Fate Unlimited Codes/Shirou: Difference between revisions
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| advblock =+2 | | advblock =+2 | ||
| description =*Shirou steps forward and elbows his opponent. | | description =*Shirou steps forward and elbows his opponent. | ||
*15% | *15% Proration | ||
}} | }} | ||
}} | }} | ||
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| advblock =-2 | | advblock =-2 | ||
| description =*Shirou slides forward and sweeps his opponent's legs and knocks them off their feet. | | description =*Shirou slides forward and sweeps his opponent's legs and knocks them off their feet. | ||
*15% | *15% Proration | ||
}} | }} | ||
}} | }} | ||
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| advblock =-6 | | advblock =-6 | ||
| description =*Shirou punches the opponent to the ground. It will drag down aerial opponents into a non-techable knockdown. | | description =*Shirou punches the opponent to the ground. It will drag down aerial opponents into a non-techable knockdown. | ||
*10% | *10% Proration | ||
}} | }} | ||
}} | }} | ||
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| advblock =-11 | | advblock =-11 | ||
| description =*Shirou punches the opponent into the air. | | description =*Shirou punches the opponent into the air. | ||
*10% | *10% Proration | ||
}} | }} | ||
}} | }} | ||
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| advblock =+3 | | advblock =+3 | ||
| description =*Shirou gut punches his opponent. Vs a grounded foe, this will put them in a crumple state. | | description =*Shirou gut punches his opponent. Vs a grounded foe, this will put them in a crumple state. | ||
*10% | *10% Proration | ||
}} | }} | ||
}} | }} | ||
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| advblock = | | advblock = | ||
| description =*Shirou kicks in front of him while airborne. | | description =*Shirou kicks in front of him while airborne. | ||
*15% | *15% Proration | ||
}} | }} | ||
}} | }} | ||
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| advblock = | | advblock = | ||
| description =*Shirou puts his knee in front of him | | description =*Shirou puts his knee in front of him | ||
*15% | *15% Proration | ||
}} | }} | ||
}} | }} | ||
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| description =*Shirou summons a bow and aims it downward before shooting a jolt. | | description =*Shirou summons a bow and aims it downward before shooting a jolt. | ||
*Stalls air movement on a normal jump, but it can be cancelled on a held jump. | *Stalls air movement on a normal jump, but it can be cancelled on a held jump. | ||
*15% | *15% Proration | ||
}} | }} | ||
}} | }} | ||
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| advblock = | | advblock = | ||
| 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. | ||
*51% | *51% Proration | ||
}} | }} | ||
}} | }} | ||
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| advblock =+4 | | advblock =+4 | ||
| description =*C version throws both daggers into the air. | | description =*C version throws both daggers into the air. | ||
*10% | *10% Proration for every version | ||
}} | }} | ||
}} | }} | ||
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| description =*Startup on the C version blocks incoming attack until Shirou starts to slash. This costs 30 meter to perform. As long as it connects, you will drain 50 meter from your opponent. | | description =*Startup on the C version blocks incoming attack until Shirou starts to slash. This costs 30 meter to perform. As long as it connects, you will drain 50 meter from your opponent. | ||
*C version launches his opponents, but cannot combo on regular hit without meter. | *C version launches his opponents, but cannot combo on regular hit without meter. | ||
*10% | *10% Proration for every version | ||
}} | }} | ||
}} | }} | ||
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| description =*C version performs a committal overhead that does not look like an overhead. | | description =*C version performs a committal overhead that does not look like an overhead. | ||
*Can be jump cancelled, opening Shirou's strongest routes. | *Can be jump cancelled, opening Shirou's strongest routes. | ||
*10% | *10% Proration for both B and C versions | ||
}} | }} | ||
}} | }} | ||
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| advblock =+3 | | advblock =+3 | ||
| description =*C version fires one powerful shot straight forward. | | description =*C version fires one powerful shot straight forward. | ||
*5% | *5% Proration for every version | ||
}} | }} | ||
}} | }} | ||
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*Can be comboed after with a {{clr|3|2B}} > {{clr|2|2C}} starter. | *Can be comboed after with a {{clr|3|2B}} > {{clr|2|2C}} starter. | ||
*Costs 100 meter. | *Costs 100 meter. | ||
*10% | *10% Proration | ||
}} | }} | ||
}} | }} | ||
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*Invincible before the super flash. | *Invincible before the super flash. | ||
*Costs 100 meter. | *Costs 100 meter. | ||
*10% | *10% Proration (total of 57.5% if blocked) | ||
}} | }} | ||
}} | }} |
Revision as of 02:34, 2 September 2023
Shirou | |
---|---|
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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Full Meter Activation (WIP)
A+B+C
|
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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)
A combo is consisted of Opener > Combo > Ender/Extender
Shirou's combo is extreamely 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 > 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