Fate Unlimited Codes/Shirou: Difference between revisions
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* Relatively easy compared to the majority of the roster | * Relatively easy compared to the majority of the roster | ||
* Fast recovery on a lot of his moves, making his pressure relatively safe | * Fast recovery on a lot of his moves, making his pressure relatively safe | ||
* Throw can lead to a combo. However, the scaling is so bad that you won't get much damage from it | |||
* j.C ignores Reflect Guard. It is one of the best jump attacks that can be used to initiate | * j.C ignores Reflect Guard. It is one of the best jump attacks that can be used to initiate | ||
* Has decent oki with 421A | * Has decent oki with 421A |
Revision as of 04:10, 13 February 2023
Shirou | |
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Health | 10,000 |
Prejump | 4 |
Backdash | 25F (Invulnerable 1-15) |
Weight | Light |
Introduction
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 |
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Normals
5A
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2A
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5B
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2B
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5C
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2C
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6C
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j.A
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j.B
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j.C
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Throw
6A+B |
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Specials
Kakuyoku Niren
236X |
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Kakuyoku Souren
623X |
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Dash 214X Dash-Feint Dash-Feint Dash-Strike Dash-Strike Dash-Knee Dash-Knee
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Trap Shot 421X Link Shot Link Shot
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Supers (WIP)
Caliburn
236236A |
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Kakuyoku Sanren
236236B |
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Nine Lives (Grail Super)
236236C |
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Combos (WIP)
Midscreen
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
The combos will use the terms 'Enders' from now on to avoid repetition.
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.