Fate Unlimited Codes/Archer: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
Line 996: Line 996:
From Sword
From Sword


{{clr|4|j.C > (5A > 2A > 5B > 2B) > 6B > 5C >}}
{{clr|4|j.C > ''(5A > 2A > 5B > 2B)'' > 6B > 5C >}}
*the (5A > 2A > 5B > 2B) should be omitted as much as possible. if j.C is confirmed, skip to 6B for optimal results
*the ''(5A > 2A > 5B > 2B)'' should be omitted as much as possible. if j.C is confirmed, skip to 6B for optimal results





Revision as of 08:34, 3 July 2023

Archer
FUC Archer Profile.png
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
  • His "Grail Super" does not require Grail activation. Instead, he can use it after 6 verses of UBW chants have been used, and they are carried over to the next round of each match.
  • His Damage Scale is the most forgiving in the game: All sword attacks are 10% descale per hit, all bow attacks except j.B and j.C are 5% per hit. This allows him to be very flexible with how he combo and they will deal similar damage, as long as you don't use 5A(15%) and/or 2A(17%)

Weaknesses:

  • In bow mode you can’t reflect 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
  • 623C doesn't offer a lot of practicality
  • The chanting is very bad for meter management


 Universal
FUC Archer Sword.png   Sword
FUC Archer Bow.png   Bow

Normals

5A
FUC Archer 5A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
280 All N, S, R, A 6 26 19 +0
  • Archer knees the opponent.
  • This can only cancel into other normals/specials while in sword form. Can whiff on certain characters like lancer if they have a 2A that puts them very low to the ground
  • Descale: 15%
  • Hitstun: 23 frames (26 frames on Counter Hit)


2A
FUC Archer 2A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
250 Low N, S, R, A 8 29 17 -3
  • Archer crouches and kicks the opponent's shins.
  • This can only cancel into other normals/specials while in sword form.
  • Descale: 17%
  • Hitstun: 21 frames (24 frames on Counter Hit)

Special Moves

Gradation Air
22C
FUC Archer 22C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
- - R, A - 14 - -
  • Archer switches between Sword Form and Bow Form.

Supers (WIP)

Unlimited Blade Dance (Grail Super)
236236C
FUC Archer 236236C (Grail Super).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
4000 All - 10 + 5 51 - -14
  • Archer summons swords from the air to strike his opponent.
  • This attack always does 4000 damage regardless of scaling. It can only be performed after performing 236236B in Sword mode 6 times and activating with 300 meter.
  • Reduces your meter to 0.
5B
FUC Archer 5B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
380 All N, S, R, A 10 46 17 -8
  • Archer performs 2 sword strikes in sequence. Can be cancelled after the first hit.
  • The first hit has 180 base damage, and can be normal cancelled
  • The 2nd hit has 200 base damage
  • Descale: 10% per hit


2B
FUC Archer 2B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
350 Low N, S, R, A 10 46 19 -12
  • Archer slashes at his opponents' shins.
  • The first hit has 150 base damage
  • The 2nd hit has 200 base damage
  • Descale: 10% per hit


6B
FUC Archer 6B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
350 All N, S, R, A 15 41 21 -4
  • Archer lunges forward and stabs his opponent.
  • Descale: 10% per hit


5C
FUC Archer 5C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
500 All N, S, R, A 15 51 24 -11
  • Archer performs a powerful vertical strike (that looks like an overhead, but isn't one).
  • Descale: 10% per hit


2C
FUC Archer 2C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
450 All S, J, R, A 10 56 25 -15
  • Archer launches the opponent into the air with 2 powerful upward strikes. Will whiff on Caster if done in a combo if hit crouching
  • The first hit has 200 base damage
  • The 2nd hit has 250 base damage
  • Descale: 10% per hit


j.A
FUC Archer j.A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
300 High J*, N, S, A 8 - 19 -
  • Has fast startup and incredibly long hitbox duration, making it useful for air to air.
  • Descale: 10% per hit


j.B
FUC Archer j.B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
350 High J*, N, S, A 12 - 19 -
  • Slashes upwards, but is generally more useful in combos in conjunction with fast fall.
  • Descale: 10% per hit


j.C
FUC Archer j.C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
500 High S, A 24 - 23 -
  • Useful as a meaty. Makes Archer leap upwards a bit before doing a downward slash and can evade some attacks that don't hit very high.
  • Descale: 10% per hit


Throw
6A+B
FUC Archer 6A+B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
1000 None A 4 51 - -
  • Archer slashes his opponent as he crosses them up. This causes a hard knockdown.
  • Archer can only throw while in sword form.
  • Unscaled damage and cannot be combo'd off of.

Special Moves

Kakuyoku Niren
236X
FUC Archer 236X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
236A (1st Hit) 400 All U, R, A 27 76 15 -33
236A (1st Hit) > A (Whiff) 400 All R, A 27 60 15 -17
236A (1st Hit) > A (Hit) 400, 400 All R, A 27 60 15 +7
236B (2nd Hit) 400 All U, R, A 35 76 15 -25
236B (2nd Hit) > A (Whiff) 400 All R, A 35 60 15 -12
236B (2nd Hit) > A (Hit) 400, 400 All R, A 35 60 15 +13
236C 400, 400 All U, R, A 25 80 15 -29
236C > A 400, 400 All R, A 27 60 15 -9

Archer Throws 2 Swords at different angles. Usually 1 as an anti-air and 1 as a ground projectile. He can re-create his swords to his hands more quickly by pressing A. This will also attract the thrown swords back to him, if they have not hit the opponent. (the anti-air often whiffs on grounded opponents and vice versa).

  • Descale: 10% per hit for every version


Kakuyoku Shukyuu
623X
FUC Archer 623X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
623A 650 All R, A 20 61 33 -7
623B 700 All J, R, A 19 66 31 -15
623C 800 High R, A 27 66 26 -12

Archer reels back before performing one of several single-strike attacks. Has autoguard frames before the counterattack: A version blocks low, B version blocks high, and C blocks both. All of them do not protect against grabs and command grabs. When the C version connects it will drain 50 meter from the opponent. Note that there's an opening between the autoguard frames and counterattack, so it's possible for some multihitting or well-timed moves to beat it. It is possible to link 623A into 2A if it's a counter hit.

Be careful with the C version. It can whiff if the opponent is low enough. for example: when the opponent uses 2B or 2C attacks

  • Descale: 10% per hit for every version


Kakuyoku Koukyuu
214X
FUC Archer 214X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
214A 700 High R, A 28 61 21 -9
  • The first hit has 300 base damage
  • The 2nd hit has 400 base damage
214B 1150 High R*, A 30 92 24 -11
  • The first hit has 300 base damage
  • The 2nd hit has 350 base damage
  • The 3nd hit has 500 base damage
214C 1350 High R*, A 30 107 31 -12

Archer jumps into the air and does an overhead attack. B and C versions have follow-up attacks.

  • The first hit has 300 base damage
  • The 2nd hit has 350 base damage
  • The 3nd hit has 700 base damage
  • Descale: 10% per hit for every version

Supers (WIP)

Kakuyoku Sanren (Sword)
236236A
FUC Archer 236236A (Sword).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2200 or 600 None - 40 + 11 81 - -
  • Archer throws his swords at his opponent as a projectile. This attack is unblockable and does more damage on block than on hit.
  • Costs 100 meter.


UBW Aria (Sword)
236236B
FUC Archer 236236B (Sword).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
- - - 1 + 12 13 - -
  • Archer recites one line from his Unilimited Blade Works chant. This is required for his Grail Super. This can act as a cancel for normals.
  • Costs 50 meter. When Archer chants his meter glows red and is unable to gain meter until it returns to normal after a few seconds.
5B
FUC Archer 5B2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
350 All N, S, R, A 14 41 21 -5
  • Archer shoots at a downward angle that hits midrange.
  • Descale: 5% per hit
  • Chip Damage: 105


2B
FUC Archer 2B2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
350 Low N, S, R, A 12 46 22 -11
  • Archer performs a fullscreen low shot.
  • Descale: 5% per hit
  • Chip Damage: 105


