SNK Heroines: Tag Team Frenzy/Thief Arthur

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File:Characters arthur thumb.png

Gameplay Overview

Thief Arthur is a character crossing over from the Million Arthur series. She’s an interesting character, as she brings over a few mechanics that definitely differentiate her from the rest of the cast in SNK Heroines: Tag Team Frenzy.

Double Jump, double jump cancelling: The first notable thing is that Thief Arthur has a double jump. This isn’t just an added movement option, either; it gives her the ability to double jump cancel to land more attacks than others are capable of while airborne. This makes her similar in functionality to a more traditional “anime” fighting game character. This in turn leads to the second thing she has that changes up her playstyle a bit.

Aerial chains/raves: Unlike the rest of the cast, Thief Arthur can chain combos in the air, going from L to H, jump cancelling, then repeating the process to tack on a little more damage. It’s noteworthy that you can connect with j.L, H, dj.Throw, and it will work if you don’t want to end with her 2S while airborne, or don’t have the meter to do so.

Beat combos: To add to the above about aerial chains/raves, it’s noteworthy that Thief Arthur’s combo rules are wildly different then the other characters in the game. Where there’s a limit imposed on normals you can hit outside of Dash Attacks for every other character, Thief Arthur can hit multiple attacks and strings in a single combo (such as being able to juggle with multiple cl.H, j.H juggles), allowing her to do lengthy chains and juggles not unlike those in the Blazblue or Guilty Gear series. This opens up many different combo routes for her that are unavailable for anyone else.

Healing: Certain special moves, as well as Dash Attacks, that you can land while using Thief Arthur will result in her healing a tiny bit of health. While it’s not much, the fact that it’s a feature for her at all can make a difference if she’s rushing you down. The special moves that provide a healing effect will be noted. You won’t receive any healing if the move is blocked or, obviously, if you miss.

Normals

Notable normals: 5L, 5H - Arthur’s 5H is a solid and quick poke with decent range for what it is. Nice for badgering people incoming. 5H is a bit odd in regards to normals in that visually, it screams anti-air, and CAN work as such, but you have to time it a bit later to use it for that purpose than you might like to. Definitely worth practicing to understand the timing if you want a decent way to keep the air around you a bit safer.


Close

cl. L:

cl. H:

Far

Far L:


Far H:

Dash

Dash H:


Jump

j. L:

j. H:

Throws

Forward throw:

  • xxx dmg
  • Causes (soft or hard knockdown)


Back throw:

  • xxx dmg
  • Throws opponent


Air throw:

  • Throws opponent behind

SP

Assist:

  • (assist info)

Special Moves

5S -

Without Spirit:

EX Item:


6S -

Without Spirit:

EX Item:


4S -

Without Spirit:

EX Item:


2S -

Without Spirit:

EX Item:


j.S -

Without Spirit:

EX Item:

Dream Finish

5D

(name of move):


2D

(name of move):

Combos

IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)

far. = Far (i.e, doing a Light or Heavy farther away from the opponent)

xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)

~ = Means you press the next command immediately after (i.e, cl.H~2D)

jc. = Jump Cancel

dj. = Double Jump

walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.

dash = This means to dash to close distance.

Videos

External Links

Contributors

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina