Fate Unlimited Codes/Shirou: Difference between revisions
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===Midscreen=== | ===Midscreen=== | ||
''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 {{clr|3|236236B}} unblockeables. | |||
*236236A: Metered ender, a follow-up combo can be done on certain scenarios | |||
The combos will use the terms 'Enders' from now on to avoid repetition. | |||
''Basic Combo | 3143DMG with {{clr|5|623A}} ender'' | ''Basic Combo | 3143DMG with {{clr|5|623A}} ender'' | ||
* {{clr|2|5B}} > {{Clr|3|6C}} > {{clr|2|214C}} > jump(9) > {{clr|2|j.C}} > land {{clr|2|2C}} > {{clr|2|j.C}} > {{clr|3|j.B}} > land {{clr|3|5B}} > {{clr|2|2C}} > jump(9) > {{clr|3|j.B}} > {{clr|2|j.C}} > {{clr|3|j.B}} > land {{clr|5|5A}} > {{clr|3|5B}} > {{clr|2|2C}} > {{clr|2|5C}} > | * {{clr|2|5B}} > {{Clr|3|6C}} > {{clr|2|214C}} > jump(9) > {{clr|2|j.C}} > land {{clr|2|2C}} > {{clr|2|j.C}} > {{clr|3|j.B}} > land {{clr|3|5B}} > {{clr|2|2C}} > jump(9) > {{clr|3|j.B}} > {{clr|2|j.C}} > {{clr|3|j.B}} > land {{clr|5|5A}} > {{clr|3|5B}} > {{clr|2|2C}} > {{clr|2|5C}} > Ender | ||
:: Basic combo that does decent damage for the ease. Works in the corner | :: Basic combo that does decent damage for the ease. Works in the corner | ||
''Lightweight Knee Combo | 3671DMG with {{clr|5|623A}} ender'' | ''Lightweight Knee Combo | 3671DMG with {{clr|5|623A}} ender'' | ||
* 5B > 6C > {{clr|2|214C}} > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 5B > 5C > 2C > {{clr|2|214C}} > jump(9) > ff j.C > land 5B > 2C > 5C > | * {{clr|3|5B}} > {{clr|2|6C}} > {{clr|2|214C}} > jump(9) > ff {{clr|2|j.C}} > land {{clr|2|2C}} > jump(9) > ff {{clr|2|j.C}} > land {{clr|2|2C}} > jump(9) > ff {{clr|2|j.C}} > land {{clr|3|5B}} > {{clr|2|5C}} > {{clr|2|2C}} > {{clr|2|214C}} > jump(9) > ff {{clr|2|j.C}} > land {{clr|3|5B}} > {{clr|2|2C}} > {{clr|2|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. | :: 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 {{clr|5|623A}} ender'' | ''Midweight Knee Combo | 3598DMG with {{clr|5|623A}} ender'' | ||
* 5B > 6C > {{clr|2|214C}} > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2B > 2C > {{clr|2|214C}} > jump(9) > | * {{clr|3|5B}} > {{clr|2|6C}} > {{clr|2|214C}} > jump(9) > ff {{clr|2|j.C}} > land {{clr|2|2C}} > jump(9) > ff {{clr|2|j.C}} > land {{clr|2|2C}} > jump(9) > ff {{clr|2|j.C}} > land {{clr|3|2B}} > {{clr|2|2C}} > {{clr|2|214C}} > jump(9) > {{clr|2|j.C}} > land {{clr|3|5B}} > {{clr|2|2C}} > {{clr|2|5C}} > Ender | ||
:: Double knee combo on midweights. Delay the 2B after the second {{clr|2|214C}} to keep the knee from crossing under. | :: Double knee combo on midweights. Delay the 2B after the second {{clr|2|214C}} to keep the knee from crossing under. | ||
''Berserker Knee Combo | 3580DMG with {{clr|5|623A}} ender'' | ''Berserker Knee Combo | 3580DMG with {{clr|5|623A}} ender'' | ||
* 5B > 6C > {{clr|2|214C}} > jump(9) > ff j.C > land 5C > 2C > {{clr|2|214C}} > jump(9) > ff j.C > land delay 2B > 2C > {{clr|2|214C}} > jump(9) > ff j.C > 5A > 2C > 5C > | * {{clr|3|5B}} > {{clr|2|6C}} > {{clr|2|214C}} > jump(9) > ff {{clr|2|j.C}} > land {{clr|2|5C}} > {{clr|2|2C}} > {{clr|2|214C}} > jump(9) > ff {{clr|2|j.C}} > land delay {{clr|3|2B}} > {{clr|2|2C}} > {{clr|2|214C}} > jump(9) > ff {{clr|2|j.C}} > {{clr|5|5A}} > {{clr|2|2C}} > {{clr|2|5C}} > Ender | ||
:: Knee combo on Berserker. | :: Knee combo on Berserker. | ||
{{Navbox-FUC}} | {{Navbox-FUC}} |
Revision as of 14:36, 3 December 2022
Shirou | |
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Health | 10,000 |
Prejump | 4 |
Backdash | 25F (Invulnerable 1-15) |
Introduction
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
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
Kakuyoku Niren
236X |
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Kakuyoku Souren
623X |
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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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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)
Midscreen
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
The combos will use the terms 'Enders' from now on to avoid repetition.
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.