5C
FUC Archer 5C2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
500 All N, S, R, A 21 51 26 -3
  • Archer performs a crouchable straight shot. It can be special cancelled before or immediately after the arrow is loosed.
  • Descale: 5% per hit
  • Chip Damage: 150


2C
FUC Archer 2C2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
500 All J, S, R, A 18 48 26 -3
  • Archer performs an anti-air shot diagonally upward.
  • Descale: 5% per hit
  • Chip Damage: 150


j.A
FUC Archer j.A2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
400 High A 12 - 15 -
  • Archer shoots directly under himself.
  • Descale: 10% per hit
  • Chip Damage: 120


j.B
FUC Archer j.B2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
450 High A 12 - 18 -
  • Archer shoots diagonally towards the ground.
  • Descale: 10% per hit
  • Chip Damage: 135


j.C
FUC Archer j.C2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
450 High A 11 - 22 -
  • Archer shoots a straight shot.
  • Descale: 10% per hit
  • Chip Damage: 135


Special Move

Link Shot
236X
FUC Archer 236X2.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
236A 650 All R, A 15 44 14 -6
  • The 1st hit has 200 base damage/60 chip damage
  • The 2nd hit has 200 base damage/60 chip damage
  • The 3rd hit has 250 base damage/75 chip damage
236B 850 All R, A 26 56 11 -3
  • The 1st hit has 150 base damage/45 chip damage
  • The 2nd hit has 150 base damage/45 chip damage
  • The 3rd hit has 150 base damage/45 chip damage
  • The 4th hit has 150 base damage/45 chip damage
  • The 5th hit has 250 base damage/75 chip damage
236C 800 All R, A 31 51 24 +5
  • Archer charges his bow before firing powerful projectile straight shots.

Descale: 5% per hit for every version Chip damage: 240


Trap Shot
214X
FUC Archer 421X.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
300, 300 All R, A 71 36 18 +77
  • Archer shoots two arrows skywards that lands after a few seconds. Distance depends on the version used, A being the closest, and C the furthest.

Descale: 5% per hit for every version Chip Damage: 90 per hit for every version


Link Shot
j.236X
FUC Archer j.236X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
j.236A 650 All R, A 15 44 14 -
  • The 1st hit has 200 base damage/60 chip damage
  • The 2nd hit has 200 base damage/60 chip damage
  • The 3rd hit has 250 base damage/75 chip damage
j.236B 850 All R, A 26 56 11 -
  • The 1st hit has 150 base damage/45 chip damage
  • The 2nd hit has 150 base damage/45 chip damage
  • The 3rd hit has 150 base damage/45 chip damage
  • The 4th hit has 150 base damage/45 chip damage
  • The 5th hit has 250 base damage/75 chip damage
j.236C 800 All R, A 31 51 24 -
  • Archer charges his bow and then shoots diagonally towards the ground.

Descale: 5% per hit for every version Chip damage: 240


Supers (WIP)

Hrunting (Bow)
236236A
FUC Archer 236236A (Bow).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
1500 All - 30 + 12 71 - -
  • Archer charges a powerful red shot before firing it directly at his opponent.
  • This shot tracks Archer's opponent, so doing anything but blocking will likely lead to your opponent being hit.
  • If blocked, this shot will go offscreen before turning around for a second and potentially third assault. The rules for how many times this super will turn around is unclear.

150 chip damage per hit

  • Costs 100 meter.


Caladbolg II (Bow)
j.236236A
FUC Archer j.236236A (Bow).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2200 All - - - - -

Archer aims a powerful shot diagonally downwards; this shot will explode on impact with the ground.

  • Causes hard knockdown

Chip damage: 660

  • Costs 100 meter

Combos

Basic Routes:

  • 5A> 5B> 2B> 6B> 5C> 2C> 623B> j.A> j.B> 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> j.A> j.B> j.A> j.B> j.C

Easy combo extender using a reject guard cancel after {{clr|5|623A]] for more damage. Needs 75 meter for the RG-

  • 5B> 2B> 6B> 5C> 623B> tkc 6239C> (RG) 6B> 2C> 623B> 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> A+B+C> 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 activate animation.

