UMVC3/Arthur/Combos

From SuperCombo Wiki
< UMVC3‎ | Arthur


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

video combo guide

Solo Combos

(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L xx 236XX (512,000 damage for 1 bar.)

Arthur struggles to solo pickup after his own OTG bottle midscreen. Since the damage is poor, it may be better not to cancel into hyper, and just start setting up Arthur's zoning patterns after the Fire Bottle instead.

(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 214H, 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L xx 236XX, 623M (636,000 damage for 1 bar.)

Scythe pickup is spacing specific.

(Ground confirm) 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 5S sjc. j.5H > j.5S, land, 214L xx 236XX, 623M (630,000 damage for 1 bar)

CORNER ONLY. Using Fire Bottle in the corner to repeatedly relaunch.

(Requires Gold Armor) 5L > 5M > 5H > 6H > 5S sjc. [j.5M > j.5M > j.5H xx 214M, land, j.5S sjc.] x2, j.5H > j.5S, land, 214L xx 236XX.

Alternate loop using Gold Armor version of axe, which forces a soft knockdown on air hit.

X-Factor Combos

2L > 5M > 5H > 6H xx 214H xx 214XX xx X-Factor (Level 2 or 3), 5H > 6H xx 623H, 623M, 623M, 623M, 623M, etc.

Basic example of how to go from no X-Factor and no Gold Armor into having both for the Heavenly Slash loop. Basically any confirm will work here.

2L > 5M > 5H > 6H xx 214H xx 214XX xx X-Factor (Level 3), 2H xx 236M, 236M, 236M, 236M, etc.

Can also loop Lance into itself in X-Factor 3 and Gold Armor, which kills slightly faster than the Heavenly Slash version. Harder to time (maybe corner only?).

Sample Team Combos

Small Dante extension

Generic assist extensions


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor