Fate Unlimited Codes/Archer: Difference between revisions
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Frigidmoon (talk | contribs) m (format) |
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* 5B 6B 5C 623A Activate 22C 6B 5C 623A 2362369B 22C 5B 2B 5C 22C 5B 2B 6B 5C 623A RC 22C 5A 2A 5B 2B 6B 5C 623A 2362369B 22C 5B 2B 5C 5A 2A 5B 2B 6B 5C 623B | * '''5B 6B 5C 623A Activate 22C 6B 5C 623A 2362369B 22C 5B 2B 5C 22C 5B 2B 6B 5C 623A RC 22C 5A 2A 5B 2B 6B 5C 623A 2362369B 22C 5B 2B 5C 5A 2A 5B 2B 6B 5C 623B''' | ||
** Requires Full Meter | ** Requires Full Meter | ||
** Delay the Sword strings during activation after the first chant to buy the cooldown time for second chant | ** Delay the Sword strings during activation after the first chant to buy the cooldown time for second chant |
Revision as of 02:49, 13 August 2021
Archer | |
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Health | 10,000 |
Prejump | 4F |
Backdash | 25F (Invulnerable 1-15) |
Weight | Medium |
Introduction
Archer is a form change character, switching from a rushdown character to a zoner using a bow and arrow. He has high damaging combos and has a unique cancel through the use of UBW chant. Archer is very good vs pushblock which allows him to stay on top of his opponent once he gets in (because many of his sword attacks move him forward)
Strengths:
- Great versatility in how he can be played as a zoner in bow mode or a rushdown character in sword mode depending on what you need in the matchup. Because of this Archer has a strong neutral game that has answers for most of the cast.
- Advancing normals (5b and 6b) in sword mode that are great for whiff punishing, starting offence, and countering pushblock
Weaknesses:
- In bow mode you can’t reject guard, reversal, or throw and even if you try to mash out of pressure all you’ll get is 5a, 2a. Getting hit while in this mode is awful since it will usually force you to spend a lot of meter to get the opponent off
- Archer has no invulnerability on any of his reversals. His 623x is instead an auto guard that has armour for a certain amount of time. Throwing will beat it clean and his armour on 623b will be crushed if the opponent has a mashable low
Universal Moves
5A
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2A
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22C
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Sword Form
5B
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2B
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6B
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5C
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2C
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j.A
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j.B
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j.C
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6A+B
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236X
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623X
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214X
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Bow Form
5B
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2B
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5C
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2C
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j.A
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j.B
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j.C
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236X
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214X
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j.236X
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Supers (WIP)
236236A (Sword)
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236236B (Sword)
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236236A (Bow)
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j.236236A (Bow)
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236236C (Grail Super)
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Combos (WIP)
Basic Routes:
- 5A> 5B> 2B> 6B> 5C> 2C> 623B> jump> j.A> j.B> “d. jump> 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> jump> j.A> j.B> “d. jump> j.A> j.B> j.C
Easy combo extender using a reject guard cancel after 623A for more damage. Needs 75 meter for the RG
- 5B> 2B> 6B> 5C> 623B> tkc 6239C> (RG) 6B> 2C> 623B> jump> 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> activate> 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> activate> 2C> [82C]x4> j.tk 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>activate> [82C]x4 > j.tk 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> activate> [82C]x4 > j.tk 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> activate> [82C]x4 > j.tk 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> activate>[82C]x4> j.tk 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 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 Activate 22C 6B 5C 623A 2362369B 22C 5B 2B 5C 22C 5B 2B 6B 5C 623A RC 22C 5A 2A 5B 2B 6B 5C 623A 2362369B 22C 5B 2B 5C 5A 2A 5B 2B 6B 5C 623B
- Requires Full Meter
- Delay the Sword strings during activation after the first chant to buy the cooldown time for second chant
- Follow with meter gain juggle route 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 > Reflect Cancel > 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 > Activation
- 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 > Activation (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 descale 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 j236A, 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 > Reflect Cancel > 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 > Reflect Cancel > 22C > j.C > 5B > 6B > 5C > 623B > 228C > 623B > 228C > 623B > 228C > 623B > 2C > 236236C