Fate Unlimited Codes/Archer
Gameplay
Archer is a versatile "Stance" character, switching between Sword and Bow stances, he rarely ever finds himself being completely outmatched by anyone.
His gameplan revolves around having good space control in either stance, making it difficult for his opponent to approach him safely, as long as he has the initiative.
With enough and experience matchups knowledge, he rarely ever finds himself getting completely overwhelmed.
He possesses a unique Super, "Unlimited Blade Works Aria" (UBW Aria), at a 60% meter cost, with 250 frames cooldown and 120 frames meter-lock.
When used six times, it unlocks his game-changing "Unlimited Blade Works" win condition similarly to Grail Activation.
This strategy is often overlooked due to its impracticality. However, you will at least win the crowd's heart just by attempting it.
Strengths | Weaknesses |
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The Wrought Iron Hero
EMIYA (エミヤ) is the Archer-class Servant of Rin Tohsaka during the Fifth Holy Grail War in Fate/stay night.
He did not remember his identity when he was summoned.
His personality is very contradicting. While he is thoroughly cynical and nihilistic, he is at the same time devoted and protective, and even a little childish to the point that it makes him hard to hate. He does not lie, but he does keep secrets and tell half-truths. He means well and is capable of being nice, but often ends up being sarcastic, especially so when he gives advice. He cannot approve of Shirou’s ideal of becoming a Hero of Justice due to his own experience, but at the same time he cannot deny it for the very same reasons.
Main Weapon/Skill
Reality Marble: Unlimited Blade Works
Basic Info
Gender: Male
Height: 178cm
Weight: 78kg
Type: Heroic Spirit, Counter Guardian, Anti-Hero
Place of Origin: Japan
Likes: Housework
Dislikes: Immature ideals (especially that of the Hero of Justice)
Talents: Fiddling with junk, housework
Natural Enemies: Rin Tousaka, Sakura Matou, Illyasviel von Einzbern
Magecraft: Projection, Reinforcement
Attribute: Human
Universal Moves
Universal Moves can be used in either stance
Universal Normals
5A
5A
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2A
2A
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Special Moves
Projection
22C |
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Projection(Mid Air
j.22C |
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Supers
UBW Aria
236236B |
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Rho Aias A+B+C The Seven Rings that Cover the Fiery Heavens
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Full Meter Activation
Unlimited Blade Works A+B+C Infinite Creation of Swords
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Sword Stance
Archer's preferred stance in close combat.
This stance offers all of his defensive maneuvers, as well as the ability to combo without much restriction.
Normals
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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Throw
6A+B |
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Specials
Crane Wing Double Strike 236X Crane Wing Double Strike - Return
236X~A |
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Crane Wing Master Guard - Leveling
623A |
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Crane Wing Master Guard - Rising
623B |
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Crane Wing Master Guard - Trust
623C |
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Crane Wing Master Attack ・ Raid
214X |
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Reflect Counters
- Reflect Guard has 5 frames of parry
- Successful Reflect Guard has 10 frames of animation lock, before a Reflect Counter can be used
Reflect Guard ~ A
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Reflect Guard ~ B
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Reflect Guard ~ C
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Guard Cancel
Guard ~ 6B+C
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Super
Crane Wing Triple Strike
236236A |
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Bow Stance
Archer's preferred stance for dealing damage
This stance disables his Reflect Guard and Reversal option. Making it riskier than the Sword Stance
It focuses on range in neutral and offensive capability in a combo
Normal Moves
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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Special Moves
Link Shot
236X |
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Trap Shot
214X |
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Link Shot
j.236X |
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Guard Cancel
Guard ~ 6B+C
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Super Moves
Hrunting: 236236A Hound of the Red Plains
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Caladbolg II j.236236A The Fake Spiral Sword
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Unlimited Blade Works
Archer's ultimate "stance" that puts Archer in an overwhelming advantage
This stance disables his Bow Stance as well as Projection
Archer is forced to stay in Sword Stance for the entire duration and still has access to every sword stance move except Supers
To compensate, he gains access to Blade Dance and Unlimited Blade Dance which are not scaled in damage, making them the deciding factors in a round
Special Moves
Blade Dance
22C |
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Grail Super
Unlimited Blade Dance
236236C |
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Combos
Basic Routes:
