Fate Unlimited Codes/Assassin: Difference between revisions
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===<span class="invisible-header">Overview</span>=== | |||
| | {{2 Column Flex|flex1=90|flex2=10|minwidth2=400px | ||
|content2= | |||
| | {{Content Box|header=<center>'''Assassin'''</center>|content= | ||
| | [[File:FUC Assassin Profile.png|center|frameless|300px]] | ||
---- | |||
*'''Health''' = 9,500 | |||
*'''Prejump''' = 4F | |||
*'''Backdash''' = 24F (Invulnerable 1~14F) | |||
*'''Backdash Distance''' = 1.2969 | |||
*'''Sidestep Type''' = ? | |||
*'''Weight''' = Medium | |||
}} | |||
<div style="display:flex;flex-direction: column; margin: 0 20px; width:50%"> | |||
{{TOC limit|2}} | |||
</div> | |||
|} | |||
== | |content1= | ||
{{Content Box|content= | |||
<big><big><center>'''Overview'''</center></big></big> | |||
---- | |||
Assassin is a defensive character, functioning like Guilty Gear's Baiken with guard cancel parries (646C) as his central mechanic. | Assassin is a defensive character, functioning like Guilty Gear's Baiken with guard cancel parries (646C) as his central mechanic. | ||
Assassin's biggest strength is the range of his normals which are mostly fast and keep people at a healthy midrange. Assassin has a high execution barrier to getting respectable damage. | Assassin's biggest strength is the range of his normals which are mostly fast and keep people at a healthy midrange. Assassin has a high execution barrier to getting respectable damage. | ||
{{ProConTable|width=100 | |||
|pros= | |||
{| | |||
| | |||
* Has a unique counter mechanic from blockstun | * Has a unique counter mechanic from blockstun | ||
* Has very simple playstyle | * Has very simple playstyle | ||
* Excellent in both speed and reach | * Excellent in both speed and reach between both his incredible range buttons and specials (236X and 214X) | ||
* Excellent Meter control combo with excellent damage, that has the potential to win in 2 interactions without letting the opponent burst | * Excellent Meter control combo with excellent damage, that has the potential to win in 2 interactions without letting the opponent burst | ||
* | * Has numerous evasive and low-profiling moves such as 623X, 421X, and 646X, some being able to lead to great reward. | ||
* Throw and Reflect Counter C can lead to combo | * Throw and Reflect Counter C can lead to combo | ||
* Practically immune to cross-up attempts. His reversal options can work regardless of the direction he's facing: 646X can be used with 64646X input, and 623C can be 421C, which is still a good reversal. | * Practically immune to cross-up attempts. His reversal options can work regardless of the direction he's facing: 646X can be used with 64646X input, and 623C can be 421C, which is still a good reversal. | ||
| | |cons= | ||
* | * His main combo filler of butterfly loops are some of the hardest combos in the game, even by F/UC standards. | ||
* | * He has no projectiles, so he cannot unscale his super. | ||
* Severely lacks tools to properly mix up the opponent outside of strike/throw. | |||
* Does not have many answers to zoning | * Does not have many answers to zoning | ||
* 623B combo's generate a lot of meter for the opponent | * 623B combo's generate a lot of meter for the opponent | ||
* Sidestep slashes (623B and 623C) have peculiar hitbox and can whiff if the distance is either too far, or too close | * Sidestep slashes (623B and 623C) have peculiar hitbox and can whiff if the distance is either too far, or too close | ||
* Weak against midscreen pushblock | * Weak against midscreen pushblock | ||
* Does not have Hard Knock Down besides | * Does not have a Hard Knock Down besides a 646A catch and 236236A. | ||
}} | |||
}} | |||
}} | |||
==Notes== | |||
* '''Full Mana Activation Ability:''' For the duration of the activation, all of Assassin's attacks ignore Reflect Guards. | |||
= | <br clear=all> | ||
==Normals== | |||
====Standing Normals==== | |||
