Fate Unlimited Codes/Assassin: Difference between revisions
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| description = Assassin rapidly stabs his opponent 3 times. | | description = Assassin rapidly stabs his opponent 3 times. | ||
*This attack has 3 hits, dealing 220 base damage each | *This attack has 3 hits, dealing 220 base damage each | ||
* | *proration: 10% per hit | ||
*hitstun (1st stab): 25 frames (30 frames on Counter Hit) | *hitstun (1st stab): 25 frames (30 frames on Counter Hit) | ||
*hitstun (2nd stab): 23 frames (30 frames on Counter Hit) | *hitstun (2nd stab): 23 frames (30 frames on Counter Hit) | ||
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| description = Assassin rapidly stabs his opponent 3 times before performing a retreating downward slash that slams the opponent to the ground. | | description = Assassin rapidly stabs his opponent 3 times before performing a retreating downward slash that slams the opponent to the ground. | ||
*This attack has 4 hits, the 3 stabs deals 220 base damage each and the final slash deals 350 base damage | *This attack has 4 hits, the 3 stabs deals 220 base damage each and the final slash deals 350 base damage | ||
* | *proration: 10% per hit | ||
*hitstun (1st stab): 25 frames (30 frames on Counter Hit) | *hitstun (1st stab): 25 frames (30 frames on Counter Hit) | ||
*hitstun (2nd stab): 23 frames (30 frames on Counter Hit) | *hitstun (2nd stab): 23 frames (30 frames on Counter Hit) | ||
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| description = Assassin rapidly stabs his opponent 3 times before performing a counter clockwise side-stepping slash. | | description = Assassin rapidly stabs his opponent 3 times before performing a counter clockwise side-stepping slash. | ||
*This attack has 4 hits, the 3 stabs deals 220 base damage each and the final slash deals 350 base damage | *This attack has 4 hits, the 3 stabs deals 220 base damage each and the final slash deals 350 base damage | ||
* | *proration: 10% per hit | ||
*hitstun (1st stab): 25 frames (30 frames on Counter Hit) | *hitstun (1st stab): 25 frames (30 frames on Counter Hit) | ||
*hitstun (2nd stab): 23 frames (30 frames on Counter Hit) | *hitstun (2nd stab): 23 frames (30 frames on Counter Hit) | ||
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*Assassin can low profile some attacks with this. for example, against Zero Lancer's 5B | *Assassin can low profile some attacks with this. for example, against Zero Lancer's 5B | ||
*If this attack lands a Counter Hit, ground opponent will slowly collapse, fully vulnerable for combo | *If this attack lands a Counter Hit, ground opponent will slowly collapse, fully vulnerable for combo | ||
* | *proration: 10% | ||
*hitstun 35 frames | *hitstun 35 frames | ||
}} | }} | ||
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*Assassin is invulnerable during the startup until he starts the sidestep | *Assassin is invulnerable during the startup until he starts the sidestep | ||
* | *proration: 10% | ||
*hitstun 36 frames | *hitstun 36 frames | ||
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*Assassin is invulnerable until he slashes | *Assassin is invulnerable until he slashes | ||
*If this attack lands a Counter Hit, the ground opponent will slowly collapse, fully vulnerable for combo | *If this attack lands a Counter Hit, the ground opponent will slowly collapse, fully vulnerable for combo | ||
* | *proration: 10% | ||
*hitstun 33 frames | *hitstun 33 frames | ||
This costs 30 meter to perform and deals 50 meter damage to the opponent | This costs 30 meter to perform and deals 50 meter damage to the opponent | ||
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Can be used to destroy projectiles (except Supers) | Can be used to destroy projectiles (except Supers) | ||
* | *proration: 10% | ||
*hitstun 36 frames | *hitstun 36 frames | ||
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Can be used to destroy projectiles (except Supers) | Can be used to destroy projectiles (except Supers) | ||
* | *proration: 10% | ||
*hitstun: until the opponent hits the ground | *hitstun: until the opponent hits the ground | ||
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Can be used to destroy projectiles (except Supers) | Can be used to destroy projectiles (except Supers) | ||
* | *proration: 10% | ||
*hitstun: until the opponent hits the ground | *hitstun: until the opponent hits the ground | ||
}} | }} | ||
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| advblock = -9 | | advblock = -9 | ||
| description = Retreating horizontal slice that knocks the opponent off their feet. | | description = Retreating horizontal slice that knocks the opponent off their feet. | ||
* | *proration: 10% | ||
*hitstun: until the opponent hits the ground | *hitstun: until the opponent hits the ground | ||
}} | }} | ||
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| advblock = -14 | | advblock = -14 | ||
| description = Retreating vertical slice that slams the opponent down | | description = Retreating vertical slice that slams the opponent down | ||
* | *proration: 10% | ||
