Fate Unlimited Codes/Archer: Difference between revisions
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Archer is a form change character, switching from a rushdown character to a zoner using a bow and arrow. He has high damaging combos and has a unique cancel through the use of UBW chant. Archer is very good vs pushblock which allows him to stay on top of his opponent once he gets in (because many of his sword attacks move him forward) | Archer is a form change character, switching from a rushdown character to a zoner using a bow and arrow. He has high damaging combos and has a unique cancel through the use of UBW chant. Archer is very good vs pushblock which allows him to stay on top of his opponent once he gets in (because many of his sword attacks move him forward) | ||
Strengths: | |||
* Great versatility in how he can be played as a zoner in bow mode or a rushdown character in sword mode depending on what you need in the matchup. Because of this Archer has a strong neutral game that has answers for most of the cast. | |||
* Advancing normals (5b and 6b) in sword mode that are great for whiff punishing, starting offence, and countering pushblock | |||
Weaknesses: | |||
* In bow mode you can’t reject guard, reversal, or throw and even if you try to mash out of pressure all you’ll get is 5a, 2a. Getting hit while in this mode is awful since it will usually force you to spend a lot of meter to get the opponent off | |||
* Archer has no invulnerability on any of his reversals. His 623x is instead an auto guard that has armour for a certain amount of time. Throwing will beat it clean and his armour on 623b will be crushed if the opponent has a mashable low | |||
==Universal Moves== | ==Universal Moves== |
Revision as of 12:58, 10 February 2021
Archer | |
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Health | 10,000 |
Prejump | 4F |
Backdash | 25F (Invulnerable 1-15) |
Weight | Medium |
Introduction
Archer is a form change character, switching from a rushdown character to a zoner using a bow and arrow. He has high damaging combos and has a unique cancel through the use of UBW chant. Archer is very good vs pushblock which allows him to stay on top of his opponent once he gets in (because many of his sword attacks move him forward)
Strengths:
- Great versatility in how he can be played as a zoner in bow mode or a rushdown character in sword mode depending on what you need in the matchup. Because of this Archer has a strong neutral game that has answers for most of the cast.
- Advancing normals (5b and 6b) in sword mode that are great for whiff punishing, starting offence, and countering pushblock
Weaknesses:
- In bow mode you can’t reject guard, reversal, or throw and even if you try to mash out of pressure all you’ll get is 5a, 2a. Getting hit while in this mode is awful since it will usually force you to spend a lot of meter to get the opponent off
- Archer has no invulnerability on any of his reversals. His 623x is instead an auto guard that has armour for a certain amount of time. Throwing will beat it clean and his armour on 623b will be crushed if the opponent has a mashable low
Universal Moves
5A
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2A
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22C
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Sword Form
5B
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2B
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6B
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5C
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2C
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6A+B
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236X
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623X
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214X
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Bow Form
5B
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2B
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5C
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2C
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236X
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421X
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j.236X
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Supers (WIP)
236236A (Sword)
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236236B (Sword)
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236236A (Bow)
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j.236236A (Bow)
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236236C (Grail Super)
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Combos (WIP)
Basic Routes: Works anywhere from either A or B starters
- 5A> 5B> 2B> 6B> 5C> 2C> 623B> jump> j.A> j.B> “d. jump> j.A> j.B> j.C
Easiest archer route of your life use it if you know it's gonna kill and keep it simple
- 5B> 2B> 6B> 5C> 623A> (RG)> j.C> 5B> 2B> 6B> 5C> 2C> 623B> jump> j.A> j.B> “d. jump> j.A> j.B> j.C
Easy combo extender using a reject guard cancel after 5c for more damage. Needs 75 meter for the RG
- 5B> 2B> 6B> 5C> 623B> tkc 6239C> (RG) 6B> 2C> 623B> jump> j.A> j.B> j.C
Meter drain combo extension costs almost 1 bar of meter. Won’t work on Rin, Saber, Sakura, Caster, Bazett, Shirou, Leysritt, Luvia, and Saber Alter unless in the corner after slightly delaying the tkc 6239c and using 5b instead of 6b after the RG.
Unscale BnBs: midscreen or corner. All activate combos need at least 100 meter
- 5B> 6B> 5C> 2C> 623B> 228C> 2C> jump 7> j.B> activate> j.236236A
Easy unscale route. Delay the j.b after the back jump and activate as soon as you release the arrow. Can perform from most combo routes if the gravity isn’t too high. Buffer the super during the screen freeze.
- 5B> 6B> 5C> 2C> 623B> 228C> 2C> activate> 2C> [82C]x4> j.tk 2369A> j.236A> j.236236A
Harder unscale route. After activating and hitting 2C you must input 82 when the arrow hits and then 2C again repeating the process. It may look like archer is standing up for a frame before going back down to 2C again but when done quickly its harder to notice. Its possible to get an unscale without the second j.236A. If you're really close to the corner the 2C’s will be more difficult to time.
Fastfall Loop Routes works in the corner and midscreen:
- 5A> 5B> 2B> 6B> 5C> [623B> “ff”>j.B]x4> 623B> tkc 6239C
Fastfall is inputted as 282 which is a superjump that falls faster by holding down (2). As archer is falling down, do j.B. After the first 623b you will have to delay the following ones so as to not let the opponent get too high causing a drop. You can consistently do 5 reps and get the meter drain on all characters except Berserker who needs testing. A light character like saber will need more delay on the first few loops then someone like Gilgamesh who is midweight. Can be ended with a j.A> j.C instead of the tkc 6239C
- 5B> 2B> 6B> 5C> [623B> “ff”>j.B]x3> 623B> 228C>2C>activate> [82C]x4 > j.tk 2369A> j.236A> j.236236A
Fastfall combo ending in an unscale. On Berserker reduce the number of fastfall loops to x2 instead of x3. Can do the easier jump back j.B activate unscale instead of the loop
Hrunting Combo: Starts in bow mode
- 236236A> 22C> 6B> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> activate>[82C]x4> j.tk 2369A> j.236A> j.236236A
For now only on a grounded hit testing for air combo options in progress