Archer
|
|
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
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
280
|
All
|
N, S, R, A
|
6
|
26
|
19
|
+0
|
Archer knees the opponent.
This can only cancel into other normals/specials while in sword form. Can whiff on certain characters like lancer if they have a 2A that puts them very low to the ground
|
|
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
250
|
Low
|
N, S, R, A
|
8
|
29
|
17
|
-3
|
Archer crouches and kicks the opponent's shins.
This can only cancel into other normals/specials while in sword form.
|
|
22C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
-
|
-
|
R, A
|
-
|
14
|
-
|
-
|
Archer switches between Sword Form and Bow Form.
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|
Sword Form
5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
350
|
All
|
N, S, R, A
|
10
|
46
|
17
|
-8
|
Archer performs 2 sword strikes in sequence. Can be cancelled after the first hit.
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|
2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
320
|
Low
|
N, S, R, A
|
10
|
46
|
19
|
-12
|
Archer slashes at his opponents' shins.
|
|
6B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
350
|
All
|
N, S, R, A
|
15
|
41
|
21
|
-4
|
Archer lunges forward and stabs his opponent.
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
500
|
All
|
N, S, R, A
|
15
|
51
|
24
|
-11
|
Archer performs a powerful vertical strike (that looks like an overhead, but isn't one).
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
425
|
All
|
S, J, R, A
|
10
|
56
|
25
|
-15
|
Archer launches the opponent into the air with 2 powerful upward strikes. Will whiff on Caster if done in a combo if hit crouching
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|
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
300
|
High
|
J*, N, S, A
|
8
|
-
|
19
|
-
|
Has fast startup and incredibly long hitbox duration, making it useful for air to air.
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
350
|
High
|
J*, N, S, A
|
12
|
-
|
19
|
-
|
Slashes upwards, but is generally more useful in combos in conjunction with fast fall.
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|
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
500
|
High
|
S, A
|
24
|
-
|
23
|
-
|
Useful as a meaty. Makes Archer leap upwards a bit before doing a downward slash and can evade some attacks that don't hit very high.
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|
6A+B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
1000
|
None
|
A
|
4
|
51
|
-
|
-
|
Archer slashes his opponent as he crosses them up. This causes a hard knockdown.
Archer can only throw while in sword form.
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|
236X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
236A (1st Hit)
|
400
|
All
|
U, R, A
|
27
|
76
|
15
|
-33
|
236A (1st Hit) > A (Whiff)
|
400
|
All
|
R, A
|
27
|
60
|
15
|
-17
|
236A (1st Hit) > A (Hit)
|
400, 400
|
All
|
R, A
|
27
|
60
|
15
|
+7
|
236B (2nd Hit)
|
400
|
All
|
U, R, A
|
35
|
76
|
15
|
-25
|
236B (2nd Hit) > A (Whiff)
|
400
|
All
|
R, A
|
35
|
60
|
15
|
-12
|
236B (2nd Hit) > A (Hit)
|
400, 400
|
All
|
R, A
|
35
|
60
|
15
|
+13
|
236C
|
740
|
All
|
U, R, A
|
25
|
80
|
15
|
-29
|
236C > A
|
740
|
All
|
R, A
|
27
|
60
|
15
|
-9
|
Archer Throws 2 Swords at different angles. Usually 1 as an anti-air and 1 as a ground projectile. He can recall his swords back to his hands like a boomerang by pressing A as long as they have not hit an opponent (the anti-air often whiffs on grounded opponents and vice versa).
|
|
623X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
623A
|
650
|
All
|
R, A
|
20
|
61
|
33
|
-7
|
623B
|
700
|
All
|
J, R, A
|
19
|
66
|
31
|
-15
|
623C
|
800
|
High
|
R, A
|
27
|
66
|
26
|
-12
|
Archer reels back before performing one of several single-strike attacks. Has autoguard frames before the counterattack: A version blocks low, B version blocks high, and C blocks both. All of them do not protect against grabs and command grabs. When the C version connects it will drain 50 meter from the opponent. Note that there's an opening between the autoguard frames and counterattack, so it's possible for some multihitting moves to beat it.