*hitstun: until the opponent hits the ground | *hitstun: until the opponent hits the ground | ||
}} | }} | ||
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| description = Retreating multi-hitting vertical slice that launches the opponent. | | description = Retreating multi-hitting vertical slice that launches the opponent. | ||
*This attack has 3 hits, dealing 230 base damage each | *This attack has 3 hits, dealing 230 base damage each | ||
* | *proration: 10% per hit | ||
*hitstun (each hit): 33 frames | *hitstun (each hit): 33 frames | ||
}} | }} | ||
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| advblock = -14 | | advblock = -14 | ||
| description = Assassin attempts to parry incoming mid and high attacks then performs a vertical slash that launches the opponent. | | description = Assassin attempts to parry incoming mid and high attacks then performs a vertical slash that launches the opponent. | ||
* | *proration (basic): 10% | ||
*hitstun (basic): 35 frames | *hitstun (basic): 35 frames | ||
A successful parry will deal 1000 damage, knocking the opponent away and causes a Hard Knock Down that cannot be combo'd off of. | A successful parry will deal 1000 damage, knocking the opponent away and causes a Hard Knock Down that cannot be combo'd off of. | ||
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| advblock = -14 | | advblock = -14 | ||
| description = Assassin attempts to parry incoming mid and high attacks then performs a horizontal slash. | | description = Assassin attempts to parry incoming mid and high attacks then performs a horizontal slash. | ||
* | *proration (basic): 10% | ||
*hitstun (basic): until the opponent hits the ground | *hitstun (basic): until the opponent hits the ground | ||
A successful parry will deal 600 damage, causing the opponent to collapse slowly and can be combo'd into as if the opponent is standing (before they fall completely) | A successful parry will deal 600 damage, causing the opponent to collapse slowly and can be combo'd into as if the opponent is standing (before they fall completely) | ||
*the successful parry version cannot be cancelled by any means | *the successful parry version cannot be cancelled by any means | ||
* | *proration (parry): 28% total | ||
}} | }} | ||
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| advblock = x | | advblock = x | ||
| description = Assassin slide forward with a low kick. This counter is very fast and has great reach | | description = Assassin slide forward with a low kick. This counter is very fast and has great reach | ||
* | *proration: 10% | ||
*hitstun: 27 frames (30 frames on Counter Hit) | *hitstun: 27 frames (30 frames on Counter Hit) | ||
}} | }} | ||
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| advblock = | | advblock = | ||
| description = Assassin does a heavy slash after a successful Reflect Guard | | description = Assassin does a heavy slash after a successful Reflect Guard | ||
* | *proration: 10% | ||
*hitstun: 32 frames (37 frames on Counter Hit) | *hitstun: 32 frames (37 frames on Counter Hit) | ||
}} | }} | ||
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*This attack has 2 hits, dealing 250 and 550 base damage respectively | *This attack has 2 hits, dealing 250 and 550 base damage respectively | ||
*There's no real benefit in activate cancelling out the 2nd hit, but it's possible | *There's no real benefit in activate cancelling out the 2nd hit, but it's possible | ||
* | *proration (per hit): 15% | ||
* | *proration (total): 27.75% | ||
*hitstun (1st hit): 35 frames (42 frames on Counter Hit) | *hitstun (1st hit): 35 frames (42 frames on Counter Hit) | ||
}} | }} | ||
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| advblock =-31 | | advblock =-31 | ||
| description =Assassin performs his Tsubame Gaeshi: 3 simultaneous slices from different angles. If the opponent is within a short range and can be grabbed, they will be and will suffer 2100 damage. If they cannot be grabbed, Assassin will perform 3 strikes that each deal 300 damage (blockable). If his opponent is in hitstun, which followup happens depends only on distance, not whether they can be grabbed. | | description =Assassin performs his Tsubame Gaeshi: 3 simultaneous slices from different angles. If the opponent is within a short range and can be grabbed, they will be and will suffer 2100 damage. If they cannot be grabbed, Assassin will perform 3 strikes that each deal 300 damage (blockable). If his opponent is in hitstun, which followup happens depends only on distance, not whether they can be grabbed. | ||
* | *proration (per hit): 10% | ||
This costs 100 meter. | This costs 100 meter. | ||
}} | }} |
Revision as of 08:53, 25 July 2023
Assassin | |
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Health | 9,500 |
Prejump | 4 |
Backdash | 24F (Invulnerable 1-14) |
Weight | Medium |
Introduction
Assassin is a defensive character, functioning like Guilty Gear's Baiken with guard cancel parries (646C) as his central mechanic.
Assassin's biggest strength is the range of his normals which are mostly fast and keep people at a healthy midrange. Assassin has a high execution barrier to getting respectable damage.
