Fate Unlimited Codes/Archer: Difference between revisions
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===<span class="invisible-header">Overview</span>=== | |||
{{2 Column Flex|flex1=90|flex2=10|minwidth2=400px | {{2 Column Flex|flex1=90|flex2=10|minwidth2=400px | ||
|content2= | |content2= | ||
{{Content Box|header='''Archer'''|content= | {{Content Box|header=<center>'''Archer'''</center>|content= | ||
[[File:FUC Archer Profile.png|350px|frameless|center|Archer]] | [[File:FUC Archer Profile.png|350px|frameless|center|Archer]] | ||
*'''Health''' = 10,000 | *'''Health''' = 10,000 | ||
*'''Prejump''' = 4F | *'''Prejump''' = 4F | ||
*'''Backdash''' = 25F (Invulnerable 1 | *'''Backdash''' = 25F (Invulnerable 1~15F) | ||
*'''Backdash Distance''' = 2 meters | *'''Backdash Distance''' = 2 meters | ||
*'''Sidestep''' = 60° for 2 meters | *'''Sidestep''' = 60° for 2 meters | ||
*'''Weight''' = Medium+ | *'''Weight''' = Medium+ | ||
---- | |||
<center>'''Sidestep Diagram'''</center> | |||
[[image:FUC Archer Sidestep.png|350px|frameless|center|Sidestep]] | [[image:FUC Archer Sidestep.png|350px|frameless|center|Sidestep]] | ||
}} | }} | ||
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|content1= | |content1= | ||
{{Content Box|content= | {{Content Box|content= | ||
<big><big><center>'''Overview'''</center></big></big> | |||
---- | |||
Archer is a versatile "Stance" character, switching between Sword and Bow stances, he rarely ever finds himself being completely outmatched by anyone. | Archer is a versatile "Stance" character, switching between Sword and Bow stances, he rarely ever finds himself being completely outmatched by anyone. | ||
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|pros= | |pros= | ||
* Has no bad matchup, as long as you choose the right stance for the right situation. | * Has no bad matchup, as long as you choose the right stance for the right situation. | ||
* Easy and strong normal attacks, with good reach, long active frames and high mix up potential. | * Easy and strong normal attacks, with good reach, long active frames and high mix up potential. | ||
* Strong pushblock follow-ups with 5B and 6B, which are also strong against opponent's pushblock | * Strong pushblock follow-ups with 5B and 6B, which are also strong against opponent's pushblock | ||
* High damage without needing Reflect Cancel, as well as relatively easy and strong unscaled super that sets up okizeme. | |||
* High damage without needing Reflect Cancel, as well as relatively easy and strong unscaled super. | |||
* Good space control, even during a combo, making him safe from the opponent's burst. | * Good space control, even during a combo, making him safe from the opponent's burst. | ||
* Has a unique and extremely powerful "Grail Activation" called "Unlimited Blade Works" that doesn't actually require claiming the Grail | * Has a unique and extremely powerful "Grail Activation" called "Unlimited Blade Works" that doesn't actually require claiming the Grail | ||
|cons= | |cons= | ||
* Very | * Very weak meter drain. Sword 623C has incredibly slow frame data and thus struggles to be used in combos. | ||
* In Bow Stance, Archer can't access Reflect Guard, Reversals, and Throw (can still escape Throws) | * In Bow Stance, Archer can't access Reflect Guard, Reversals, and Throw (can still escape Throws) | ||
* Bad C buttons for neutral and pressure. Be extra careful when using them outside combos. | * Bad C buttons for neutral and pressure. Be extra careful when using them outside combos. | ||
* No invulnerable Reversals. | * No invulnerable Reversals. | ||
* Very high execution barrier | * Very high execution barrier | ||
}} | }} | ||
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}} | }} | ||
==Notes== | |||
* '''Full Mana Activation Ability:''' With the first 6 verses from his UBW aria completed, Archer can activate to use Unlimited Blade Works. Archer has no traditional Grail Super; UBW (and by extension the UBW-specific super) is the replacement. | |||
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<div id="movelist-1" class="movelist"> | <div id="movelist-1" class="movelist"> | ||
== | ==Universal Moves== | ||
Universal Moves can be used in either stance | Universal Moves can be used in either stance | ||
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=====<span class="invisible-header">5A</span>===== | =====<span class="invisible-header">5A</span>===== | ||
{{MoveData | {{MoveData | ||
|name= | |name=5A | ||
|image=FUC Archer 5A.png | |image=FUC Archer 5A.png | ||
|data= | |data= | ||
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| total length = 26 | | total length = 26 | ||
| blockstun = 19 | | blockstun = 19 | ||
| advblock = | | advblock = ±0 | ||
| description =Archer knee kicks the opponent. This is his fastest attack that can mash out some situations - tho the reach is rather short. | | description =Archer knee kicks the opponent. This is his fastest attack that can mash out some situations - tho the reach is rather short. | ||
*Can cancel into 2B on whiff | *Can cancel into 2B on whiff | ||
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}} | }} | ||
== | ==Universal Special Moves== | ||
=====<span class="invisible-header">22C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=Projection | ||
|input= | |input=22C | ||
|image=FUC Archer 22C.png | |image=FUC Archer 22C.png | ||
|data= | |data= | ||
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}} | }} | ||
=====<span class="invisible-header">j.22C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=Projection (Air) | ||
|input= | |input=j.22C | ||
|image= | |image= | ||
|data= | |data= | ||
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}} | }} | ||
==Supers== | ==Universal Supers== | ||
=====<span class="invisible-header">236236B</span>===== | |||
{{MoveData | {{MoveData | ||
|name=UBW Aria | |name=UBW Aria | ||
|input= | |input=236236B | ||
|image=FUC Archer 236236B (Sword).png | |image=FUC Archer 236236B (Sword).png | ||
|data= | |data= | ||
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* Requires 60% of a bar of meter to perform, and disables Archer's meter gain for 120 frames. | * Requires 60% of a bar of meter to perform, and disables Archer's meter gain for 120 frames. | ||
* After each use, Archer enters a 250 frame cooldown where he can't perform this super again, represented by meter turning red. | * After each use, Archer enters a 250 frame cooldown where he can't perform this super again, represented by meter turning red. | ||
