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
Less difficult compared to the majority of the roster
Can apply gapless pressure
Fast recovery on a lot of his moves, making his pressure relatively safe
Throw can lead to a combo. However, the scaling is so bad that you won't get much damage from it
j.C is a projectile which ignores Reflect Guard. It is one of the best jump attacks that can be used to initiate
Has decent oki with 421A
Can unscale using either rc or ac
Excellent Zoning and can out zone some other zoners
Can use 300% activation to regain health quickly. Sometimes can even win by timeout
Has to jump A LOT to deal damage
Doesn't have much meter control
Doesn't have HKD ender without using Super
Weak to pushblock, especially on his 2B and 6C
Story & Profile
The Hero of Justice
Shirou Emiya (衛宮 士郎) is a teenager with short auburn hair and golden-brown coloured eyes. He is often seen wearing his casual clothing, consisting of a blue and white long sleeve baseball jersey T-shirt and a blue slim straight jeans.
Due to the trauma he suffered during the great fire, Shirou has a constant emptiness in his personality and suffers from tremendous survivor's guilt. He feels that, as the only survivor, it is unfair to the deceased to prioritize his own needs before those of others. He has a distorted sense of values where he only finds self-worth from helping people without any compensation, feeling that the very act “helping people” is its own reward. He believes it is highly unfair that some people survive and others do not. When it comes down to receiving an injury or even giving up his life to help someone, he will do it without a second thought.
Main Weapon/Skill
Reality Marble: Unlimited Blade Works
Basic Info
Gender: Male
Height: 167cm
Weight: 58kg
Age: 17
Type: Master, Magus
Place of Origin: Japan
Likes: Housework
Dislikes: Umekobucha
Talents: Tinkering with junk, Housework
Natural Enemies: Kirei Kotomine
Magecraft: Projection, Reinforcement
Attribute: Human
The base duration is 600 frames, and will become 900 frames with Grail activation
Normal and wake up Activation sets his Health generation to 7 HP/frame, giving him a grand total of 4200 HP normally, or 6300 HP with Grail activation (normally, its 5 HP/frame)
Cancelling Activation sets his Health generation to 5.6 HP/frame, totaling 3360 HP normally, or 5040 HP with Grail activation
Supers (WIP)
Caliburn 236236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2100
All
-
10 + 5
81
-
-44
Shirou summons Caliburn before striking at his opponent.
This attack is invincible on startup.
Can be comboed after with a 2B > 2C starter.
Costs 100 meter.
10% Proration
Kakuyoku Sanren 236236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2500 or 300+300
None
-
40 + 12
81
-
-
Shirou summons Archer's swords before throwing them at his opponent as a projectile.
This attack is unblockable and does more damage on block than on hit.
Invincible before the super flash.
Costs 100 meter.
10% Proration (total of 57.5% if blocked)
Nine Lives (Grail Super) 236236C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
None
-
10 + 0
46
-
-
Shirou summons Berserker's sword before performing 8 powerful simultaneous strikes. This is a command grab, and will only land on opponents that are in a grabbable state
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter. This only succeeds at close range.
Reduces your meter to 0.
Combos (WIP)
A combo is consisted of Opener > Combo > Ender/Extender
Shirou's combo is extreamely simple
step 1: juggle with either 214C or 2C
step 2: hit with j.C
everything else such as 2B, 5B, 5C are simply to help him do the above steps
Opener:
Opener is simply a way to make the opponent vulnerable to the Combo. In this case, the Knee combo
*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 timing during {421A > activate > 6C} is specific, the trick is to look at the "time stop" flash from activation, if the 421A arrow is perfectly canceled, you have to delay 6C slightly, but if it's a little late, then you can 6C as fast as you can