Fate Unlimited Codes/Controls: Difference between revisions
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2 would be crouch, 4 would have you walk back, 8 would result in a jump and so on. We will use this ''number notation'' this wiki to explain moves. | 2 would be crouch, 4 would have you walk back, 8 would result in a jump and so on. We will use this ''number notation'' this wiki to explain moves. | ||
== Buttons == | |||
A: Light | |||
B: Medium | |||
C: Heavy | |||
D: Reflect Guard | |||
B+C/2B+C: Sidestepping to the background and foreground respectively | |||
6A+B: Forward Throw; 4A+B can be used to throw tech, but 6A+B is more lenient in comparison | |||
4A+B (While Blocking): Pushblock | |||
6B+C (While Blocking): Guard Cancel/Blowback Attack | |||
A+B+C (During a combo with 100% Meter): Activation; Works similarly to Overdrive in Blazblue | |||
A+B+C (While Being Hit with 200% Meter): Burst; Works similarly to Burst in Blazblue | |||
== Movement == | |||
66: Forward Dash | |||
44: Backdash (is special, sidestep, and throw cancelable) | |||
28: Superjump; There's no neutral or backwards superjump, the superjump will only allow you to go forward upon execution | |||
hold 2 in air: Fastfall; It's done by pressing down during any jump (regular or superjump) for quicker landing from your jump. It doesn't have to be timed but the aerial attacks during it do as you cannot start fastfall during an aerial attack. | |||
D in midair: superjump turnaround, your character will turn 180 degrees and face the other side. Good for crossups. | |||
==Navigation== | |||
{{Navbox-FUC}} | {{Navbox-FUC}} |
Revision as of 11:30, 25 April 2024
Number Notation
Think of the directions on your controller as the numbers on a number pad.
2 would be crouch, 4 would have you walk back, 8 would result in a jump and so on. We will use this number notation this wiki to explain moves.
Buttons
A: Light
B: Medium
C: Heavy
D: Reflect Guard
B+C/2B+C: Sidestepping to the background and foreground respectively
6A+B: Forward Throw; 4A+B can be used to throw tech, but 6A+B is more lenient in comparison
4A+B (While Blocking): Pushblock
6B+C (While Blocking): Guard Cancel/Blowback Attack
A+B+C (During a combo with 100% Meter): Activation; Works similarly to Overdrive in Blazblue
A+B+C (While Being Hit with 200% Meter): Burst; Works similarly to Burst in Blazblue
Movement
66: Forward Dash
44: Backdash (is special, sidestep, and throw cancelable)
28: Superjump; There's no neutral or backwards superjump, the superjump will only allow you to go forward upon execution
hold 2 in air: Fastfall; It's done by pressing down during any jump (regular or superjump) for quicker landing from your jump. It doesn't have to be timed but the aerial attacks during it do as you cannot start fastfall during an aerial attack.
D in midair: superjump turnaround, your character will turn 180 degrees and face the other side. Good for crossups.