* After completing all the 6 prerequisite verses, the BGM switches to EMIYA, serving as a dramatic cue for what | * After completing all the 6 prerequisite verses, the BGM switches to EMIYA, serving as a dramatic cue for what may unfold. | ||
** Once Archer has completed all the verses, the Aria cannot be used again during a match, until Unlimited Blade Works is activated and its duration expires. | ** Once Archer has completed all the verses, the Aria cannot be used again during a match, until Unlimited Blade Works is activated and its duration expires. | ||
* Super freeze is 71 frames long. | * Super freeze is 71 frames long. | ||
With each time this super is input, Archer recites a verse from his Unlimited Blade Works aria in order. In order to be able to utilize his Unlimited Blade Works install, he must use this 6 times in one match to recite the | With each time this super is input, Archer recites a verse from his Unlimited Blade Works aria in order. In order to be able to utilize his Unlimited Blade Works install, he must use this 6 times in one match to recite the aria to near completion, which will ''then'' give him access to the ability to trigger the install. While Archer can weave these verses into many situations fairly easily and safely, the cooldowns and penalties he incurs from performing them does more than enough to prevent him from being able to rush them too quickly even if he has the meter for them. It is also quite costly to fully realize UBW in a real match, so it doesn't see use often compared to spending the meter on Reflects instead. | ||
In addition to setting up his install, this move's short total duration can allow it to be used as an empty cancel in pressure and combos, somewhat similar to Reflect Cancel. An example is Archer being able to combo sword 2C or 623B into a verse with a TKC, and then still be able to combo from the launch afterward. | In addition to setting up his install, this move's short total duration can allow it to be used as an empty cancel in pressure and combos, somewhat similar to Reflect Cancel. An example is Archer being able to combo sword 2C or 623B into a verse with a TKC, and then still be able to combo from the launch afterward. | ||
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}} | }} | ||
=====<span class="invisible-header">A+B+C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=Rho Aias | ||
|name2= | |name2=The Seven Rings that Cover the Fiery Heavens | ||
|input= | |input=A+B+C | ||
|image=FUC Archer Rho Aias.png | |image=FUC Archer Rho Aias.png | ||
|data= | |data= | ||
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}} | }} | ||
== | ==Full Meter Activation== | ||
=====<span class="invisible-header">Full Aria A+B+C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=Unlimited Blade Works | ||
|name2= | |name2=Infinite Creation of Swords | ||
|input= | |input=A+B+C | ||
|image=FUC Archer 300%.png | |image=FUC Archer 300%.png | ||
|data= | |data= | ||
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| blockstun = | | blockstun = | ||
| advblock = | | advblock = | ||
| description = Archer creates [ | | description = Archer creates [[#Unlimited_Blade_Works|Unlimited Blade Works]] Reality Marble that overwrites the stage. Giving him overwhelming advantages over his opponent. | ||
*This can only be activated when Archer already has completed 6 UBW Arias AND also has 300 meter | *This can only be activated when Archer already has completed 6 UBW Arias AND also has 300 meter | ||
*The base duration is always 1200 frames, whether or not Archer has claimed the Grail. The duration is based on his remaining meter, so it can be shortened if he receives meter damage or uses | *The base duration is always 1200 frames, whether or not Archer has claimed the Grail. The duration is based on his remaining meter, so it can be shortened if he receives meter damage or uses Rho Aias | ||
*Archer recovers 5 HP/frame during UBW (6,000 HP total) | *Archer recovers 5 HP/frame during UBW (6,000 HP total) | ||
*During this activation, Archer will be forced into the | *During this activation, Archer will be forced into the Sword Stance | ||
* Projection (22C) is also disabled and is replaced with | * Projection (22C) is also disabled and is replaced with Blade Dance (22C) | ||
* Supers are disabled except | * Supers are disabled except Rho Aias | ||
*Frame Freeze: 623 | *Frame Freeze: 623 | ||
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This stance offers all of his defensive maneuvers, as well as the ability to combo without much restriction. | This stance offers all of his defensive maneuvers, as well as the ability to combo without much restriction. | ||
==Normals== | ==Sword Normals== | ||
====Standing Sword Normals==== | |||
=====<span class="invisible-header">Sword 5B</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=5B | ||
|image=FUC Archer 5B.png | |image=FUC Archer 5B.png | ||
|data= | |data= | ||
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*The first hit (the trust) can be low-profile | *The first hit (the trust) can be low-profile | ||
*Proration: 15% | *Proration: 15% | ||
}} | |||
}} | |||
=====<span class="invisible-header">Sword 5C</span>===== | |||
{{MoveData | |||
|name=5C | |||
|image=FUC Archer 5C.png | |||
|data= | |||
{{AttackData-FUC | |||
| damage = 500 | |||
| guard = All | |||
| cancel = N, S, R, A | |||
| startup = 15 | |||
| total length = 51 | |||
| blockstun = 24 | |||
| advblock = -11 | |||
| description =Archer performs a powerful vertical strike (that looks like an overhead, but isn't one). | |||
*Reach: 2.66 | |||
*Forward Movement: 1.5 | |||
*Proration: 10% | |||
*Hitstun: 32 (55 on Counter Hit) | |||
*Slams down on airborne | |||
}} | }} | ||
}} | }} | ||
====Crouching Sword Normals==== | |||
=====<span class="invisible-header">Sword 2B</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=2B | ||
|image=FUC Archer 2B.png | |image=FUC Archer 2B.png | ||
|data= | |data= | ||
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}} | }} | ||
=====<span class="invisible-header">Sword 2C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=2C | ||
|image=FUC Archer 2C.png | |image=FUC Archer 2C.png | ||
|data= | |data= | ||
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*The 2nd hit can be low-profile | *The 2nd hit can be low-profile | ||
*The 2nd hit can whiff even in a combo against some crouching characters. This includes Caster | *The 2nd hit can whiff even in a combo against some crouching characters. This includes Caster | ||
}} | }} | ||
}} | }} | ||
====Aerial Sword Normals==== | |||
=====<span class="invisible-header">Sword j.A</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=j.A | ||
|image=FUC Archer j.A.png | |image=FUC Archer j.A.png | ||