=====<span class="invisible-header">5A</span>===== | |||
{{MoveData | {{MoveData | ||
|name=5A | |name=5A | ||
Line 72: | Line 72: | ||
}} | }} | ||
=====<span class="invisible-header">5B</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=5B | ||
|image=FUC Assassin | |image=FUC Assassin 5B.png | ||
|data= | |data= | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| damage = | | damage = 280 | ||
| guard = | | guard = All | ||
| cancel = N, S, R, A | | cancel = N, S, R, A | ||
| startup = | | startup = 12 | ||
| total length = | | total length = 36 | ||
| blockstun = | | blockstun = 11 | ||
| advblock = - | | advblock = -12 | ||
| description = Assassin | | description = Assassin does a horizontal slash. | ||
*Proration: | *Proration: 15% | ||
*Hitstun: 28 frames (33 frames on Counter Hit) | |||
*Hitstun: 28 frames ( | |||
}} | }} | ||
}} | }} | ||
=====<span class="invisible-header">5C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=5C | ||
|image=FUC Assassin | |image=FUC Assassin 5C.png | ||
|data= | |data= | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| damage = | | damage = 430 | ||
| guard = All | | guard = All | ||
| cancel = S, R, A | | cancel = N, S, R, A | ||
| startup = | | startup = 14 | ||
| total length = | | total length = 46 | ||
| blockstun = | | blockstun = 21 | ||
| advblock = - | | advblock = -10 | ||
| description = Assassin | | description = Assassin performs a vertical slice starting from the ground. | ||
*Proration: | *Becomes jump-cancellable on hitting airborne target | ||
*Hitstun: | *Proration: 10% | ||
*Hitstun: 38 frames | |||
*Launches on Counter Hit (the opponent cannot tech until they hit the ground) | |||
}} | }} | ||
}} | }} | ||
====Crouching Normals==== | |||
=====<span class="invisible-header">2A</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=2A | ||
|image=FUC Assassin | |image=FUC Assassin 2A.png | ||
|data= | |data= | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| damage = | | damage = 180 | ||
| guard = | | guard = Low | ||
| cancel = N, S, R, A | | cancel = N, S, R, A | ||
| startup = | | startup = 7 | ||
| total length = | | total length = 33 | ||
| blockstun = | | blockstun = 22 | ||
| advblock = - | | advblock = -3 | ||
| description = Assassin | | description = Assassin performs a short range low kick. | ||
*Proration: | *Proration: 17% | ||
*Hitstun: 28 frames ( | *Proration penalty: 17% | ||
*Hitstun: 28 frames (31 frames on Counter Hit) | |||
}} | }} | ||
}} | }} | ||
=====<span class="invisible-header">2B</span>===== | |||
{{MoveData | {{MoveData | ||
|name=2B | |name=2B | ||
Line 150: | Line 152: | ||
}} | }} | ||
=====<span class="invisible-header">2C</span>===== | |||
{{MoveData | {{MoveData | ||
|name=2C | |name=2C | ||
Line 214: | Line 174: | ||
}} | }} | ||
====Aerial Normals==== | |||
=====<span class="invisible-header">j.A</span>===== | |||
{{MoveData | {{MoveData | ||
|name=j.A | |name=j.A | ||
Line 254: | Line 194: | ||
}} | }} | ||
=====<span class="invisible-header">j.B</span>===== | |||
{{MoveData | {{MoveData | ||
|name=j.B | |name=j.B | ||
Line 273: | Line 213: | ||
}} | }} | ||
=====<span class="invisible-header">j.C</span>===== | |||
{{MoveData | {{MoveData | ||
|name=j.C | |name=j.C | ||
Line 292: | Line 232: | ||
}} | }} | ||
====Command Normals==== | |||
=====<span class="invisible-header">6A</span>===== | |||
{{MoveData | |||
|name=6A | |||
|image=FUC Assassin 6A.png | |||
|data= | |||
{{AttackData-FUC | |||
| damage = 250 | |||
| guard = All | |||
| cancel = S, R, A | |||
| startup = 7 | |||
| total length = 31 | |||
| blockstun = 20 | |||
| advblock = -3 | |||
| description = Assassin steps forward and hits with the hilt of his sword. | |||
*Proration: 20% | |||
*Hitstun: 27 frames (30 frames on Counter Hit) | |||
}} | |||
}} | |||
=====<span class="invisible-header">6B</span>===== | |||
{{MoveData | |||
|name=6B | |||
|image=FUC Assassin 6B.png | |||
|data= | |||
{{AttackData-FUC | |||
| damage = 350 | |||
| guard = All | |||
| cancel = N, S, R, A | |||