Strengths | Weaknesses |
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Normals
5A
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2A
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6A
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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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6C
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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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Specials
236X
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623X
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214X
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421X
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646X
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Reflect Counters (WIP)
Reflect Guard has 9 frames of animation lock before you can perform the counter
Reflect Guard ~ A
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Reflect Guard ~ B
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Reflect Guard ~ C
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Guard Cancel (WIP)
Guard ~ 6B+C
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Guard ~ 646C
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Full Meter Activation (WIP)
A+B+C
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Supers (WIP)
236236A
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236236C (Grail Super)
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Combos (WIP)
• 5B and 2B can be used interchangeably. note that 2B hits low, faster, but has shorter reach. You might have to skip it if you're too far from the opponent
• [6469A > 42147C] is considered an essential loop to master
• Assassin's combo's are very sensitive to the size of the opponent. Which is why I put them into 3 main categories
- Small Characters: Rin, Saber, Sakura, Saber Alter. Caster also belongs in this category, but she's slightly taller so the combo might not be too consistent, in this case, don't be hesitate to use tall variant combo against her
- Tall Characters: Pretty much everyone else that are not in the small category, except Kirei and Berserker
- Very Tall Characters: Kirei and Berserker
• There're mainly 2 routes: 623C and 623B. 623C variant is not very consistent against Kirei and Berserker (unless you are willing to compromise the damage), which is why it is recommended to use 623B variant against them
• It is recommended to use Reflect Cancel to continue the combo to deal more damage. However, activate cancel should be used only when it's absolutely necessary.
Combo Sections
There're main 3 sections of every combo
- Starter: any normal attacks that you use to open the opponent up. Commonly by using a mix of upper attacks: j.C, and lower attack: 2B
- Extender: a string of attacks that makes the combo longer
- Ender: Assassin doesn't have any attack that cause HKD (except Supers), which means it's mostly 236B for him since it has very good recovery, or 236C is you want to use rc. or act.
Starters
idj > (j.C) > 2B > 6B > 5C > Extender: for damage
idj > (j.C) > 2B > 5B > 6B > 5C > 2C > 6C > Extender: for meter generation
Alternative starters
Throw, and Reflect Counter are reliable tools for Assassin
Throw > idj > j.C > 2B > 6B > 5C >
Reflect Counter A > 2B > 6B > 5C >
Reflect Counter B > 623B
Reflect Counter C > 623B
Reflect Counter C > 623C (Video Demonstration)
Extender and Ender
Ender is almost always 236B
but if you want to extend the combo, use 236C in its place and use either Reflect Cancel or Activate(not recommended)
Extender is consisted of multiple chains, which can branch into various endings
chain 3 is mainly for Kirei and Berserker as chain 2 isn't very consistent against them (unless you're willing to compromise the damage)
chain 1: 623B > 6469A > sj. > j.A > (delay)j.B > 2B > 5C > chain 2/chain 3
chain 2: 623C > 2B > 5C > (623B) > [6469A > 42147C]x2 > 2369B/2369C > rc > rc chain 2
rc chain 2: 5C > 623C > 2B > 5C > [6469A > 42147C]x2 > 2369B
chain 3: 623B > [6469A > 42147C]x4 > 2369B/2369C > rc > rc chain 3
rc chain 3: 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B
Demonstrations
Counter Hit Combo
The most common Counter Hits are from 623A and 623C
Counter Hit Combo, Very Light Characters variation (Video Demonstration)
This combo only works against Rin, Saber and Saber Alter
Omit the (623B) against everyone else
Counter Hit > 623C > 5B > 5C > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > (623B) > [646A > 42147C]x2 > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Counter Hit Combo, Basic variation (Video Demonstration)
You can change from the first 5B after 623C to 2B on Tall Opponent such as Berserker, Kirei and Archer
Counter Hit > 623C > 5B > 5C > 623B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > [646A > 42147C]x2 > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Small Characters: Rin, Saber, Sakura, Saber Alter, Caster
623C variantion (small) (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > 623B > [646A > 42147C]x2 > 2369B
623C with Reflect Cancel (small) (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > 623B > [646A > 42147C]x2 > 2369C > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Tall Characters, except Kirei and Berserker
Almost identical to small variant, you just omit the 2nd 623B before the [646A > 42147C] loop
- This combo can still work on Kirei, but it's inconsistent
623C variant (tall) (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
623C with Reflect Cancel (tall) (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369C > rc > 5C > 623C > 2B > 5C > [646A > 42147C]x2 > 2369B
Against Kirei
623B Kirei variant(Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x4 > 2369B
623B Kirei variant: with Reflect Cancel(Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x4 > 2369B > rc > 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B
Against Berserker
The combo is almost identical to Kirei variant. You just omit 1 [6469A > 42147C] loop (or just the last 42147C)
But the combo is identical after rc
623B Berserker variant (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x3 > 2369B
623B Berserker variant: with Reflect Cancel (Video Demonstration)
Normals > 626B > 6469A > sj > j.A > (delay)j.B > 2B > 5C > 623B > [6469A > 42147C]x3 > 2369C > RC > 5B > 5C > 623B > [6469A > 42147C]x3 > 2369B