|data= | |data= | ||
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*Reach: 1.25 | *Reach: 1.25 | ||
*Proration: 20% | *Proration: 20% | ||
}} | }} | ||
}} | }} | ||
=====<span class="invisible-header">Sword j.B</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=j.B | ||
|image=FUC Archer j.B.png | |image=FUC Archer j.B.png | ||
|data= | |data= | ||
Line 463: | Line 434: | ||
}} | }} | ||
=====<span class="invisible-header">Sword j.C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=j.C | ||
|image=FUC Archer j.C.png | |image=FUC Archer j.C.png | ||
|data= | |data= | ||
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*Reach: 1.54 | *Reach: 1.54 | ||
*Proration: 10% | *Proration: 10% | ||
}} | |||
}} | |||
====Command Sword Normals==== | |||
=====<span class="invisible-header">Sword 6B</span>===== | |||
{{MoveData | |||
|name=6B | |||
|image=FUC Archer 6B.png | |||
|data= | |||
{{AttackData-FUC | |||
| damage = 350 | |||
| guard = All | |||
| cancel = N, S, R, A | |||
| startup = 15 | |||
| total length = 41 | |||
| blockstun = 21 | |||
| advblock = -4 | |||
| description =Archer lunges forward and stabs his opponent. 6B hits a far range pretty quickly and is decent on block when uncancelled, however it can be low profiled by low profile attacks. | |||
6B can be used to continue a combo after Archer drains the opponent meter with <code>623B > tkc 623C > RC > 6B</code>... | |||
*Reach: 3.94 | |||
*Forward Movement: 1.84 | |||
*Can be low-profiled | |||
*Proration: 15% | |||
*Hitstun: 32 (37 on Counter Hit) | |||
}} | }} | ||
}} | }} | ||
====Throw==== | |||
{{MoveData | {{MoveData | ||
|name=Throw | |name=Throw | ||
|input= | |input=6A+B | ||
|image=FUC Archer 6A+B.png | |image=FUC Archer 6A+B.png | ||
|data= | |data= | ||
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*Archer can only throw while in sword stance. | *Archer can only throw while in sword stance. | ||
*Unscaled damage and cannot be combo'd off of. | *Unscaled damage and cannot be combo'd off of. | ||
}} | }} | ||
}} | }} | ||
==Specials== | ==Sword Specials== | ||
=====<span class="invisible-header">Sword 236X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Crane Wing Double Strike | |name=Crane Wing Double Strike | ||
|input= | |input=236X | ||
|image=FUC Archer Sword 236X.png | |image=FUC Archer Sword 236X.png | ||
|name2=Crane Wing Double Strike - Return | |name2=Crane Wing Double Strike - Return | ||
|input2= | |input2=236X~A | ||
|image2=FUC Archer Sword 236X~A.png | |image2=FUC Archer Sword 236X~A.png | ||
|data= | |data= | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236A (1st Hit) | ||
| damage = 400 | | damage = 400 | ||
| guard = All | | guard = All | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236A (1st Hit) ~ A (Whiff) | ||
| header = no | | header = no | ||
| damage = 400 | | damage = 400 | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236A (1st Hit) ~ A (Hit) | ||
| header = no | | header = no | ||
| damage = 400, 400 | | damage = 400, 400 | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236B (2nd Hit) | ||
| header = no | | header = no | ||
| damage = 400 | | damage = 400 | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236B (2nd Hit) ~ A (Whiff) | ||
| header = no | | header = no | ||
| damage = 400 | | damage = 400 | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236B (2nd Hit) ~ A (Hit) | ||
| header = no | | header = no | ||
| damage = 400, 400 | | damage = 400, 400 | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236C | ||
| header = no | | header = no | ||
| damage = 400, 400 | | damage = 400, 400 | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236C ~ A | ||
| header = no | | header = no | ||
| damage = 400, 400 | | damage = 400, 400 | ||
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}} | }} | ||
=====<span class="invisible-header">Sword 623X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Crane Wing Master Guard - Leveling | |name=Crane Wing Master Guard - Leveling | ||
|input= | |input=623A | ||
|image=FUC Archer Sword 623A.png | |image=FUC Archer Sword 623A.png | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Crane Wing Master Guard - Rising | |name=Crane Wing Master Guard - Rising | ||
|input= | |input=623B | ||
|image=FUC Archer Sword 623B.png | |image=FUC Archer Sword 623B.png | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Crane Wing Master Guard - Trust | |name=Crane Wing Master Guard - Trust | ||
|input= | |input=623C | ||
|image=FUC Archer Sword 623C.png | |image=FUC Archer Sword 623C.png | ||
|data= | |data= | ||
Line 691: | Line 686: | ||
}} | }} | ||
=====<span class="invisible-header">Sword 214X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Crane Wing Master Attack ・ Raid | |name=Crane Wing Master Attack ・ Raid | ||
|input= | |input=214X | ||
|image=Archer Sword | |image=Archer Sword 214X.png | ||
|data= | |data= | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 214A | ||
| damage = 300, 400 | | damage = 300, 400 | ||
| guard = High | | guard = High | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 214B | ||
| header = no | | header = no | ||
| damage = 300, 400, 500 | | damage = 300, 400, 500 | ||
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}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 214C | ||
| header = no | | header = no | ||
| damage = 1350 | | damage = 1350 | ||
Line 754: | Line 746: | ||
}} | }} | ||
== | ==Reflect Counters== | ||
*Reflect Guard has 5 frames of parry | *Reflect Guard has 5 frames of parry | ||
*Successful Reflect Guard has 10 frames of animation lock, before a Reflect Counter can be used | *Successful Reflect Guard has 10 frames of animation lock, before a Reflect Counter can be used | ||
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==Super== | ==Super== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Crane Wing Triple Strike | ||
|input= | |input=236236A | ||
|image=FUC Archer Cran Wing Triple Strike.png | |image=FUC Archer Cran Wing Triple Strike.png | ||
|data= | |data= | ||
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<div id="movelist-3" class="movelist"> | <div id="movelist-3" class="movelist"> | ||
= | ==Bow Stance== | ||
Archer's preferred stance for dealing damage | Archer's preferred stance for dealing damage | ||
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It focuses on range in neutral and offensive capability in a combo | It focuses on range in neutral and offensive capability in a combo | ||
==Normal Moves== | |||
== | ====Standing Bow Normals==== | ||
=====<span class="invisible-header">Bow 5B</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=5B | ||