| startup = 15 | |||
| total length = 39 | |||
| blockstun = 16 | |||
| advblock = -11 | |||
| description = Assassin steps forward and does ANOTHER horizontal slash. | |||
*Proration: 15% | |||
*Hitstun: 32 frames (37 frames on Counter Hit) | |||
*Slams down airborne opponent (very fast Special Attacks can still combo from it - such as 214C) | |||
}} | |||
}} | |||
=====<span class="invisible-header">6C</span>===== | |||
{{MoveData | |||
|name=6C | |||
|image=FUC Assassin 6C.png | |||
|data= | |||
{{AttackData-FUC | |||
| damage = 530 | |||
| guard = All | |||
| cancel = S, R, A | |||
| startup = 18 | |||
| total length = 56 | |||
| blockstun = 23 | |||
| advblock = -10 | |||
| description = Assassin transitions a horizontal slash into a vertical slash. | |||
*This attack has 2 hits, dealing 250 and 280 base damage respectively | |||
*Proration: 10% | |||
*Hitstun (1st hit): 35 frames (42 frames on Counter Hit) | |||
*Hitstun (2nd hit): 37 frames (44 frames on Counter Hit - but if the 1st hit is already the Counter Hit, the 2nd hit will not count as Counter Hit) | |||
}} | |||
}} | |||
====Throw==== | |||
=====<span class="invisible-header">6A+B</span>===== | |||
{{MoveData | {{MoveData | ||
|name=6A+B | |name=6A+B | ||
Line 311: | Line 313: | ||
==Specials== | ==Specials== | ||
=====<span class="invisible-header">236X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=236X | |name=236X | ||
Line 374: | Line 376: | ||
}} | }} | ||
=====<span class="invisible-header">623X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=623X | |name=623X | ||
Line 432: | Line 434: | ||
}} | }} | ||
=====<span class="invisible-header">214X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=214X | |name=214X | ||
Line 490: | Line 492: | ||
}} | }} | ||
=====<span class="invisible-header">421X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=421X | |name=421X | ||
Line 546: | Line 548: | ||
}} | }} | ||
=====<span class="invisible-header">646X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=646X | |name=646X | ||
Line 562: | Line 564: | ||
| advblock = -14 | | advblock = -14 | ||
| description = Assassin attempts to parry incoming mid and high attacks then performs a vertical slash that launches the opponent. | | description = Assassin attempts to parry incoming mid and high attacks then performs a vertical slash that launches the opponent. | ||
*Hitstun (basic): 35 frames | *Hitstun (basic): 35 frames | ||
A successful parry will deal 1000 Unscaled Damage, knocking the opponent away and causes a Hard Knock Down that cannot be combo'd off of. | A successful parry will deal 1000 Unscaled Damage, knocking the opponent away and causes a Hard Knock Down that cannot be combo'd off of. | ||
Line 580: | Line 581: | ||
| advblock = -14 | | advblock = -14 | ||
| description = Assassin attempts to parry incoming mid and high attacks then performs a horizontal slash. | | description = Assassin attempts to parry incoming mid and high attacks then performs a horizontal slash. | ||
*Proration: | *Proration Penalty: 15% | ||
*Hitstun (basic): until the opponent hits the ground | *Hitstun (basic): until the opponent hits the ground | ||
A successful parry will deal 600 Unscaled Damage, causing the opponent to collapse slowly and can be combo'd into as if the opponent is standing (before they fall completely) | A successful parry will deal 600 Unscaled Damage, causing the opponent to collapse slowly and can be combo'd into as if the opponent is standing (before they fall completely) | ||
Line 599: | Line 600: | ||
| description = Assassin attempts to parry incoming mid and high attacks. A successful parry will make the opponent vulnerable to fast counterattacks | | description = Assassin attempts to parry incoming mid and high attacks. A successful parry will make the opponent vulnerable to fast counterattacks | ||
This may be performed as a guard cancel during blockstun. | *This move may be performed as a guard cancel during blockstun, but instead of Parry, Assassin would cancel the Guard and backstep with iframes. | ||
