Arjun

Who is Arjun?

Arjun is a unique Brawler/Zoner with an emphasis on dealing gray life (or recoverable life) damage on block with all of his special attacks. Arjun actively uses it as a pressure tool to punish passive opponents, as it can build up aggressively and the next strike or throw will eliminate the gray health accumulated from blocking.

Arjun has a variety of decent normals, Standing HP comes to mind as it boasts gigantic range & a TC follow up that leaves Arjun right next to the opponent on hit & in the corner, can lead to a super cancelable shove follow up. If Arjun's opponent fears being too close to Arjun, throw out Crouching MP, a safe on block (if well spaced) sweep similar to Dee Jay's Crouching MK that knocks down on hit & punishes back walkers who are too afraid of Arjun's specials. Once you've gotten in, use Standing LP, a plus on block jab that leaves Arjun in throw range where he can threaten with his various mix up options. Crouching HK is a slow sweep that can uniquely be special cancelled to remain safe if blocked and still plus if it hit.

As for his special moves, Arm of Justice is a tool Arjun can cancel into or throw out in neutral that's always safe, can be spaced to be plus on block, & takes a decent amount of gray life on block. If they take to the skies, Cruel Shoulder is a decent anti air that leaves opponents right next to you on hit & can be synergized remarkably well with his next special, Divine Pillar. Divine Pillar is a Seismic Hammer-like attack where Arjun blows into the ground & creates a rock spire which he can interact with using Cruel Shoulder which leads into some amazing damage on hit & gray damage on block. Once they've gotten wise to his specials not dealing gray damage on parry, throw in a Ghastly Interrogation, an unblockable command grab that deals gray damage without any gray health accumulated & is a way to cash out on the gray life already accumulated with his specials. Opponents who dare zone Arjun out will be forced to deal with Indomitable Defense, a very unique counter that only activates on strikes & stays active against projectiles (making him virtually invincible to every projectile in the game), once they throw a projectile, you can punish with Moral Breakdown, a special outside of Indomitable Defense that deals immense damage on hit & gray damage on block. If you hold the advantage from afar, utilize the Breathing Ring, a projectile in which you blow a ring in front of you with 3 different angles to throw it in. Breathing ring allows him to keep up grey life from fullscreen while the upwards angles can snipe jumps and bait parries.

Arjun, while being a great offensive character has very little defense in return. Arjun's normals aren't the best in class, they come out slow & his longer ranged buttons are not cancelable. Once he gets knocked down, he must rely on system mechanics alone due to not having an OD reversal. While he has good health, his walk speed makes neutral & chasing an opponent down difficult against defensive neutral styles. He lacks traditional buttons in favor of more unique buttons (no cancelable Crouching MP & no cancelable Crouching MK) which makes getting in difficult in neutral.

Pick / Avoid

Play Arjun if…

  • Absolute Unit: Has some of the highest damage in the game with gray life & regular routes dealing immense damage.

  • Intimidation Interrogation: Constant looping plus frames & the threat of building too much gray life gives Arjun great pressure once he gets in

  • S.W.A.T: Anti Airs that lead into damaging combos & corner carry.

  • On The Run: Decent zoning ability with 2 unique projectiles with different properties.

  • Burn out defense: Thank for the 3f counter,Arjun can avoid a lot of attack in burn out,especially drive impact.

Think twice if…

  • Long, Slow, Investigation: Slow walk speed makes closing in on an opponent or escaping their buttons difficult

  • Cancelability Woes: Doesn't have many traditional cancelable pokes like most of the cast

  • Represented By Himself: No unique defensive options makes him rely on system mechanics to escape a bad situation.

  • Below The Law: Needs to set a pillar in order to access his more damaging combo routes

Vitals

Health10,500
Fwd Walk
0.036
Back Walk
0.025
Fwd Dash
1.40
Back Dash
0.90
Fwd Jump
1.90
Back Jump
1.52
Jump Height
2.12
Throw Range
0.85
Drive Rush
1.81
Jump4+38+3 f

Guides & Data

Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.