|image=FUC Archer 5B2.png | |image=FUC Archer 5B2.png | ||
|data= | |data= | ||
Line 897: | Line 890: | ||
}} | }} | ||
=====<span class="invisible-header">Bow 5C</span>===== | |||
{{MoveData | |||
|name=5C | |||
|image=FUC Archer 5C2.png | |||
|data= | |||
{{AttackData-FUC | |||
| damage = 500 | |||
| guard = All | |||
| cancel = N, S, R, A | |||
| startup = 21 | |||
| total length = 51 | |||
| blockstun = 26 | |||
| advblock = -3 | |||
| description =Archer performs a straight shot. It can be special cancelled at any time after used (you don't have to wait for the drawing of the string, or the arrow to come out) | |||
*Proration: 5% | |||
}} | |||
}} | |||
====Crouching Bow Normals==== | |||
=====<span class="invisible-header">Bow 2B</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=2B | ||
|image=FUC Archer 2B2.png | |image=FUC Archer 2B2.png | ||
|data= | |data= | ||
Line 918: | Line 930: | ||
}} | }} | ||
=====<span class="invisible-header">Bow 2C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=2C | ||
|image=FUC Archer 2C2.png | |image=FUC Archer 2C2.png | ||
|data= | |data= | ||
Line 955: | Line 949: | ||
}} | }} | ||
====Aerial Bow Normals==== | |||
=====<span class="invisible-header">Bow j.A</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=j.A | ||
|image=FUC Archer j.A2.png | |image=FUC Archer j.A2.png | ||
|data= | |data= | ||
Line 973: | Line 968: | ||
}} | }} | ||
=====<span class="invisible-header">Bow j.B</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=j.B | ||
|image=FUC Archer j.B2.png | |image=FUC Archer j.B2.png | ||
|data= | |data= | ||
Line 991: | Line 986: | ||
}} | }} | ||
=====<span class="invisible-header">Bow j.C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=j.C | ||
|image=FUC Archer j.C2.png | |image=FUC Archer j.C2.png | ||
|data= | |data= | ||
Line 1,009: | Line 1,004: | ||
}} | }} | ||
== | ==Bow Special Moves== | ||
=====<span class="invisible-header">Bow 236X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Link Shot | |name=Link Shot | ||
|input= | |input=236X | ||
|image=FUC Archer 236X2.png | |image=FUC Archer 236X2.png | ||
|data= | |data= | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236A | ||
| damage = 200, 200, 250 | | damage = 200, 200, 250 | ||
| guard = All | | guard = All | ||
Line 1,028: | Line 1,023: | ||
}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236B | ||
| header = no | | header = no | ||
| damage = 150*4 + 250 | | damage = 150*4 + 250 | ||
Line 1,040: | Line 1,035: | ||
}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = 236C | ||
| header = no | | header = no | ||
| damage = 800 | | damage = 800 | ||
Line 1,055: | Line 1,050: | ||
}} | }} | ||
=====<span class="invisible-header">Bow 214X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Trap Shot | |name=Trap Shot | ||
|input= | |input=214X | ||
|image=FUC Archer 421X.png | |image=FUC Archer 421X.png | ||
|data= | |data= | ||
Line 1,078: | Line 1,073: | ||
}} | }} | ||
=====<span class="invisible-header">Bow j.236X</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Link Shot | |name=Link Shot | ||
|input= | |input=j.236X | ||
|image=FUC Archer j.236X.png | |image=FUC Archer j.236X.png | ||
|data= | |data= | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = j.236A | ||
| damage = 200, 200, 250 | | damage = 200, 200, 250 | ||
| guard = All | | guard = All | ||
Line 1,096: | Line 1,091: | ||
}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = j.236B | ||
| header = no | | header = no | ||
| damage = 150*4 + 250 | | damage = 150*4 + 250 | ||
Line 1,108: | Line 1,103: | ||
}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
| version = | | version = j.236C | ||
| header = no | | header = no | ||
| damage = 800 | | damage = 800 | ||
Line 1,125: | Line 1,120: | ||
}} | }} | ||
== | ==Guard Cancel== | ||
{{MoveData | {{MoveData | ||
|name=Guard ~ 6B+C | |name=Guard ~ 6B+C | ||
Line 1,147: | Line 1,141: | ||
*This is the only GC that you can combo off of. However, it is punishable and can only work in specific situations. Handle with care. | *This is the only GC that you can combo off of. However, it is punishable and can only work in specific situations. Handle with care. | ||
}} | }} | ||
}} | }} | ||
== | ==Bow Super Moves== | ||
=====<span class="invisible-header">Bow 236236A</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Hrunting: | |name=Hrunting: | ||
|name2=Hound of the Red Plains | |name2=Hound of the Red Plains | ||
|input= | |input=236236A | ||
|image=FUC Archer Hrunting.png | |image=FUC Archer Hrunting.png | ||
|data= | |data= | ||
Line 1,174: | Line 1,168: | ||
}} | }} | ||
=====<span class="invisible-header">Bow j.236236A</span>===== | |||
{{MoveData | {{MoveData | ||
|name=Caladbolg II | |name=Caladbolg II | ||
|name2=The Fake Spiral Sword | |name2=The Fake Spiral Sword | ||
|input= | |input=j.236236A | ||
|image=FUC Archer Caladbolg II.png | |image=FUC Archer Caladbolg II.png | ||
|data= | |data= | ||
Line 1,202: | Line 1,196: | ||
<div id="movelist-4" class="movelist"> | <div id="movelist-4" class="movelist"> | ||
= | ==Unlimited Blade Works== | ||
Archer's ultimate | Archer's ultimate install that puts him into an overwhelming advantage. | ||
To compensate, he gains access to | This install disables his Bow Stance, as well as his stance switching special. Archer is forced to stay in Sword Stance for the entire duration and still has access to every sword stance move except for his supers. To compensate, he gains access to Blade Dance (now replaces 22C) and Unlimited Blade Dance (236236C), which are not scaled in damage no matter how lengthy a combo is, making them the deciding factors in a round. | ||
== | ==UBW Special Moves== | ||
=====<span class="invisible-header">UBW 22C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=Blade Dance | ||
|input= | |input=22C | ||
|image=FUC Archer UBW 22C.png | |image=FUC Archer UBW 22C.png | ||
|data= | |data= | ||
Line 1,251: | Line 1,242: | ||
}} | }} | ||
== | ==Grail Super== | ||
=====<span class="invisible-header">236236C</span>===== | |||
{{MoveData | {{MoveData | ||
|name= | |name=Unlimited Blade Dance | ||
|input= | |input=236236C | ||
|image=FUC Archer Grail 236236C.png | |image=FUC Archer Grail 236236C.png | ||
|data= | |data= | ||
Line 1,268: | Line 1,260: | ||
*The first 4 weapons do not deal damage, they're just the trigger for the real attack. You just need any of them to hit. | *The first 4 weapons do not deal damage, they're just the trigger for the real attack. You just need any of them to hit. | ||
*Reach: 8.23 | *Reach: 8.23 | ||