* | *Provides Parry window during frame 1 to frame 20 of startup (16 frames of being vulnerable) | ||
* | **Unlike Reflect Guard, Parry provided by any of the 646X will not parry Dragontooth Warrior's attack | ||
*Assassin does not react to a successful parry. This parry simply provides a set period of parry window while performing the full animation of 36f. | |||
**Despite not reacting to a successful parry, it can only parry 1 attack. For example, if the opponent attack then ac or rc to attack again, the 2nd attack will get through. | |||
**The opponent will be staggered for 39 frames. This stagger is the same as Reflect Guard, so they can still use Reflect Guard to intercept Assassin's attacks. | |||
**On a successful parry, Assassin can cancel the animation and perform Tsubame Gaeshi (236236A) | |||
**This parry has a potential to be better than 646B as it allows you to start a combo without any proration if you use it fast enough to intercept incoming attacks. but if you use it too slowly, you might only be able to use an A button to start a combo. | |||
}} | }} | ||
}} | }} | ||
==Reflect Counters | ==Reflect Counters== | ||
Reflect Guard has 9 frames of animation lock before you can perform the counter | Reflect Guard has 9 frames of animation lock before you can perform the counter | ||
{{MoveData | {{MoveData | ||
Line 743: | Line 749: | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| damage =2100 or 900 | | damage =2100 or 900 | ||
| guard = | | guard =Unblockable/All | ||
| cancel = | | cancel = | ||
| startup =10 + 0 | | startup =10+0,2,6 | ||
| total length =98 | | total length =98 | ||
| blockstun = | | blockstun = | ||
| advblock =-31 | | advblock =-31 | ||
| description =Assassin performs his Tsubame Gaeshi: 3 simultaneous slices from different angles. If the opponent is within a short range and can be | | description = | ||
* Costs 100% mana. | |||
* Assassin is invulnerable until the first super flash. | |||
Assassin performs his Tsubame Gaeshi: 3 simultaneous slices from different angles. Interestingly, depending on Assassin's distance from the opponent and the opponent's state, this super has three different outcomes possible on execution: | |||
* If the opponent is within a short range and can be thrown, this super functions as a 0F post-flash command throw that will deal 2100 damage. | |||
* If the opponent is in hitstun and is within range, the post-flash startup becomes 2F instead. This still combos pretty easily, but it also means that it's possible for the victim to burst out before the super connects if they react in time (and as Assassin is no longer invulnerable at this point). | |||
* If the opponent is out of range or cannot be thrown, this attack will have 6F of startup after the flash, and Assassin will perform 3 blockable strikes that each deal 300 damage. | |||
}} | }} | ||
}} | }} | ||
Line 876: | Line 886: | ||
'''623C variantion (small)''' ([https://youtu.be/AIg-O9DM4kk Video Demonstration]) | '''623C variantion (small)''' ([https://youtu.be/AIg-O9DM4kk Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > 623B > [646A > 42147C]x2 > 2369B | ||
'''623C with Reflect Cancel (small)''' ([https://youtu.be/Ud0dobkktA0 Video Demonstration]) | '''623C with Reflect Cancel (small)''' ([https://youtu.be/Ud0dobkktA0 Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > 623B > [646A > 42147C]x2 > 2369C > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B | ||
==== '''Against Tall Characters, except Kirei and Berserker'''==== | ==== '''Against Tall Characters, except Kirei and Berserker'''==== | ||
Line 889: | Line 899: | ||
'''623C variant (tall)''' ([https://youtu.be/3zqD2hlFF6A Video Demonstration]) | '''623C variant (tall)''' ([https://youtu.be/3zqD2hlFF6A Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B | ||
