most effective special moves in that mode. 

FIRE BOTTLE TOSS - QCB+L

The Fire Bottle Toss is not only good for controlling space on the ground, but also acts as Arthur's OTG attack. After a Hellbound Slash or slamming the opponent to the ground by using S after an air combo, toss out a Fire Bottle to hit them and extend the combo. 

AXE TOSS - QCB+M

A fairly slow moving projectile that covers a lot of horizontal space. While in Golden Armor, Axe Toss can be used mid-air to cause a hard knockdown. More importantly, as the opponent is falling the ground, you can re-launch the opponent before they hit the floor for additional damage.

SCYTHE TOSS - QCB+H

Arthur's Scythe Toss works similar to Captain America's shield, in that it hits on the way out and on the way back making it an effective harassment tool. 

SHIELD - F/D/DF+L

Arthur pulls out a small shield which deflects projectiles. 

HEAVENLY SLASH - F/D/DF+M

Athur slashes at the opponent with his sword.

Hellbound Slash

HELLBOUND SLASH - F/D/DF+H

An extended version of the Heavenly Slash that will put the opponent in an OTG state. Follow up with a Fire Bottle Toss to extend the combo. 

Tuesday
Feb082011

ASSISTS

HEAVENLY SLASH

Direct - Front

Arthur slashes in a large arch in front of him. Not the best choice as an assist with Arthur.

DAGGER TOSS

Shot - Front

This is one of the primary assists you would use with Arthur. Arthur throws out 3 daggers horizontally to help cover your movement or to zone. While Arthur is in Golden Armor, Arthur retains the improvements to his daggers even as an assist.

FIRE BOTTLE

Shot - Tilt Down

This is another great assist although the startup on the move isn't great. This assist is best used when Arthur is in Golden Armor since the fire travels further and lasts longer. A great way to keep your opponent locked down to create mix up opportunites.

Tuesday
Jan252011

HYPER COMBOS

GODDESS' BRACELET (LEVEL ONE) - QCF+2ATK

Arthur fires of a number of energy orbs that cover a large amount of horizontal space. You can also jump while the super is firing off to control even more space on the screen. You also recover fast enough to combo into another Goddess' Bracelet.

Golden Armor

GOLDEN ARMOR (LEVEL ONE) - QCB+2ATK

By activating Golden Armor, all of Arthur's projectiles are juiced up significantly in speed and damage. The trade off is that after a good 15-20 seconds, the Golden Armor will disappear and Arthur will be left in his boxers, where he will take more damage. 

Once Arthur is in his boxers, by using another super, he will gain his normal armor back, and using one more will put him back in Golden Armor mode. 

Can be used to cancel the recovery of attacks and extend ground combos. 

For the Princess

FIRE DRAGON (LEVEL THREE) - F/D/DF+2ATK

A full screen Hyper Combo that will pick up opponents off the ground who are in an OTG state such as after a Hellbound Slash or slamming them to the ground after an air combo by using S. The Fire Dragon is the only Level 3 super that you can X-Factor out of to create new combo's. The recovery on Fire Dragon is 60+ frames, so use with caution if you're not going to combo into it.

Tuesday
Jan252011

COMBOS

(Mid Screen Only) Crouching L, Crouching M, Crouching H, Hellbound Slash, Fire Bottle Toss, Scythe Toss, Forward + H, S, Jump, M, M, Jump, M, S, Land, For the Princess
Damage: 742, 100 

(Corner) Crouching L, Crouching M, Crouching H, Hellbound Slash, Fire Bottle Toss, S, Jump, M, M, Jump, M, M, S, Land, For the Princess
Damage: 691, 600 

(Corner) Crouching L, Crouching M, Crouching H, S, Jump M, M, H, S, Fire Bottle Toss, S, Jump M, M, H, S, Fire Bottle Toss, S, Jump H, S

(Corner and Golden Armor) Crouching L, Crouching M, Crouching H, S, Jump M, M, H, Axe Toss, Standing H, S, Jump M, H, Axe Toss, Standing H, S, Jump H, S, For the Princess

Tuesday
Jan252011

TEAMING GUIDE

Arthur is a point/secondary character who primarily zones using projectiles. Even with a ton of tools to cover the screen, he has a lot of deficiencies. The only form of mobility for Arthur is his double jump and even that doesn't work too because he floats in the air making him a very easy target to track.

Another deficiency is the coverage above his head. Has no good anti airs and none of his tools can consistently stop an opponent from simply rushing him from above. Consider having an assist that cover that weakness such as Doctor Doom's Hidden Missiles.

Having him in the second slot of your team is most ideal because his Fire Dragon is an amazing hyper combo. You would prefer someone else at point to build meter for him so he can semi-anchor from the second position. If you manage to hit someone with a Fire Dragon punish, you can X-Factor and tag in a character who can OTG to do some big damage combo's!

Arthur is a big liability but requires a ton of skill and savvy to make him useful. In the right hands, Arthur can potentially cause a lot of problems for players who aren't efficient in meter management and unaware of his potential.