*This attack always does 4000 damage regardless of scaling. It can only be performed during | *This attack always does 4000 damage regardless of scaling. It can only be performed during Unlimited Blade Works. | ||
*Reduces your meter to 0 and subsequently ends | *Reduces your meter to 0 and subsequently ends Unlimited Blade Works | ||
}} | }} | ||
}} | }} |
Latest revision as of 17:40, 23 June 2024
Overview
Archer is a versatile "Stance" character, switching between Sword and Bow stances, he rarely ever finds himself being completely outmatched by anyone.
His gameplan revolves around having good space control in either stance, making it difficult for his opponent to approach him safely, as long as he has the initiative.
With enough and experience matchups knowledge, he rarely ever finds himself getting completely overwhelmed.
He possesses a unique Super, "Unlimited Blade Works Aria" (UBW Aria), at a 60% meter cost, with 250 frames cooldown and 120 frames meter-lock.
When used six times, it unlocks his game-changing "Unlimited Blade Works" win condition similarly to Grail Activation.
This strategy is often overlooked due to its impracticality. However, you will at least win the crowd's heart just by attempting it.
Strengths | Weaknesses |
---|---|
|
|
The Wrought Iron Hero
EMIYA (エミヤ) is the Archer-class Servant of Rin Tohsaka during the Fifth Holy Grail War in Fate/stay night.
He did not remember his identity when he was summoned.
His personality is very contradicting. While he is thoroughly cynical and nihilistic, he is at the same time devoted and protective, and even a little childish to the point that it makes him hard to hate. He does not lie, but he does keep secrets and tell half-truths. He means well and is capable of being nice, but often ends up being sarcastic, especially so when he gives advice. He cannot approve of Shirou’s ideal of becoming a Hero of Justice due to his own experience, but at the same time he cannot deny it for the very same reasons.
Main Weapon/Skill
Reality Marble: Unlimited Blade Works
Basic Info
Gender: Male
Height: 178cm
Weight: 78kg
Type: Heroic Spirit, Counter Guardian, Anti-Hero
Place of Origin: Japan
Likes: Housework
Dislikes: Immature ideals (especially that of the Hero of Justice)
Talents: Fiddling with junk, housework
Natural Enemies: Rin Tousaka, Sakura Matou, Illyasviel von Einzbern
Magecraft: Projection, Reinforcement
Attribute: Human
Notes
- Full Mana Activation Ability: With the first 6 verses from his UBW aria completed, Archer can activate to use Unlimited Blade Works. Archer has no traditional Grail Super; UBW (and by extension the UBW-specific super) is the replacement.
Universal Moves
Universal Moves can be used in either stance
Universal Normals
5A
5A
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2A
2A
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Universal Special Moves
22C
Projection
22C |
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j.22C
Projection (Air)
j.22C |
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Universal Supers
236236B
UBW Aria
236236B |
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A+B+C
Rho Aias A+B+C The Seven Rings that Cover the Fiery Heavens
|
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Full Meter Activation
Full Aria A+B+C
Unlimited Blade Works A+B+C Infinite Creation of Swords
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Sword Stance
Archer's preferred stance in close combat.
This stance offers all of his defensive maneuvers, as well as the ability to combo without much restriction.
Sword Normals
Standing Sword Normals
Sword 5B
5B
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Sword 5C
5C
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Crouching Sword Normals
Sword 2B
2B
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Sword 2C
2C
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Aerial Sword Normals
Sword j.A
j.A
|
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Sword j.B
j.B
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Sword j.C
j.C
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Command Sword Normals
Sword 6B
6B
|
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Throw
Throw
6A+B |
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Sword Specials
Sword 236X
Crane Wing Double Strike 236X Crane Wing Double Strike - Return
236X~A |
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Sword 623X
Crane Wing Master Guard - Leveling
623A |
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Crane Wing Master Guard - Rising
623B |
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Crane Wing Master Guard - Trust
623C |
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Sword 214X
Crane Wing Master Attack ・ Raid
214X |
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Reflect Counters
- Reflect Guard has 5 frames of parry
- Successful Reflect Guard has 10 frames of animation lock, before a Reflect Counter can be used
Reflect Guard ~ A
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Reflect Guard ~ B
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Reflect Guard ~ C
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Guard Cancel
Guard ~ 6B+C
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Super
Crane Wing Triple Strike
236236A |
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Bow Stance
Archer's preferred stance for dealing damage
This stance disables his Reflect Guard and Reversal option. Making it riskier than the Sword Stance
It focuses on range in neutral and offensive capability in a combo
Normal Moves
Standing Bow Normals
Bow 5B
5B
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Bow 5C
5C
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Crouching Bow Normals
Bow 2B
2B
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Bow 2C
2C
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Aerial Bow Normals
Bow j.A
j.A
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Bow j.B
j.B
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Bow j.C
j.C
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Bow Special Moves
Bow 236X
Link Shot
236X |
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Bow 214X
Trap Shot
214X |
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Bow j.236X
Link Shot
j.236X |
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Guard Cancel
Guard ~ 6B+C
|
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Bow Super Moves
Bow 236236A
Hrunting: 236236A Hound of the Red Plains
|
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Bow j.236236A
Caladbolg II j.236236A The Fake Spiral Sword
|
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Unlimited Blade Works
Archer's ultimate install that puts him into an overwhelming advantage.
This install disables his Bow Stance, as well as his stance switching special. Archer is forced to stay in Sword Stance for the entire duration and still has access to every sword stance move except for his supers. To compensate, he gains access to Blade Dance (now replaces 22C) and Unlimited Blade Dance (236236C), which are not scaled in damage no matter how lengthy a combo is, making them the deciding factors in a round.
UBW Special Moves
UBW 22C
Blade Dance
22C |
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Grail Super
236236C
Unlimited Blade Dance
236236C |
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Combos
Basic Routes:
- 5A> 5B> 2B> 6B> 5C> 2C> 623B> j.A> j.B> j.A> j.B> j.C
Easiest archer route of your life use it if you know it's gonna kill and keep it simple
- 5B> 2B> 6B> 5C> 623A> (RG)> j.C> 5B> 2B> 6B> 5C> 2C> 623B> j.A> j.B> j.A> j.B> j.C
Easy combo extender using a reject guard cancel after {{clr|5|623A]] for more damage. Needs 75 meter for the RG-
- 5B> 2B> 6B> 5C> 623B> tkc 6239C> (RG) 6B> 2C> 623B> j.A> j.B> j.C
Meter drain combo extension costs almost 1 bar of meter. Won’t work on Rin, Saber, Sakura, Caster, Bazett, Shirou, Leysritt, Luvia, and Saber Alter unless in the corner after slightly delaying the tkc 6239c and using 5B instead of 6B after the RG.
Unscale BnBs: midscreen or corner. All activate combos need at least 100 meter
- 5B> 6B> 5C> 2C> 623B> 228C> 2C> jump 7> j.B> A+B+C> j.236236A
Easy unscale route. Delay the j.B after the back jump and activate as soon as you release the arrow. Can perform from most combo routes if the gravity isn’t too high. Buffer the super during the activate animation.
- 5B> 6B> 5C> 2C> 623B> 228C> 2C> A+B+C> 2C> [82C]x4> tk j.2369A> j.236A> j.236236A
Harder unscale route. After activating and hitting 2C you must input 82 when the arrow hits and then 2C again repeating the process. It may look like archer is standing up for a frame before going back down to 2C again but when done quickly its harder to notice. Its possible to get an unscale without the second j.236A. If you're really close to the corner the 2C’s will be more difficult to time.
Fastfall Loop Routes works in the corner and midscreen:
- 5A> 5B> 2B> 6B> 5C> [623B> “ff”> j.B]x4> 623B> tkc 6239C
Fastfall is inputted as 282 which is a superjump that falls faster by holding down (2). As archer is falling down, do j.B. After the first 623B you will have to delay the following ones so as to not let the opponent get too high causing a drop. You can consistently do 5 reps and get the meter drain on all characters except Berserker who needs testing. A light character like saber will need more delay on the first few loops then someone like Gilgamesh who is midweight. Can be ended with a j.A> j.C instead of the tkc 6239C
- 5B> 2B> 6B> 5C> [623B> “ff”>j.B]x3> 623B> 228C> 2C> A+B+C> [82C]x4 > tk j.2369A> j.236A> j.236236A
Fastfall combo ending in an unscale. On Berserker reduce the number of fastfall loops to x2 instead of x3. Can do the easier jump back j.B activate unscale instead of the loop
Stance Cancel Loop Routes
- 5B> 6B> 5C> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 6239C
stance cancel combo ending with meter drain does not work on Berserker. When in the corner after the first 623B you may need to delay the following bow or sword 2C if the opponent looks too high.
- 5B> 6B> 5C> 623B> "ff">j.B> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> A+B+C> [82C]x4 > tk j.2369A> j.236A> j.236236A
A combo using fastfall, stance cancels and ending with the 82C activate unscale for big damage. If there is a drop from the opponent being too high try delaying the fastfall j.B.
- 5B> 2B> 6B> 5C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> A+B+C> [82C]x4 > tk j.2369A> j.236A> j.236236A
More difficult but more optimal stance cancel combo. The last stance cancel to unscale activate combo only works on lighter characters like Sakura and Saber at the moment (more characters need to be tested). On heavier characters you can cut the combo early by going into 6239C after the third 623B for meter drain or do the activate unscale at the second 623B. Look further down for this route using a Reflect cancel extender as another option.
Hrunting Combo: Starts in bow mode needs 200 meter for super and activate
- 236236A> 22C> 6B> 2C> 623B> 228C> 2C> 228C> 2C> 623B> 228C> 2C> A+B+C>[82C]x4> tk j.2369A> j.236A> j.236236A
For now only on a grounded hit testing for air combo options in progress
Ground Combos
- 2A (Sword) > 5B > 6B > 5C > 623B > To Juggle Combo
- Standard Archer ground route that can be linked from j.A (which also crosses up).
- Can start from 5B from 6B if they were used in neutral hit confirms.
- If j.C hits, go directly into 5B instead for better scaling.
- Second hit of 5B may be skipped for better scaling
- After a {{clr|3|2B]] hits, can cancel into 5B and proceed as usual
- 2C can be used between 5C and 623B for easier execution but not recommended due to the possibility of it whiffing on certain characters if they're crouching, as well as combo scaling.
- (Counter Hit) 5C (Sword) > 22C > 5B > (2B) > 5C > 22C > 6B > 5B > 623B > To Juggle Combo
- Works only on standing opponents
- When not in corner, bow 2B may not combo depending on character and distance, it's advisable to skip 2B midscreen.
