Fate Unlimited Codes/Controls: Difference between revisions

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== Universal Controls ==
== Number Notation ==


For notations, the numpad notation with the ABCD format are used (See Below).  
Think of the directions on your controller as the numbers on a number pad.  
[[File:Numpad-Notation.jpg|thumb]]


== Basic Controls ==
{| cellspacing="4" style="width:90px;border:2px solid silver;"
!  style="background-color:#EEEEEE;text-align:center;" | [[File:7.gif]]
!  style="background-color:#B0B0B0;text-align:center;" | [[File:8.gif]]
!  style="background-color:#EEEEEE;text-align:center;" | [[File:9.gif]]
|-
|  style="background-color:#B0B0B0;text-align:center;" | [[File:4.gif]]
|  style="background-color:#EEEEEE;text-align:center;" | [[File:N.png]]
|  style="background-color:#B0B0B0;text-align:center;" | [[File:6.gif]]
|-
|  style="background-color:#EEEEEE;text-align:center;" | [[File:1.gif]]
|  style="background-color:#B0B0B0;text-align:center;" | [[File:2.gif]]
|  style="background-color:#EEEEEE;text-align:center;" | [[File:3.gif]]
|}


==== Button Controls ====
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
A: Light


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B+C/2B+C: Sidestepping to the background and foreground respectively
B+C/2B+C: Sidestepping to the background and foreground respectively


6A+B/4A+B: Forward Throw and Back Throw 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
4A+B (While Blocking): Pushblock
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A+B+C (While Being Hit with 200% Meter): Burst; Works similarly to Burst in Blazblue
A+B+C (While Being Hit with 200% Meter): Burst; Works similarly to Burst in Blazblue


==== Movement Controls ====
== Movement ==
 
66: Forward Dash
66: Forward Dash


44: Backdash
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
28: Superjump; There's no neutral or backwards superjump, the superjump will only allow you to go forward upon execution


82: Fastfall; It's done by pressing down during any jump (regular or superjump) for quicker landing from your jump
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}}

Latest revision as of 11:33, 25 April 2024

Number Notation

Think of the directions on your controller as the numbers on a number pad.

7.gif 8.gif 9.gif
4.gif N.png 6.gif
1.gif 2.gif 3.gif

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

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