'''623C variant (tall) with Reflect Cancel''' ([https://youtu.be/E_XnvP8BA_0 Video Demonstration]) | '''623C variant (tall) with Reflect Cancel''' ([https://youtu.be/E_XnvP8BA_0 Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B > RC > 5B/2B > 5C > 623B > 646A > 421C > 646A > 421C > 236B | ||
'''623C with Expert Reflect Cancel (tall)''' ([https://youtu.be/GvgtdexZOfU Video Demonstration]) | '''623C with Expert Reflect Cancel (tall)''' ([https://youtu.be/GvgtdexZOfU Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369C > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B | ||
Line 906: | Line 916: | ||
'''623B Kirei variant'''([https://youtu.be/YPS6R6D6Pq4 Video Demonstration]) | '''623B Kirei variant'''([https://youtu.be/YPS6R6D6Pq4 Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x4 > 2369B | ||
'''623B Kirei variant: with Reflect Cancel'''([https://youtu.be/H959mKgF0Dc Video Demonstration]) | '''623B Kirei variant: with Reflect Cancel'''([https://youtu.be/H959mKgF0Dc Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x4 > 2369B > rc > 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B | ||
Line 922: | Line 932: | ||
'''623B Berserker variant''' ([https://youtu.be/yXiDG4voLgc Video Demonstration]) | '''623B Berserker variant''' ([https://youtu.be/yXiDG4voLgc Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x3 > 2369B | ||
'''623B Berserker variant: with Reflect Cancel ''' ([https://youtu.be/tfHDDuc7UQc Video Demonstration]) | '''623B Berserker variant: with Reflect Cancel ''' ([https://youtu.be/tfHDDuc7UQc Video Demonstration]) | ||
''Normals'' > | ''Normals'' > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x3 > 2369C > RC > 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B | ||
{{Navbox-FUC}} | {{Navbox-FUC}} |
Latest revision as of 01:07, 13 June 2024
Overview
Assassin is a defensive character, functioning like Guilty Gear's Baiken with guard cancel parries (646C) as his central mechanic.
Assassin's biggest strength is the range of his normals which are mostly fast and keep people at a healthy midrange. Assassin has a high execution barrier to getting respectable damage.
Strengths | Weaknesses |
---|---|
|
|
Notes
- Full Mana Activation Ability: For the duration of the activation, all of Assassin's attacks ignore Reflect Guards.
Normals
Standing Normals
5A
5A
|
---|
5B
5B
|
---|
5C
5C
|
---|
Crouching Normals
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Aerial Normals
j.A
j.A
|
---|
j.B
j.B
|
---|
j.C
j.C
|
---|
Command Normals
6A
6A
|
---|
6B
6B
|
---|
6C
6C
|
---|
Throw
6A+B
6A+B
|
---|
Specials
236X
236X
|
---|
623X
623X
|
---|
214X
214X
|
---|
421X
421X
|
---|
646X
646X
|
---|
Reflect Counters
Reflect Guard has 9 frames of animation lock before you can perform the counter
Reflect Guard ~ A
|
---|
Reflect Guard ~ B
|
---|
Reflect Guard ~ C
|
---|
Guard Cancel (WIP)
Guard ~ 6B+C
|
---|
Guard ~ 646C
|
---|
Full Meter Activation (WIP)
A+B+C
|
---|
Supers (WIP)
236236A
|
---|
236236C (Grail Super)
|
---|
Combos (WIP)
• 5B and 2B can be used interchangeably. note that 2B hits low, faster, but has shorter reach. You might have to skip it if you're too far from the opponent
• [6469A > 42147C] is considered an essential loop to master
• Assassin's combo's are very sensitive to the size of the opponent. Which is why I put them into 3 main categories
- Small Characters: Rin, Saber, Sakura, Saber Alter. Caster also belongs in this category, but she's slightly taller so the combo might not be too consistent, in this case, don't be hesitate to use tall variant combo against her
- Tall Characters: Pretty much everyone else that are not in the small category, except Kirei and Berserker
- Very Tall Characters: Kirei and Berserker
• There're mainly 2 routes: 623C and 623B. 623C variant is not very consistent against Kirei and Berserker (unless you are willing to compromise the damage), which is why it is recommended to use 623B variant against them
• It is recommended to use Reflect Cancel to continue the combo to deal more damage. However, activate cancel should be used only when it's absolutely necessary.