  • 5B> 6B> 5C> 2C> 623B> 228C> 2C> A+B+C> 2C> [82C]x4> tk j.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> A+B+C> [82C]x4 > tk j.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

Stance Cancel Loop Routes

  • 5B> 6B> 5C> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 6239C

stance cancel combo ending with meter drain does not work on Berserker. When in the corner after the first 623B you may need to delay the following bow or sword 2C if the opponent looks too high.

  • 5B> 6B> 5C> 623B> "ff">j.B> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> A+B+C> [82C]x4 > tk j.2369A> j.236A> j.236236A

A combo using fastfall, stance cancels and ending with the 82C activate unscale for big damage. If there is a drop from the opponent being too high try delaying the fastfall j.B.

  • 5B> 2B> 6B> 5C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> A+B+C> [82C]x4 > tk j.2369A> j.236A> j.236236A

More difficult but more optimal stance cancel combo. The last stance cancel to unscale activate combo only works on lighter characters like Sakura and Saber at the moment (more characters need to be tested). On heavier characters you can cut the combo early by going into 6239C after the third 623B for meter drain or do the activate unscale at the second 623B. Look further down for this route using a Reflect cancel extender as another option.

Hrunting Combo: Starts in bow mode needs 200 meter for super and activate

  • 236236A> 22C> 6B> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> A+B+C>[82C]x4> tk j.2369A> j.236A> j.236236A

For now only on a grounded hit testing for air combo options in progress



Ground Combos

  • 2A (Sword) > 5B > 6B > 5C > 623B > To Juggle Combo
    • Standard Archer ground route that can be linked from j.A (which also crosses up).
    • Can start from 5B from 6B if they were used in neutral hit confirms.
    • If j.C hits, go directly into 5B instead for better scaling.
    • Second hit of 5B may be skipped for better scaling
    • After a {{clr|3|2B]] hits, can cancel into 5B and proceed as usual
    • 2C can be used between 5C and 623B for easier execution but not recommended due to the possibility of it whiffing on certain characters if they're crouching, as well as combo scaling.


  • (Counter Hit) 5C (Sword) > 22C > 5B > (2B) > 5C > 22C > 6B > 5B > 623B > To Juggle Combo
    • Works only on standing opponents
    • When not in corner, bow 2B may not combo depending on character and distance, it's advisable to skip 2B midscreen.


  • 5B> 6B> 5C> 623A> A+B+C> 22C> 5B> 2B> 5C> 22C> 5C> 623A> 2362369B> 22C> 5B> 2B> 5C> 22C> 6B> 5C> 623A (RC)> 22C> 5B> 2B> 5C> 22C> 5C> 623A> 2362369B> 22C> 5B> 2B> 5C> 5A> 2A> 5B> 2B>6B> 5C> 623B
    • Requires Full Meter
    • Delay the Sword strings during activation to buy the cooldown time before launching opponent
    • Follow with juggle route to get back 100 meter into a second activation for 9000~ Damage.

