Fate Unlimited Codes/Archer

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Archer
FUC Archer Profile.png
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
FUC Archer 5A.png
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
FUC Archer 2A.png
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
FUC Archer 22C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
- - R, A - 14 - -

Archer switches between Sword Form and Bow Form.

Sword Form

5B
FUC Archer 5B.png
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.


2B
FUC Archer 2B.png
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
FUC Archer 6B.png
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
FUC Archer 5C.png
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
FUC Archer 2C.png
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


j.A
FUC Initial j.A.png
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.


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.


6A+B
FUC Archer 6A+B.png
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.


236X
FUC Archer 236X.png
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
FUC Archer 623X.png
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.


214X
FUC Archer 214X.png
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.

Bow Form

5B
FUC Archer 5B2.png
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
FUC Archer 2B2.png
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
FUC Archer 5C2.png
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
FUC Archer 2C2.png
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.


j.A
FUC Initial j.A.png
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
FUC Archer 236X2.png
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
FUC Archer 421X.png
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
FUC Archer j.236X.png
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)
FUC Archer 236236A (Sword).png
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)
FUC Archer 236236B (Sword).png
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)
FUC Archer 236236A (Bow).png
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)
FUC Archer j.236236A (Bow).png
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)
FUC Archer 236236C (Grail Super).png
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.

  • 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

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


General
Controls
HUD
System Specifics
FAQ
Stages
Technical Data
Glossary
PSP Differences
Characters
Archer
Assassin
Bazett
Berserker
Caster
Gilgamesh
Kirei
Lancer
Leysritt
Luviagelita
Rider
Rin
Saber
Saber Alter
Sakura
Shirou
Zero Lancer