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|
214X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
214A
|
660
|
High
|
R, A
|
28
|
61
|
21
|
-9
|
214B
|
1020
|
High
|
R*, A
|
30
|
92
|
24
|
-11
|
214C
|
1182
|
High
|
R*, A
|
30
|
107
|
31
|
-12
|
Archer jumps into the air and does an overhead attack. B and C versions have follow-up attacks.
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|
Bow Form
5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
350
|
All
|
N, S, R, A
|
14
|
41
|
21
|
-5
|
Archer shoots at a downward angle that hits midrange.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
350
|
Low
|
N, S, R, A
|
12
|
46
|
22
|
-11
|
Archer performs a fullscreen low shot.
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
500
|
All
|
N, S, R, A
|
21
|
51
|
26
|
-3
|
Archer performs a crouchable straight shot. It can be special cancelled before or immediately after the arrow is loosed.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
500
|
All
|
J, S, R, A
|
18
|
48
|
26
|
-3
|
Archer performs an anti-air shot diagonally upward.
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|
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
450
|
High
|
A
|
12
|
-
|
15
|
-
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
450
|
High
|
A
|
12
|
-
|
18
|
-
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
450
|
High
|
A
|
11
|
-
|
22
|
-
|
|
236X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
236A
|
615
|
All
|
R, A
|
15
|
44
|
14
|
-6
|
236B
|
755
|
All
|
R, A
|
26
|
56
|
11
|
-3
|
236C
|
800
|
All
|
R, A
|
31
|
51
|
24
|
+5
|
Archer charges his bow before firing powerful projectile straight shots.
|
|
214X
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
285, 285
|
All
|
R, A
|
71
|
36
|
18
|
+77
|
Archer shoots two arrows skywards that lands after a few seconds. Distance depends on the version used, A being the closest, and C the furthest.
|
|
j.236X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
j.236A
|
-
|
All
|
R, A
|
15
|
44
|
14
|
-
|
j.236B
|
-
|
All
|
R, A
|
26
|
56
|
11
|
-
|
j.236C
|
-
|
All
|
R, A
|
31
|
51
|
24
|
-
|
Archer charges his bow and then shoots diagonally towards the ground.
|
|
Supers (WIP)
236236A (Sword)
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
2200 or 600
|
None
|
-
|
40 + 11
|
81
|
-
|
-
|
Archer throws his swords at his opponent as a projectile. This attack is unblockable and does more damage on block than on hit.
This costs 100 meter.
|
|
236236B (Sword)
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
-
|
-
|
-
|
1 + 12
|
13
|
-
|
-
|
Archer recites one line from his Unilimited Blade Works chant. This is required for his Grail Super. This can act as a cancel for normals.
This costs 50 meter. When Archer chants his meter glows red and is unable to gain meter until it returns to normal after a few seconds. Chanting in combos will heavily scale your damage and gravity
|
|
236236A (Bow)
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
1500
|
All
|
-
|
30 + 12
|
71
|
-
|
-
|
Archer charges a powerful red shot before firing it directly at his opponent. This shot tracks Archer's opponent, so doing anything but blocking will likely lead to your opponent being hit. If blocked, this shot will go offscreen before turning around for a second and potentially third assault. The rules for how many times this super will turn around is unclear.
This costs 100 meter.
|
|
j.236236A (Bow)
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
2200
|
All
|
-
|
-
|
-
|
-
|
-
|
Archer aims a powerful shot diagonally downwards; this shot will explode on impact with the ground.
This costs 100 meter and causes hard knockdown.
|
|
236236C (Grail Super)
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
4000
|
All
|
-
|
10 + 5
|
51
|
-
|
-14
|
Archer summons swords from the air to strike his opponent.
This attack always does 4000 damage regardless of scaling. It can only be performed after performing 236236B 6 times and activating with 300 meter.
This reduces your meter to 0.
|
|
Combos (WIP)
Basic Routes: Works anywhere from either A or B starters
- 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 screen freeze.
- 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 In progress
- 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.
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