Fate Unlimited Codes/Shirou: Difference between revisions
Scatteraxis (talk | contribs) (→214X) |
Scatteraxis (talk | contribs) |
||
(4 intermediate revisions by the same user not shown) | |||
Line 262: | Line 262: | ||
}} | }} | ||
====Throw==== | ====Universal Mechanics==== | ||
=====<span class="invisible-header">Throw</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Throw | |name=Throw | ||
Line 278: | Line 279: | ||
| description =*Shirou punches his opponent before kicking them into the air. This can start a combo. | | description =*Shirou punches his opponent before kicking them into the air. This can start a combo. | ||
*Proration Penalty: 30% | *Proration Penalty: 30% | ||
}} | |||
}} | |||
=====<span class="invisible-header">Guard Cancel</span>===== | |||
{{MoveData | |||
|name=Guard Cancel | |||
|input=6B+C | |||
|image=FUC Shirou 6B+C.png | |||
|data= | |||
{{AttackData-FUC | |||
| damage =- | |||
| guard =Mid | |||
| cancel =A | |||
| startup =- | |||
| total length =- | |||
| blockstun = | |||
| advblock = | |||
| description = | |||
Shares the same animation as 214B. | |||
}} | }} | ||
}} | }} | ||
Line 360: | Line 380: | ||
| blockstun =21, 24 | | blockstun =21, 24 | ||
| advblock =-3 | | advblock =-3 | ||
| description =Shirou leap forward and strike with both Kanshou and Bakuya. | | description =Shirou leap forward and strike with both Kanshou and Bakuya. Can high profile some attacks such as against his own 2A and 2B. | ||
*It has very long hitstun and can be combo'd into Normals. | *It has very long hitstun and can be combo'd into Normals. | ||
* This attack has 2 hits, dealing 300 and 360 base damage repectively | * This attack has 2 hits, dealing 300 and 360 base damage repectively | ||
Line 448: | Line 468: | ||
* Jump cancellable on hit | * Jump cancellable on hit | ||
* 10% proration | * 10% proration | ||
Shirou runs and then performs a committal overhead KNEE that does not look like an overhead. On hit, it opens | Shirou runs and then performs a committal overhead KNEE that does not look like an overhead. On hit, it opens up his strongest routes. | ||
}} | }} | ||
}} | }} | ||
Line 458: | Line 478: | ||
|image=FUC Shirou 421X.png | |image=FUC Shirou 421X.png | ||
|image2=FUC Shirou 421X2.png | |image2=FUC Shirou 421X2.png | ||
|caption=Trap Shot | |||
|caption2=Link Shot | |caption2=Link Shot | ||
|data= | |data= | ||
Line 471: | Line 492: | ||
| description =*Shirou takes out his bow and fires at his opponent. | | description =*Shirou takes out his bow and fires at his opponent. | ||
*A version fires into the sky and will hit in front of Shirou soon after. | *A version fires into the sky and will hit in front of Shirou soon after. | ||
*This is one of the few ways Shirou can set up his | *This is one of the few ways Shirou can set up his 236236B unblockeable set-up | ||
}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
Line 547: | Line 568: | ||
| description =*Shirou summons Caliburn before striking at his opponent. | | description =*Shirou summons Caliburn before striking at his opponent. | ||
*This attack is invincible on startup. | *This attack is invincible on startup. | ||
*Can be comboed after with a | *Can be comboed after with a 2B > 2C starter. | ||
*Costs 100 meter. | *Costs 100 meter. | ||
*10% Proration | *10% Proration |
Latest revision as of 20:32, 1 July 2024
Overview
Shirou has a range of tools to function either for zoning or for rushdown. His command dash can be used to extend pressure (6C > 214A > 5A is gapless) helps overcome pushblock giving him relative safety to loop his basic pressure string. Shirou suffers primarily from his split focus since he's not a great zoner, doesn't get huge damage up close and once the opponent knows his restrictions his pressure can be lacking
Strengths | Weaknesses |
---|---|
|
|
The Hero of Justice
Shirou Emiya (衛宮 士郎) is a teenager with short auburn hair and golden-brown coloured eyes. He is often seen wearing his casual clothing, consisting of a blue and white long sleeve baseball jersey T-shirt and a blue slim straight jeans.
Due to the trauma he suffered during the great fire, Shirou has a constant emptiness in his personality and suffers from tremendous survivor's guilt. He feels that, as the only survivor, it is unfair to the deceased to prioritize his own needs before those of others. He has a distorted sense of values where he only finds self-worth from helping people without any compensation, feeling that the very act “helping people” is its own reward. He believes it is highly unfair that some people survive and others do not. When it comes down to receiving an injury or even giving up his life to help someone, he will do it without a second thought.
