Fate Unlimited Codes/Shirou: Difference between revisions
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{| | {{2 Column Flex|flex1=90|flex2=10|minwidth2=400px | ||
| | |content2= | ||
{{Content Box|header='''Shirou'''|content= | |||
| | [[File:FUC Shirou Profile.png|350px|frameless|center|Archer]] | ||
| | *'''Health''' = 10,000 | ||
*'''Prejump''' = 4F | |||
*'''Backdash''' = 25F (Invulnerable 1-15) | |||
*'''Weight''' = Light+ | |||
}} | |||
<div style="display:flex;flex-direction: column; margin: 0 20px; width:50%"> | |||
__TOC__ | |||
</div> | |||
|content1= | |||
== | {{Content Box|content= | ||
== Gameplay == | |||
Shirou has a range of tools to function either for zoning or for rushdown. His command dash can be used to extend pressure ({{clr|2|6C}} > {{clr|5|214A}} > {{clr|5|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 | Shirou has a range of tools to function either for zoning or for rushdown. His command dash can be used to extend pressure ({{clr|2|6C}} > {{clr|5|214A}} > {{clr|5|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 | ||
{| | {{ProConTable|width=100 | ||
|pros= | |||
| | |||
* Less difficult compared to the majority of the roster | * Less difficult compared to the majority of the roster | ||
* Can apply gapless pressure | * Can apply gapless pressure | ||
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* Excellent Zoning and can out zone some other zoners | * Excellent Zoning and can out zone some other zoners | ||
* Can use 300% activation to regain health quickly. Sometimes can even win by timeout | * Can use 300% activation to regain health quickly. Sometimes can even win by timeout | ||
| | |cons= | ||
* Has to jump A LOT to deal damage | * Has to jump A LOT to deal damage | ||
* Doesn't have much meter control | * Doesn't have much meter control | ||
* Doesn't have HKD ender without using Super | * Doesn't have HKD ender without using Super | ||
* Weak to pushblock, especially on his 2B and 6C | * Weak to pushblock, especially on his 2B and 6C | ||
|- | }} | ||
}} | |||
{{Content Box|content= | |||
<center><youtube>https://youtu.be/S4hVJYApNkg</youtube></center></br> | |||
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;">Story & Profile</div> | |||
<div class="mw-collapsible-content"> | |||
'''''The Hero of Justice'''''</br> | |||
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'''</br> | |||
Reality Marble: Unlimited Blade Works | |||
'''Basic Info'''</br> | |||
Gender: Male</br> | |||
Height: 167cm</br> | |||
Weight: 58kg</br> | |||
Age: 17</br> | |||
Type: Master, Magus | |||
Place of Origin: Japan | |||
Likes: Housework</br> | |||
Dislikes: Umekobucha</br> | |||
Talents: Tinkering with junk, Housework</br> | |||
Natural Enemies: Kirei Kotomine</br> | |||
Magecraft: Projection, Reinforcement</br> | |||
Attribute: Human</br> | |||
</div></div> | |||
}} | |||
}} | |||
== Normals== | == Normals== |
Revision as of 01:04, 4 September 2023
Gameplay
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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|
|
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
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
Crane Wing Double Strike
236X |
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Crane Wing Dual Strike
623A |
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Crane Wing Master Attack・Raid
623B |
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Crane Wing Master Guard・Rising
623C |
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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