Juggle Combos

  • [623B > sj.B (fast fall) (282B)] x 5 > sj.B (28B) > j.22C > j.236A > j.C > 2369A
    • Meter gain loop.
    • Make sure to delay the 623B and sj.B to a little bit in the first few reps if you don't want to risk accidentally crossing under the opponent.
    • Can be used in double activation combos due the meter gain.
    • You may choose j.236236A (Caladbolg) instead for damage and hard knockdown, if you swap out j.C > 2369A with it at the end.
  • [623B > sj.B (fast fall) (282B)] x 4 > 228C > 2C > j.236A
    • Same loop, but may be easier for some.
    • Can activate right after 2C, if going for activation combos.
  • 623B (Sword) > 228C > 2C > 228C > 2C > 623B > 228C > 2C > 228C > 2C > 623B > RG > 2C > 623B > sj.B (28B) > j.22C > j.236A > j.236236A
    • Standard stance cancel loop.
    • This variation ends in a hard knockdown from Caladbolg.
    • Second bow 2C must be delayed when in corner.
    • You can also reduce it to two loops instead of three (which may not even work on some characters) for easier execution if reflect cancel is not used.
  • 623B (Sword) > 228C > 2C > 228C > 2C > 623B > 228C > 2C > 228C > 2C > 623B > 228C > 2C > A+B+C
    • A variation of above, but this connects to activation routes.
  • 623B (Sword) > sj.B (fast fall) (282B) > 623B > 228C > 2C > j.B > j.C > land > j.B > j.C > 2369A > A+B+C (if needed)
    • Arrow combo with great scaling
    • Jump forward during the arrow aerials, and do not use fast fall.
    • The j.C must be delayed so it hits as Archer is falling.
    • At corner you can opt to jump backwards in the second j.B j.C, which not only keeps you out of opponent's burst range, but allows you to do crouch cancel 2C 6 times in corner, when you're usually only allowed 4.
    • Has varied timings depending on character size and weight (e.g. Saber and Rin requires the first j.B to be delayed)
  • 623B (Sword) > sj.B (fast fall) (282B) > 623B > 228C > 5C > 2C > 228C > 6B > 623B > sj.B (28B) > j.22C > j.236A > j.236236A
    • Consistent Archer combo with decent damage
    • If Caladbolg ender is not preferred, use j.C > 2369A instead (which can then cancel into activation, if needed).

Most juggle combos can be modified by swapping the ending move with bow j.B > j.236236A for an instant descale to close out a round. Just remember to activate before the arrow hits the opponent, then use Caladbolg (j.236236A) immediately.

Juggle Combos (Activation)

  • 2C > 82C x 5 > j.236A (tiger knee) > j.236A > j.236236A
    • Archer's standard activation crouch cancel combo that deals 7k+ damage.
    • Hit up then quickly hit and hold down for better consistency.
    • Second j.236A Only works when enemy is touching the corner. Omit it and add another 82C instead if that isn't the case.
    • If Archer is too close to the corner, use 82C three times instead(for a total of 4 2Cs) and go into j.236A, otherwise the combo will drop.
    • You may jump back on the first 236A (236 then delay 7A) for better control and burst protection, depending on position.
  • 2C > [82C] x 6 > 228C > 2C > 623B > RG > 2C > 623B > sj.B (28B) > j.22C > j.236A > j.236A > j.236236A
    • Corner only
    • Can deal up to 8K (or even higher) in a full combo.


Swag combo

  • 5B > 6B > 5C > UBW Activation > 22C > j.C > 5B > 6B > 5C > 623A > RG > 22C > j.C > 5B > 6B > 5C > 623B > 228C > 623B > 228C > 623B > 228C > 623B > 2C > 236236C


Demonstrations

"Ground Opener" is a chain of normal attacks stringed together


From Sword

j.C > (5A > 2A > 5B > 2B) > 6B > 5C >

  • the (5A > 2A > 5B > 2B) should be omitted as much as possible. if j.C is confirmed, skip to 6B for optimal results


From Bow

5B > 2B > 5C > 22C > 6B > 5C >

Sword Starter

BnB

Ground Opener > 623B > sj ff j.B > 62369B > 228C > 2C > 228C > 623B > 228C > 2C > 228C > 2C > 623B > sj j.B > j.22C > j.236A > j.C > land > 2369A


Activation Round Finisher

Sword Ground Opener > 623B > ff sj.B > 62369B > 228C > 2C > 228C > 623B > 228C > 2C > 228C > 2C > 623B > sj.B > j.22C > j.236A > j.C > land (must be close to corner) > 2369A > activate > [82C]×n > jump back (7) > 236A > 236A > 236236A

  • n is the number of times you can repeat before the opponent can burst, otherwise you can potentially waste your activation. the maximum number is 7


General
Controls
HUD
System Specifics
FAQ
Stages
Technical Data
Glossary
PSP Differences
Characters
Archer
Assassin
Bazett
Berserker
Caster
Gilgamesh
Kirei
Lancer
Leysritt
Luviagelita
Rider
Rin
Saber
Saber Alter
Sakura
Shirou
Zero Lancer