Main Weapon/Skill
Reality Marble: Unlimited Blade Works
Basic Info
Gender: Male
Height: 167cm
Weight: 58kg
Age: 17
Type: Master, Magus
Place of Origin: Japan
Likes: Housework
Dislikes: Umekobucha
Talents: Tinkering with junk, Housework
Natural Enemies: Kirei Kotomine
Magecraft: Projection, Reinforcement
Attribute: Human
Notes
- Full Mana Activation Ability: For the duration, Shirou will regenerate health faster than the standard rate. He regenerates 7HP per frame as opposed to the standard rate of 5HP per frame.
Normals
Standing Normals
5A
5A
|
---|
5B
5B
|
---|
5C
5C
|
---|
Crouching Normals
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Aerial Normals
j.A
j.A
|
---|
j.B
j.B
|
---|
j.C
j.C
|
---|
Command Normals
6C
6C
|
---|
Universal Mechanics
Throw
Throw
6A+B |
---|
Guard Cancel
Guard Cancel
6B+C |
---|
Specials
236X
Crane Wing Double Strike
236X |
---|
623X
Crane Wing Dual Strike
623A |
---|
Crane Wing Master Attack・Raid
623B |
---|
Crane Wing Master Guard・Rising
623C |
---|
214X
Dash 214X 214A 214A 214B 214B 214C KNEE 214C
KNEE |
---|
421X
Trap Shot 421X Trap Shot Trap Shot Link Shot Link Shot
|
---|
Full Meter Activation (WIP)
A+B+C
|
---|
Supers
236236A
Caliburn
236236A |
---|
236236B
Kakuyoku Sanren
236236B |
---|
236236C
Nine Lives (Grail Super)
236236C |
---|
Combos (WIP)
A combo is consisted of Opener > Combo > Ender/Extender
Shirou's combo is extremely simple
step 1: juggle with either 214C or 2C
step 2: hit with j.C
everything else such as 2B, 5B, 5C are simply to help him do the above steps
Opener:
Opener is simply a way to make the opponent vulnerable to the Combo. In this case, the Knee combo
*Confirmed hit > 5B > 6C > Combo > Ender *Throw > Combo > Ender
Knee Combo: The Knee combo got its name from how Shirou keeps yelling "KNEE!" every time he does it
It always starts with 214C, as it offers great damage and optimal scale
There're a few adjustments based to the weight of the opponent
Standard Knee Combo *Opener > 214C > j.C > 2C > j.C > 2C > j.C > {2B} > 5C > 2C > 214C > j.C > 5B > 2C > {5C} > Ender
Enders:
*623A: highest damage meterless, solid oki
*421A: deals no damage on its own, can be used against certain characters's wake-up options and to set-up 236236B unblockeables.
*236236A: Metered ender, a follow-up combo can be done on certain scenarios
Midscreen
Basic Combo | 3143DMG with 623A ender
- 5B > 6C > 214C > jump(9) > j.C > land 2C > j.C > j.B > land 5B > 2C > jump(9) > j.B > j.C > j.B > land 5A > 5B > 2C > 5C > Ender
- Basic combo that does decent damage for the ease. Works in the corner
Lightweight Knee Combo | 3671DMG with 623A ender
- 5B > 6C > 214C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 5B > 5C > 2C > 214C > jump(9) > ff j.C > land 5B > 2C > 5C > Ender
- Double knee combo on light weights. Can use 5A instead of the last 5B to make the pickup after the last j.C easier.
Midweight Knee Combo | 3598DMG with 623A ender
- 5B > 6C > 214C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2B > 2C > 214C > jump(9) > j.C > land 5B > 2C > 5C > Ender
- Double knee combo on midweights. Delay the 2B after the second 214C to keep the knee from crossing under.
Berserker Knee Combo | 3580DMG with 623A ender
- 5B > 6C > 214C > jump(9) > ff j.C > land 5C > 2C > 214C > jump(9) > ff j.C > land delay 2B > 2C > 214C > jump(9) > ff j.C > 5A > 2C > 5C > Ender
- Knee combo on Berserker.
Corner
Unblockable (Triple Crane Wings set up) | 2500DMG or 2691 damage with 6C ender
This pressure works by landing any normal hit on block
confirmed block > 5B > 5C > {421A > activate > 6C} > 236236B
The timing during {421A > activate > 6C} is specific, the trick is to look at the "time stop" flash from activation, if the 421A arrow is perfectly canceled, you have to delay 6C slightly, but if it's a little late, then you can 6C as fast as you can
Unscaled Caliburn
Standard Unscaled Caliburn (Video Demonstration)
Double 623C, Corner Unscaled Caliburn (Video Demonstration)
Double 623C, Corner Steal Unscaled Caliburn (Video Demonstration)
Double 623C, Double Unscaled Caliburn (Video Demonstration)