Fate Unlimited Codes/Shirou: Difference between revisions
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Wat Bearie (talk | contribs) |
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| advblock =+4 | | advblock =+4 | ||
| description =*C version throws both daggers into the air. | | description =*C version throws both daggers into the air. | ||
*10% descale per hit for every version | |||
}} | }} | ||
}} | }} | ||
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| version ={{clr|3|623B}} | | version ={{clr|3|623B}} | ||
| header = no | | header = no | ||
| damage = | | damage =660 | ||
| guard =High | | guard =High | ||
| cancel =R*, A | | cancel =R*, A | ||
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| advblock =-3 | | advblock =-3 | ||
| description =*B version is an overhead that can link into his normals on hit. | | description =*B version is an overhead that can link into his normals on hit. | ||
* This attack has 2 hits, dealing 300 and 360 base damage repectively | |||
}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
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| description =*Startup on the C version is invincible and it costs 30 meter to perform. As long as it connects, you will drain 50 meter from your opponent. | | description =*Startup on the C version is invincible and it costs 30 meter to perform. As long as it connects, you will drain 50 meter from your opponent. | ||
*C version launches his opponents, but cannot combo on regular hit without meter. | *C version launches his opponents, but cannot combo on regular hit without meter. | ||
*10% descale | |||
}} | }} | ||
}} | }} | ||
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| description =*C version performs a committal overhead that does not look like an overhead. | | description =*C version performs a committal overhead that does not look like an overhead. | ||
*Can be jump cancelled, opening Shirou's strongest routes. | *Can be jump cancelled, opening Shirou's strongest routes. | ||
*10% descale for both B and C versions | |||
}} | }} | ||
}} | }} | ||
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| version ={{clr|3|421B}} | | version ={{clr|3|421B}} | ||
| header = no | | header = no | ||
| damage = | | damage =750 | ||
| guard =All | | guard =All | ||
| cancel =R, A | | cancel =R, A | ||
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| advblock =-13 | | advblock =-13 | ||
| description =*B version fires multiple shots straight forward. | | description =*B version fires multiple shots straight forward. | ||
*This attack has 3 hits, dealing 250 base damage per hit | |||
}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
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| advblock =+3 | | advblock =+3 | ||
| description =*C version fires one powerful shot straight forward. | | description =*C version fires one powerful shot straight forward. | ||
*5% descale per hit for every version | |||
}} | }} | ||
}} | }} |
Revision as of 04:21, 13 February 2023
Shirou | |
---|---|
Health | 10,000 |
Prejump | 4 |
Backdash | 25F (Invulnerable 1-15) |
Weight | Light |
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
Strengths | Weaknesses |
---|---|
|
|
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 |
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Trap Shot
421X |
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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.