Fate Unlimited Codes/Kirei: Difference between revisions
Jump to navigation
Jump to search
Line 214: | Line 214: | ||
| blockstun =19 | | blockstun =19 | ||
| advblock =+1 | | advblock =+1 | ||
| description = | | description =Kirei throws out a dagger as a projectile; it pulls from his dagger resource located above his meter. Pierces energy projectiles. | ||
Throws 1 dagger diagonally upwards. Outside of combos, this version is good as an anti-air. | |||
}} | }} | ||
Line 227: | Line 229: | ||
| blockstun =19 | | blockstun =19 | ||
| advblock =+1 | | advblock =+1 | ||
| description = | | description =Throws 1 dagger straight forward. | ||
Possibly the best projectile in the game. Great for combos and neutral. It's slow so you can gain space after throwing it out. Plus on block and on ground counter hit, staggers the opponent. On air counter hit, it's a free combo even from very far away and on air normal hit can still dash up and land a 5A to confirm. | |||
Can use this out of backdash to punish your opponent for trying to take their turn back or to create space before throwing it out. It even pierces energy projectiles so very useful in matchups such as Caster. | |||
The only weakness of this attack outside of the number being limited is that there are a lot of characters who can crouch it to make it whiff. | |||
}} | }} | ||
{{AttackData-FUC | {{AttackData-FUC | ||
Line 240: | Line 246: | ||
| blockstun =19 | | blockstun =19 | ||
| advblock =+6 | | advblock =+6 | ||
| description = | | description =Throws out 2 daggers to cover diagonally upwards and straight forward. | ||
Nothing special. Does the B version then the A version of the black key toss. Good in unscale routes. | |||
}} | }} | ||
Line 267: | Line 269: | ||
| blockstun =25 | | blockstun =25 | ||
| advblock =-8 | | advblock =-8 | ||
| description = | | description =Kirei kicks his opponent into the air. All versions knock the opponent off the ground. | ||
This version can combo from anywhere thanks to jump cancel. Doesn't see much use outside of combos but it is 5F so can be useful in situations where a 2A is too slow and where 5A will whiff. | |||
}} | }} | ||
Line 280: | Line 284: | ||
| blockstun =21 | | blockstun =21 | ||
| advblock =-12 | | advblock =-12 | ||
| description = | | description =Same as A version except Kirei can not jump cancel it. | ||
There's more hitstun on this version so he can link moves after it more easily. Sees a lot of use in Kirei's combos. | |||
}} | }} | ||
Line 293: | Line 299: | ||
| blockstun =15 | | blockstun =15 | ||
| advblock =-14 | | advblock =-14 | ||
| description = | | description =This version requires meter to combo after. | ||
Startup is invincible and it costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent. | |||
Gives a hard knockdown making it a great combo ender. As a reversal, it's decent but can't RG it till the final hit making it more unsafe than grounded 623Cs. | |||
On hit, can confirm with RG into 2B for an easy pickup. | |||
}} | }} | ||
Line 322: | Line 327: | ||
| blockstun =25 | | blockstun =25 | ||
| advblock =+0 | | advblock =+0 | ||
| description = | | description =Kirei's rekka works by having the first 2 hits be 2 of 3 options and the last hit being a unique ender. As a result, each of these rekka hits can cancel into each other once. | ||
This version is a fast elbow that is neutral on block. It combos into B version. | |||
On counter hit, it staggers the opponent for a free combo making this attack great for frame traps. Use this after 5C or 2B to make them safe. | |||
Do be aware that if the opponent pushblocks the move before this attack, it will most likely whiff and Kirei can be punished. | |||
}} | }} | ||
Line 335: | Line 346: | ||
| blockstun =21 | | blockstun =21 | ||
| advblock =-4 | | advblock =-4 | ||
| description = | | description =This version is a heavy palm strike that combos into C version (important for ender). | ||
