Fate Unlimited Codes/Rider: Difference between revisions
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===<span class="invisible-header">Overview</span>=== | |||
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| | {{Content Box|header=<center>'''Rider'''</center>|content= | ||
| | [[File:FUC Rider Profile.png|center|frameless|300px]] | ||
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*'''Health''' = 9,500 | |||
*'''Prejump''' = 4F | |||
*'''Backdash''' = 30F (Invulnerable 1~20F) | |||
*'''Backdash Distance''' = 1.5937 | |||
*'''Sidestep Type''' = Very Aggressive Inward Spiral | |||
*'''Weight''' = Very Light | |||
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{{TOC limit|2}} | {{TOC limit|2}} | ||
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== | |content1= | ||
{{Content Box|content= | |||
<big><big><center>'''Overview'''</center></big></big> | |||
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Rider has good range on some of her fastest moves which allows her to maintain high pressure on her opponents once she gets in. Her attacks can begin a consistent combo off of any opener and most of her specials provide some level of mobility during pressure giving her a solid method around pushblock. She lacks a good super unscale, so she pushes people into the corner and then combos multiple 623C's to drain the opponents meter instead of going for high damage. Abuse her divekick (j.C) to get big advantage on block. | Rider has good range on some of her fastest moves which allows her to maintain high pressure on her opponents once she gets in. Her attacks can begin a consistent combo off of any opener and most of her specials provide some level of mobility during pressure giving her a solid method around pushblock. She lacks a good super unscale, so she pushes people into the corner and then combos multiple 623C's to drain the opponents meter instead of going for high damage. Abuse her divekick (j.C) to get big advantage on block. | ||
{{ProConTable|width=100 | |||
|pros= | |||
* Strong okizeme vortex possible from every hit thanks to chain (236X~C) | |||
* A Super can combo into itself multiple times | |||
* Can carry to the corner from almost anywhere on screen, leading to disastrous meter damage with DP loops | |||
* j.C j.C j.C | |||
|cons= | |||
* Struggles with damage compared to the rest of the cast, her combo difficulty doesn't help either | |||
* Unscale super is one of, if not the hardest to land in the game | |||
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==Notes== | |||
* '''Full Mana Activation Ability:''' If Rider has her blindfold removed via 236236B, this will activate her Breaker Gorgon ability in which ''all'' opponent actions are 25% slower, including falling. | |||
<br clear=all> | <br clear=all> | ||
== Normals == | == Normals == | ||
====Standing Normals==== | ====Standing Normals==== | ||
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=====<span class="invisible-header">j.236X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=j.236X | |name=j.236X |
Latest revision as of 19:38, 26 May 2024
Overview
Rider has good range on some of her fastest moves which allows her to maintain high pressure on her opponents once she gets in. Her attacks can begin a consistent combo off of any opener and most of her specials provide some level of mobility during pressure giving her a solid method around pushblock. She lacks a good super unscale, so she pushes people into the corner and then combos multiple 623C's to drain the opponents meter instead of going for high damage. Abuse her divekick (j.C) to get big advantage on block.
Strengths | Weaknesses |
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Notes
- Full Mana Activation Ability: If Rider has her blindfold removed via 236236B, this will activate her Breaker Gorgon ability in which all opponent actions are 25% slower, including falling.
Normals
Standing Normals
5A
5A
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5B
5B
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5C
5C
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Crouching Normals
2A
2A
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2B
2B
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2C
2C
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Aerial Normals
j.A
j.A
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j.B
j.B
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j.C
j.C
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Command Normals
6B
6B
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Throw
6A+B
6A+B
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Specials
Every one of Rider's Special Move has 15% proration
236X
236X
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236X~X |
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623X
623X
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214X
214X
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646X
646X
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22X
22X
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j.236X
j.236X
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Supers
236236A
236236A
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236236B
236236B
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236236C
236236C (Grail Super)
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Combos
Damage/Corner Carry (kick loop)(Video Demonstration)
Any grounded normals > 646B > (623A > 6469B)x4 > 5B > 5C > 2C > 623A > 236B~C
You can replace the 236B~C with 236236A, but the unscale is frame perfect from 2C and it's rarely worth the meter if you don't unscale with it. If you reach the corner and want some meter kill from this, you could alternatively finish with (623A > 6239C) loops, but how many loops and how valid it is to do that depends on how many kicks it took you to reach the corner.
