Fate Unlimited Codes/Shirou: Difference between revisions
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| advblock =-2 | | advblock =-2 | ||
| description =*Shirou crouches down and performs a low kick. | | description =*Shirou crouches down and performs a low kick. | ||
*17% descale | |||
}} | }} | ||
}} | }} | ||
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| advblock =+2 | | advblock =+2 | ||
| description =*Shirou steps forward and elbows his opponent. | | description =*Shirou steps forward and elbows his opponent. | ||
*15% descale | |||
}} | }} | ||
}} | }} | ||
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| advblock =-2 | | advblock =-2 | ||
| description =*Shirou slides forward and sweeps his opponent's legs and knocks them off their feet. | | description =*Shirou slides forward and sweeps his opponent's legs and knocks them off their feet. | ||
*15% descale | |||
}} | }} | ||
}} | }} | ||
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| advblock =-6 | | advblock =-6 | ||
| description =*Shirou punches the opponent to the ground. It will drag down aerial opponents into a non-techable knockdown. | | description =*Shirou punches the opponent to the ground. It will drag down aerial opponents into a non-techable knockdown. | ||
*10% descale | |||
}} | }} | ||
}} | }} | ||
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| advblock =-11 | | advblock =-11 | ||
| description =*Shirou punches the opponent into the air. | | description =*Shirou punches the opponent into the air. | ||
*10% descale | |||
}} | }} | ||
}} | }} | ||
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| advblock =+3 | | advblock =+3 | ||
| description =*Shirou gut punches his opponent. Vs a grounded foe, this will put them in a crumple state. | | description =*Shirou gut punches his opponent. Vs a grounded foe, this will put them in a crumple state. | ||
*10% descale | |||
}} | }} | ||
}} | }} | ||
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| advblock = | | advblock = | ||
| description =*Shirou kicks in front of him while airborne. | | description =*Shirou kicks in front of him while airborne. | ||
*15% descale | |||
}} | }} | ||
}} | }} | ||
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| advblock = | | advblock = | ||
| description =*Shirou puts his knee in front of him | | description =*Shirou puts his knee in front of him | ||
*15% descale | |||
}} | }} | ||
}} | }} | ||
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| description =*Shirou summons a bow and aims it downward before shooting a jolt. | | description =*Shirou summons a bow and aims it downward before shooting a jolt. | ||
*Stalls air movement on a normal jump, but it can be cancelled on a held jump. | *Stalls air movement on a normal jump, but it can be cancelled on a held jump. | ||
*15% descale | |||
}} | }} | ||
}} | }} | ||
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| advblock = | | advblock = | ||
| description =*Shirou punches his opponent before kicking them into the air. This can start a combo. | | description =*Shirou punches his opponent before kicking them into the air. This can start a combo. | ||
*51% descale | |||
}} | }} | ||
}} | }} |
Revision as of 04:10, 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 |
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|
|
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.