}} | }} | ||
Line 348: | Line 359: | ||
| blockstun =16 | | blockstun =16 | ||
| advblock =-9 | | advblock =-9 | ||
| description = | | description =This version knocks Kirei's opponent off their feet as long as it is not the first hit of your combo.It is very punishable on block, even if he cancels into an ender. As a combo starter it will combo into the A version. | ||
}} | }} | ||
Line 377: | Line 382: | ||
| blockstun =18 | | blockstun =18 | ||
| advblock =+3 | | advblock =+3 | ||
| description = | | description =Rekka 3 is the ender of Kirei's Rekka chain. | ||
This version is a fast elbow that is plus on block and can continue into a combo vs an airborne opponent. | |||
Since it's an ender and it's slow, it's very telegraphed so this attack can be interrupted or avoided very easily. | |||
}} | }} | ||
Line 390: | Line 399: | ||
| blockstun =8 | | blockstun =8 | ||
| advblock =-12 | | advblock =-12 | ||
| description = | | description =This version is a launcher that is comboable with jump cancel. | ||
}} | }} | ||
Line 403: | Line 412: | ||
| blockstun =9 | | blockstun =9 | ||
| advblock =-16 | | advblock =-16 | ||
| description = | | description =This version does not combo out of anything, but its startup has armor. Its use is primarily to punish your opponent for mashing 2A out of your rekka. | ||
Since you can get to this ender on whiff, its armor is useful in neutral to blow through some other characters' neutral tools. | |||
}} | }} | ||
Line 430: | Line 435: | ||
| blockstun = | | blockstun = | ||
| advblock = | | advblock = | ||
| description = | | description =Kirei's command grab. Kirei will jump into the air before grabbing his opponent. | ||
This version goes the shortest distance out of the three but is also the fastest and the safest on whiff. | |||
This attack is a good move to throw in as a mixup and if you do it after an attack that the opponent pushblocked, the pushback will be negated. | |||
Use 62A3A to combo off this attack from midscreen(doesn't work on Lancer midscreen) and 62A3B to combo off it in the corner. | |||
}} | }} | ||
Line 443: | Line 454: | ||
| blockstun = | | blockstun = | ||
| advblock = | | advblock = | ||
| description = | | description =Goes a little farther than the A version but is more startup. Easier to combo off of with dash 5B so use this version if you can't get the combo off the A version. | ||
}} | }} | ||
Line 456: | Line 467: | ||
| blockstun = | | blockstun = | ||
| advblock = | | advblock = | ||
| description = | | description =Goes the farthest but is almost a full second of startup. Very telegraphed and unsafe. Rarely use this version. | ||
}} | }} | ||
Line 481: | Line 491: | ||
}} | }} | ||
}} | }} | ||
==Supers (WIP)== | ==Supers (WIP)== |
Revision as of 12:56, 12 September 2020
Kirei | |
---|---|
Health | 11,000 |
Prejump | 4 |
Backdash | 25F (Invulnerable 1-15) |
Introduction
A priest and magus who is the supervisor of the fifth Holy Grail War. Kirei is a rushdown character with an emphasis on counter hit fishing and strong okizime. Between a command grab, overhead, and solid lows, Kirei also has good mixup options. Kirei makes use of his black keys as a projectile to get in on and pressure the opponent.
Pros
- Amazing rushdown when opponent is at the wall
- High damage
- Strong projectile that can be used in many situations
- Normals have good range for a bare-handed fighter
Cons
- Black keys are limited to 10 per round
- Weak to pushblock midscreen
- A lot of his normals have high frame disadvantage on block
Normals
5A
|
---|
2A
|
---|
5B
|
---|
2B
|
---|
5C
|
---|
2C
|
---|
6C
|
---|
6A+B
|
---|
Specials
236X
|
---|
623X
|
---|
214X
|
---|
214X Kirei (Rekka 3)
|
---|
421X
|
---|
22C
|
---|
Supers (WIP)
"
236236A
|
---|
236236B
|
---|
A>A>6B>C [[File:FUC A>A>6B>C.png | 175x250px | center|class=lazyimg]]
|
---|