- 5B> 6B> 5C> 623A> A+B+C> 22C> 5B> 2B> 5C> 22C> 5C> 623A> 2362369B> 22C> 5B> 2B> 5C> 22C> 6B> 5C> 623A (RC)> 22C> 5B> 2B> 5C> 22C> 5C> 623A> 2362369B> 22C> 5B> 2B> 5C> 5A> 2A> 5B> 2B>6B> 5C> 623B
- Requires Full Meter
- Delay the Sword strings during activation to buy the cooldown time before launching opponent
- Follow with juggle route to get back 100 meter into a second activation for 9000~ Damage.
Juggle Combos
- [623B > sj.B (fast fall) (282B)] x 5 > sj.B (28B) > j.22C > j.236A > j.C > 2369A
- Meter gain loop.
- Make sure to delay the 623B and sj.B to a little bit in the first few reps if you don't want to risk accidentally crossing under the opponent.
- Can be used in double activation combos due the meter gain.
- You may choose j.236236A (Caladbolg) instead for damage and hard knockdown, if you swap out j.C > 2369A with it at the end.
- [623B > sj.B (fast fall) (282B)] x 4 > 228C > 2C > j.236A
- Same loop, but may be easier for some.
- Can activate right after 2C, if going for activation combos.
- 623B (Sword) > 228C > 2C > 228C > 2C > 623B > 228C > 2C > 228C > 2C > 623B > RG > 2C > 623B > sj.B (28B) > j.22C > j.236A > j.236236A
- Standard stance cancel loop.
- This variation ends in a hard knockdown from Caladbolg.
- Second bow 2C must be delayed when in corner.
- You can also reduce it to two loops instead of three (which may not even work on some characters) for easier execution if reflect cancel is not used.
- 623B (Sword) > 228C > 2C > 228C > 2C > 623B > 228C > 2C > 228C > 2C > 623B > 228C > 2C > A+B+C
- A variation of above, but this connects to activation routes.
- 623B (Sword) > sj.B (fast fall) (282B) > 623B > 228C > 2C > j.B > j.C > land > j.B > j.C > 2369A > A+B+C (if needed)
- Arrow combo with great scaling
- Jump forward during the arrow aerials, and do not use fast fall.
- The j.C must be delayed so it hits as Archer is falling.
- At corner you can opt to jump backwards in the second j.B j.C, which not only keeps you out of opponent's burst range, but allows you to do crouch cancel 2C 6 times in corner, when you're usually only allowed 4.
- Has varied timings depending on character size and weight (e.g. Saber and Rin requires the first j.B to be delayed)
- 623B (Sword) > sj.B (fast fall) (282B) > 623B > 228C > 5C > 2C > 228C > 6B > 623B > sj.B (28B) > j.22C > j.236A > j.236236A
- Consistent Archer combo with decent damage
- If Caladbolg ender is not preferred, use j.C > 2369A instead (which can then cancel into activation, if needed).
Most juggle combos can be modified by swapping the ending move with bow j.B > j.236236A for an instant unscale to close out a round. Just remember to activate before the arrow hits the opponent, then use Caladbolg (j.236236A) immediately.
Juggle Combos (Activation)
- 2C > 82C x 5 > j.236A (tiger knee) > j.236A > j.236236A
- Archer's standard activation crouch cancel combo that deals 7k+ damage.
- Hit up then quickly hit and hold down for better consistency.
- Second j.236A Only works when enemy is touching the corner. Omit it and add another 82C instead if that isn't the case.
- If Archer is too close to the corner, use 82C three times instead(for a total of 4 2Cs) and go into j.236A, otherwise the combo will drop.
- You may jump back on the first 236A (236 then delay 7A) for better control and burst protection, depending on position.
- 2C > [82C] x 6 > 228C > 2C > 623B > RG > 2C > 623B > sj.B (28B) > j.22C > j.236A > j.236A > j.236236A
- Corner only
- Can deal up to 8K (or even higher) in a full combo.
Swag combo
- 5B > 6B > 5C > UBW Activation > 22C > j.C > 5B > 6B > 5C > 623A > RG > 22C > j.C > 5B > 6B > 5C > 623B > 228C > 623B > 228C > 623B > 228C > 623B > 2C > 236236C
Combo Flows
each combo consists of sets of strings of inputs from "Ground Opener" > "Juggle Combo" > "Ender" > "Extension"
Ground Opener
"Ground Opener" is a chain of normal attacks stringed together on grounded target. Until you can no longer do ground combo and has to use 623B to juggle the opponent for Juggle Combo
From Sword
j.C > (5A > 2A > 5B > 2B) > 6B > 5C >
- the (5A > 2A > 5B > 2B) should be omitted as much as possible. if j.C is confirmed, skip to 6B for optimal results
From Bow
5B > 2B > 5C > 22C > 6B > 5C >
Juggle Combo
Juggle Combo Routes commonly start from 623B to juggle the opponent up. But it's not uncommon to go from a confirmed hit from the air. especially on Air Counter Hit
Mixed Route
This route consists of 1 fast fall and stance shift. it is the overall the most optimal universal route to date (very good consistency and higher damage than most routes, except the routes exclusively for light characters)
Ground Opener > 623B > sj ff j.B > 623B > 228C > 2C > 228C > 623B > 228C > 2C > 228C > 2C > 623B >
Female Only (except Luvia) route
It is not very consistent, but it does offer more damage
Ground Opener > [623B > 228C > 2C > 228C]x2 > 6B > 623B > 228C > 2C > 228C > 2C > 623B >
For-Rin-Only Pure Stance Shift Route
This route offers the most damage and 1 less Gravity unit than the other 2 routes prior introduced - meaning you sholuld not skip the a j.A before j.B in the optimal Ender (for both damage and consistency)
Ground Opener > [623B > 228C > 2C > 228C]x3 > 2C > 623B >
Bow Route
This route is designed for Archer to control his distance with the opponent
Since they're vastly different from the other routes. I will include the enders for them
Ground Opener > 623B > (ff sj.B > 623B) > 228C > 2C > j.B > j.C > land > j.B > j.C > land > 2369A
Ground Opener > 623B > (ff sj.B > 623B) > 228C > 2C > j.B > j.C > land > j.B > j.C > land > j.B > activate > 236236A
skip the (ff sj.B > 623B) part if the opponent is small
Ender
Ender is a string of attacks tailored made for when the gravity has reach a specific point
Enders are optimized for damage and sometimes also for consistency.