• If you're not confident, you can reduce (623A > 6469B) down to x3, as well as omitting the last 623A
• Keep in mind you have time after 646B connects, make sure to use Sidestep to shorten the distance to the corner (Video Demonstration)
Damage/Sideswap (chain loop)
Any grounded normal > 646B > (623A > 2369B-A > 5C)x4 > 623A > 2369B-C
You can only do one side swap and switch into kick loops if your back is to the corner and you want to get your opponent in the corner as soon as possible. The 623As can be replaced by 2Cs to remove the need to Tiger Knee Cancel from the combo; however it may limit the number of loops you can do and will decrease the total damage.
Happy Throw combo (Video Demonstration)
You have to press the follow up A right after 236B. Don't wait until the chain actually hit
• If you need to side swap to reach corner
Throw → 236B~A > 623A → tkc 236A~A → [623A → tkc 646B/623B/623C]x2 → 623A → tkc 236B~C
• If you don't need to side swap
Throw → 236B~A > [623A → tkc 646B/623B/623C]x3 → 623A → tkc 236B~C
• If you already reach corner
Throw → 236B~B > [623A → tkc 646B/623B/623C]x3 → 623A → tkc 236B~C
Mid-screen (Video Demonstration)
Normals > 646B > [623A > 6469B]xn > corner > [623A > 62369C]xN > 5B > (5C > 2C) > 623A > 236B~C
• n+N = 5 : just think of [623A > x] as 1 loop. and you can do a total of 5 loops
For example, if you use [623A > 6469B]x2 then you can do [623A > 62369C]x3
• add some delays against light characters (Video Demonstration)
• omit 5C and/or 2C, if you want better consistency. You can also let 2C hit only once.
Blindfold Removal V1 (Mid-screen) (Video Demonstration)
Normals > 646B > [623A > 6469B]x2 > corner > [623A > 623B] > [623A > 62369C]x2 > activate > 646C > 236236B
For large stages, add 5A after j.C because you need to do [623A > 6469B]x3 and skip [623A > 623B]
Blindfold Removal V2 (Mid-screen) (Video Demonstration)
Normals > 646B > activate > 236236B > [623A > 6469B]xn > corner > [623A > 62369B]xN > 5B > (5C > 2C) > 623A > 236B~C
Corner Meter Kill 1
Any grounded normal > 646B > (623C)x2 > (623A > 6239C)x2 > 623A > 2369B~C
Corner Meter Kill 2
Any grounded normal > 646B > 623C > 5B > 623C > (623A > 6239C)x2 > 623A > 2369B~C
You can give up hard knockdown on either of these by doing a final 623C instead of the chain finisher. Whether you need the 5B is character dependent since 623C is only fast at the bottom, so it's too slow to combo into itself on some characters (it combos into itself on Archer for example, but not Salter)
Corner Meter Kill 3 (against tall characters except Leysritt (Video Demonstration)
Normals > 646B > [623A > 62369C]x5 > 623A > 2369B~C
- it's possible add a few hits in before the finisher, but it's not advised as it would reduce the consistency (Video Demonstration)
Notes
As shown above, most of Rider's combos optimally start as grounded combos; however, by removing the 646B in any of the above combos they will work vs an opponent who is hit while airborne. It is important to remember that gravity increases for each hit your opponent receives while airborne, so multihitting moves (like 623C) will increase your opponents gravity more that single hitting moves. The more hits your opponent receives before going into the above combos, the fewer loops you will be able to execute.