- 5A> 5B> 2B> 6B> 5C> 2C> 623B> j.A> j.B> 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> j.A> j.B> j.A> j.B> j.C
Easy combo extender using a reject guard cancel after {{clr|5|623A]] for more damage. Needs 75 meter for the RG-
- 5B> 2B> 6B> 5C> 623B> tkc 6239C> (RG) 6B> 2C> 623B> 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> A+B+C> 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> A+B+C> 2C> [82C]x4> tk j.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> A+B+C> [82C]x4 > tk j.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> A+B+C> [82C]x4 > tk j.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> A+B+C> [82C]x4 > tk j.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> A+B+C>[82C]x4> tk j.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 {{clr|3|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> A+B+C> 22C> 5B> 2B> 5C> 22C> 5C> 623A> 2362369B> 22C> 5B> 2B> 5C> 22C> 6B> 5C> 623A (RC)> 22C> 5B> 2B> 5C> 22C> 5C> 623A> 2362369B> 22C> 5B> 2B> 5C> 5A> 2A> 5B> 2B>6B> 5C> 623B
- Requires Full Meter
- Delay the Sword strings during activation to buy the cooldown time before launching opponent
- Follow with juggle route to get back 100 meter 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 > RG > 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 > A+B+C
- 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 > A+B+C (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 unscale 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 j.236A, 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 > RG > 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 > RG > 22C > j.C > 5B > 6B > 5C > 623B > 228C > 623B > 228C > 623B > 228C > 623B > 2C > 236236C
Combo Flows
each combo consists of sets of strings of inputs from "Ground Opener" > "Juggle Combo" > "Ender" > "Extension"
Ground Opener
"Ground Opener" is a chain of normal attacks stringed together on grounded target. Until you can no longer do ground combo and has to use 623B to juggle the opponent for Juggle Combo
From Sword
j.C > (5A > 2A > 5B > 2B) > 6B > 5C >
- the (5A > 2A > 5B > 2B) should be omitted as much as possible. if j.C is confirmed, skip to 6B for optimal results
From Bow
5B > 2B > 5C > 22C > 6B > 5C >
Juggle Combo
Juggle Combo Routes commonly start from 623B to juggle the opponent up. But it's not uncommon to go from a confirmed hit from the air. especially on Air Counter Hit
Mixed Route
This route consists of 1 fast fall and stance shift. it is the overall the most optimal universal route to date (very good consistency and higher damage than most routes, except the routes exclusively for light characters)
Ground Opener > 623B > sj ff j.B > 623B > 228C > 2C > 228C > 623B > 228C > 2C > 228C > 2C > 623B >
Female Only (except Luvia) route
It is not very consistent, but it does offer more damage
Ground Opener > [623B > 228C > 2C > 228C]x2 > 6B > 623B > 228C > 2C > 228C > 2C > 623B >
For-Rin-Only Pure Stance Shift Route
This route offers the most damage and 1 less Gravity unit than the other 2 routes prior introduced - meaning you sholuld not skip the a j.A before j.B in the optimal Ender (for both damage and consistency)
Ground Opener > [623B > 228C > 2C > 228C]x3 > 2C > 623B >
Bow Route
This route is designed for Archer to control his distance with the opponent
Since they're vastly different from the other routes. I will include the enders for them
Ground Opener > 623B > (ff sj.B > 623B) > 228C > 2C > j.B > j.C > land > j.B > j.C > land > 2369A
Ground Opener > 623B > (ff sj.B > 623B) > 228C > 2C > j.B > j.C > land > j.B > j.C > land > j.B > activate > 236236A
skip the (ff sj.B > 623B) part if the opponent is small
Ender
Ender is a string of attacks tailored made for when the gravity has reach a specific point
Enders are optimized for damage and sometimes also for consistency.
Some Enders such as the one that ends with 2369A can be extended by the Extensions
Meter Damage Ender
This Ender offers less damage than the rest. But it does create pressure because Archer can potentially do an unburstable Combo that threatens to win the round
Juggle Combo > 623C
Bow Ender
This Ender does high damage without any cost. It does not offer HKD, unlike the super ender
This Ender can be extended by Activation
Juggle Combo > (sj.A) > sj.B > j.22C > j.236A > j.C > land > 2369A
- the (j.A) is optional (but it does more damage most of the times), depends on the height and the gravity the opponent, using it can help Archer land j.236A more easily
Basic Caladbolg Ender
This Ender ends the combo with HKD and cannot be extended. It offers decent damage but it costs Archer his Meter Advantage
Juggle Combo > (sj.A) > sj.B > j.22C > j.236A > j.236236A
- the (sj.A) is optional (but it does more damage most of the times), depends on the height and the gravity the opponent, using it can help Archer land j.236A more easily
Quick Unscaled Caladbolg Ender
This Ender is designed to preserve Archer's Meter to the next round. It does offer more damage than the Basic Caladbolg Ender, but you have to make sure it kills because Archer's meter starts to deplete after the activation
Juggle Combo > (sj.A) sj.B > j.22C > j.236A > j.C > land > j.B > activate > 236236A
- the (sj.A) is optional (but it does more damage most of the times), depends on the height and the gravity the opponent, using it can help Archer land j.236A more easily
Extension
Extension is when you use Reflect Cancel or Activate Cancel to extend your combo after the 2369A or 2C Ender
It is most common for Archer to use the Extension for the 2C juggle
It is also requires Archer to have pushed the opponent to the corner, and Archer himself has to be at a certain distance from the opponent.