Some Enders such as the one that ends with 2369A can be extended by the Extensions
Meter Damage Ender
This Ender offers less damage than the rest. But it does create pressure because Archer can potentially do an unburstable Combo that threatens to win the round
Juggle Combo > 623C
Bow Ender
This Ender does high damage without any cost. It does not offer HKD, unlike the super ender
This Ender can be extended by Activation
Juggle Combo > (sj.A) > sj.B > j.22C > j.236A > j.C > land > 2369A
- the (j.A) is optional (but it does more damage most of the times), depends on the height and the gravity the opponent, using it can help Archer land j.236A more easily
Basic Caladbolg Ender
This Ender ends the combo with HKD and cannot be extended. It offers decent damage but it costs Archer his Meter Advantage
Juggle Combo > (sj.A) > sj.B > j.22C > j.236A > j.236236A
- the (sj.A) is optional (but it does more damage most of the times), depends on the height and the gravity the opponent, using it can help Archer land j.236A more easily
Quick Unscaled Caladbolg Ender
This Ender is designed to preserve Archer's Meter to the next round. It does offer more damage than the Basic Caladbolg Ender, but you have to make sure it kills because Archer's meter starts to deplete after the activation
Juggle Combo > (sj.A) sj.B > j.22C > j.236A > j.C > land > j.B > activate > 236236A
- the (sj.A) is optional (but it does more damage most of the times), depends on the height and the gravity the opponent, using it can help Archer land j.236A more easily
Extension
Extension is when you use Reflect Cancel or Activate Cancel to extend your combo after the 2369A or 2C Ender
It is most common for Archer to use the Extension for the 2C juggle
It is also requires Archer to have pushed the opponent to the corner, and Archer himself has to be at a certain distance from the opponent.
This works by activating and use the activated jump cancel to repeatedly use 2C to keep juggling the opponent, then jump and use j.236A twice and unscale into Caladolg
the 2C can be repeated up to 7 times. But it is recommended to only use it 6 times at most. and if the distance is in the burst range, just back for the j.236A before they can burst
Ender > activate > [2C]xn > jump > j.236A > j.236A > j.236236A
if Archer is in the burst range, n represents the number of times before the opponent can burst
if Archer is out of the burst range, n = 6 (or 7, depending on your level of confidence)
Demonstrations
Beginner Level
Boomerang Combo (Video Demonstration)
slightly delay the first 623B against light character
Kirei and Berserker need some alterations. but if the base version is too difficult for you. you can just use the Berserker route
Ground Opener > [623B > 236B > 6B]x2 > 623B > ender
For Kirei and Berserker: Ground Opener > 2C > 623B > 2369B > 2C > 623B > ender
Casual Level
Pure Fast Fall Combo (Video Demonstration)
This combo introduces you to the "fast fall" (623B > sj.B) loop
Depends on character's weight, you want to let the 623B animation go a little long before you start the super jump fast fall
You don't have to delay on Berserker
Ground Opener > [623B > ff sj.B]x4 > 623B > ender
Intermediate Level
Intermediate Bow Combo (Video Demonstration)
This combo introduces you to the first part of the optimal combo
Ground Opener > 623B > ff sj.B > 623B > 228C > {{clr|2|5C > 2C > (forward jump) > j.B > (delay) > j.C > (backward jump) > j.B > (delay) > j.C} > ender
Intermediate Mix Combo (Video Demonstration)
This combo introduces you to the basics of the optimal combo
Ground Opener > 623B > ff sj.B > 623B > 228C > 5C > 2C > 228C > 6B > 2C > 623B > ender
Sword opener to 2369A ender (Video Demonstration)
Ground Opener > 623B > sj ff j.B > 623B > 228C > 2C > 228C > 623B > 228C > 2C > 228C > 2C > 623B > sj j.B > j.22C > j.236A > j.C > land > 2369A
Bow opener to 623C ender (Video Demonstration)
5B > 2B > 5C > 22C > 6B > 5C > 623B > ff sj.B > 623B > 228C > 2C > 228C > 623B > 228C > 2C > 228C > 2C > 623B > 623C
light characters juggle to basic Caladbolg ender (Video Demonstration)
Ground Opener > [623B > 228C > 2C > 228C]×2 > 6B > 623B > 228C > 2C > 228C > 2C > 623B > (sj.A) > sj.B > j.22C > j.236A > 236236A
Finisher - quick variation (Video Demonstration)
This route is used either when Archer has little to no meter, or to preserve his meter to the next round
Ground Opener > juggle route > (sj.A) > sj.B > j.22C > j.236A > j.C > land > jump (back or up) > j.B > activate > 236236A
Rin-only juggle route to extended finisher (Video Demonstration)
It is suggested that this route should only be used when it will kill the opponent. Don't use it otherwise
Ground Opener > [623B > 228C > 2C > 228C]x3 2C > 623B > sj.A > sj.B > j.22C > j.236A > j.C > land > 2369A > (the opponent must reach corner) > activate > [82C]×n > jump (7 or 8) > 236A > 236A > 236236A
- n is the number of times you can repeat before the opponent can burst, otherwise you can potentially waste your activation. the maximum number is 7
Advanced Level
Traditional Stance Shift Combo (Video Demonstration)
Ground Opener > 623B > 228C > [2C > 228C > 6B > 2C > 623B]x2 > ender
RG~C ToD - Tall Characters variation (Video Demonstration)
The opponent must be at the corner and has around 100% meter or less
RG~C > 623B > sj.B > j.22C > ff j.C > land > [j.B > j.C]x3 > land > 2369A > activate > [2C]x8 > 228C > 2C > 623B > rc > 2C > 623B > > j.236A > j.236A > 236236A
RG~C ToD - Small Characters variation (Video Demonstration)
Omit the last j.236A against Sakura and Luvia
This ToD does not work against Bazett and Shirou
RG~C > mix juggle route > 2369A ender > activate > [2C]x8 > 228C > 2C > 623B > rc > 2C > 623B > > j.236A > j.236A > 236236A