Combo Sections
There're main 3 sections of every combo
- Starter: any normal attacks that you use to open the opponent up. Commonly by using a mix of upper attacks: j.C, and lower attack: 2B
- Extender: a string of attacks that makes the combo longer
- Ender: Assassin doesn't have any attack that cause HKD (except Supers), which means it's mostly 236B for him since it has very good recovery, or 236C is you want to use rc. or act.
Starters
idj > (j.C) > 2B > 6B > 5C > Extender: for damage
idj > (j.C) > 2B > 5B > 6B > 5C > 2C > 6C > Extender: for meter generation
Alternative starters
Throw, and Reflect Counter are reliable tools for Assassin
Throw > idj > j.C > 2B > 6B > 5C >
Reflect Counter A > 2B > 6B > 5C >
Reflect Counter B > 623B
Reflect Counter C > 623B
Reflect Counter C > 623C (Video Demonstration)
Extender and Ender
Ender is almost always 236B
but if you want to extend the combo, use 236C in its place and use either Reflect Cancel or Activate(not recommended)
Extender is consisted of multiple chains, which can branch into various endings
chain 3 is mainly for Kirei and Berserker as chain 2 isn't very consistent against them (unless you're willing to compromise the damage)
chain 1: 623B > 6469A > sj. > j.A > (delay)j.B > 2B > 5C > chain 2/chain 3
chain 2: 623C > 2B > 5C > (623B) > [6469A > 42147C]x2 > 2369B/2369C > rc > rc chain 2
rc chain 2: 5C > 623C > 2B > 5C > [6469A > 42147C]x2 > 2369B
chain 3: 623B > [6469A > 42147C]x4 > 2369B/2369C > rc > rc chain 3
rc chain 3: 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B
Demonstrations
Beginner Combos
Casual Combo (Video Demonstration)
Normals > 623B > tkc 646A > sj.A > (falls) > j.B > (lands) > 5B > 2B > 5C > 2C > 6C > 623B > tkc 236B
Counter Hit Combo
The most common Counter Hits are from 623A and 623C
Counter Hit Combo, Very Light Characters variation (Video Demonstration)
This combo only works against Rin, Saber and Saber Alter
Omit the (623B) against everyone else
Counter Hit > 623C > 5B > 5C > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > (623B) > [646A > 42147C]x2 > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Counter Hit Combo, Basic variation (Video Demonstration)
You can change from the first 5B after 623C to 2B on Tall Opponent such as Berserker, Kirei and Archer
Counter Hit > 623C > 5B > 5C > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > [646A > 42147C]x2 > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Small Characters: Rin, Saber, Sakura, Saber Alter, Caster
623C variantion (small) (Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > 623B > [646A > 42147C]x2 > 2369B
623C with Reflect Cancel (small) (Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > 623B > [646A > 42147C]x2 > 2369C > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Tall Characters, except Kirei and Berserker
Almost identical to small variant, you just omit the 2nd 623B before the [646A > 42147C] loop
- This combo can still work on Kirei, but it's inconsistent
623C variant (tall) (Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
623C variant (tall) with Reflect Cancel (Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B > RC > 5B/2B > 5C > 623B > 646A > 421C > 646A > 421C > 236B
623C with Expert Reflect Cancel (tall) (Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369C > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Kirei
623B Kirei variant(Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x4 > 2369B
623B Kirei variant: with Reflect Cancel(Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x4 > 2369B > rc > 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B
Against Berserker
The combo is almost identical to Kirei variant. You just omit 1 [6469A > 42147C] loop (or just the last 42147C)
But the combo is identical after rc
623B Berserker variant (Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x3 > 2369B
623B Berserker variant: with Reflect Cancel (Video Demonstration)
Normals > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x3 > 2369C > RC > 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B