This works by activating and use the activated jump cancel to repeatedly use 2C to keep juggling the opponent, then jump and use j.236A twice and unscale into Caladolg
the 2C can be repeated up to 7 times. But it is recommended to only use it 6 times at most. and if the distance is in the burst range, just back for the j.236A before they can burst
Ender > activate > [2C]xn > jump > j.236A > j.236A > j.236236A
if Archer is in the burst range, n represents the number of times before the opponent can burst
if Archer is out of the burst range, n = 6 (or 7, depending on your level of confidence)
Demonstrations
Beginner Level
Boomerang Combo (Video Demonstration)
slightly delay the first 623B against light character
Kirei and Berserker need some alterations. but if the base version is too difficult for you. you can just use the Berserker route
Ground Opener > [623B > 236B > 6B]x2 > 623B > ender
For Kirei and Berserker: Ground Opener > 2C > 623B > 2369B > 2C > 623B > ender
Casual Level
Pure Fast Fall Combo (Video Demonstration)
This combo introduces you to the "fast fall" (623B > sj.B) loop
Depends on character's weight, you want to let the 623B animation go a little long before you start the super jump fast fall
You don't have to delay on Berserker
Ground Opener > [623B > ff sj.B]x4 > 623B > ender
Intermediate Level
Intermediate Bow Combo (Video Demonstration)
This combo introduces you to the first part of the optimal combo
Ground Opener > 623B > ff sj.B > 623B > 228C > {{clr|2|5C > 2C > (forward jump) > j.B > (delay) > j.C > (backward jump) > j.B > (delay) > j.C} > ender
Intermediate Mix Combo (Video Demonstration)
This combo introduces you to the basics of the optimal combo
Ground Opener > 623B > ff sj.B > 623B > 228C > 5C > 2C > 228C > 6B > 2C > 623B > ender
Sword opener to 2369A ender (Video Demonstration)
Ground Opener > 623B > sj ff j.B > 623B > 228C > 2C > 228C > 623B > 228C > 2C > 228C > 2C > 623B > sj j.B > j.22C > j.236A > j.C > land > 2369A
Bow opener to 623C ender (Video Demonstration)
5B > 2B > 5C > 22C > 6B > 5C > 623B > ff sj.B > 623B > 228C > 2C > 228C > 623B > 228C > 2C > 228C > 2C > 623B > 623C
light characters juggle to basic Caladbolg ender (Video Demonstration)
Ground Opener > [623B > 228C > 2C > 228C]×2 > 6B > 623B > 228C > 2C > 228C > 2C > 623B > (sj.A) > sj.B > j.22C > j.236A > 236236A
Finisher - quick variation (Video Demonstration)
This route is used either when Archer has little to no meter, or to preserve his meter to the next round
Ground Opener > juggle route > (sj.A) > sj.B > j.22C > j.236A > j.C > land > jump (back or up) > j.B > activate > 236236A
Rin-only juggle route to extended finisher (Video Demonstration)
It is suggested that this route should only be used when it will kill the opponent. Don't use it otherwise
Ground Opener > [623B > 228C > 2C > 228C]x3 2C > 623B > sj.A > sj.B > j.22C > j.236A > j.C > land > 2369A > (the opponent must reach corner) > activate > [82C]×n > jump (7 or 8) > 236A > 236A > 236236A
- n is the number of times you can repeat before the opponent can burst, otherwise you can potentially waste your activation. the maximum number is 7
Advanced Level
Traditional Stance Shift Combo (Video Demonstration)
Ground Opener > 623B > 228C > [2C > 228C > 6B > 2C > 623B]x2 > ender
RG~C ToD - Tall Characters variation (Video Demonstration)
The opponent must be at the corner and has around 100% meter or less
RG~C > 623B > sj.B > j.22C > ff j.C > land > [j.B > j.C]x3 > land > 2369A > activate > [2C]x8 > 228C > 2C > 623B > rc > 2C > 623B > > j.236A > j.236A > 236236A
RG~C ToD - Small Characters variation (Video Demonstration)
Omit the last j.236A against Sakura and Luvia
This ToD does not work against Bazett and Shirou
RG~C > mix juggle route > 2369A ender > activate > [2C]x8 > 228C > 2C > 623B > rc > 2C > 623B > > j.236A > j.236A > 236236A