Archer is a versatile "Stance" character, switching between Sword and Bow stances using Projection Magecraft for adaptability.
Sword Stance balances offense and defense, as well as allowing thrown sword attacks that can be called back for surprise interruptions.
Bow Stance excels in damage and range, and can create a danger zone for the opponent.
Effective Archer play hinges on stance choice and combo utilization, though some combos may vary with opponent size. Diverse practice is recommended.
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.
Archer's potential shines with player experience and matchup knowledge.
Strengths
Weaknesses
Archer adapts his playstyle effectively, serving as a Zoner in Bow Stance or an All-Rounder character in Sword Stance based on the matchup, ensuring a strong neutral game with solutions for most opponents
Boasting user-friendly and potent normal attacks, Archer's jump attacks like j.A and j.C provide mix-up capabilities. j.C also tracks the opponent even if they sidestep before use. His B buttons (excluding j.B) offer long active frames and are hard to punish.
Sword Stance provides excellent advancing Normals (5B and 6B) for whiff punishing, initiating offense, and countering Pushblock.
Archer delivers relatively high damage without the need for Reflect Cancel and utilizes Unscaled Super effectively.
His ability to establish an optimal distance for activation combos beyond Burst radius ensures continued combos even when the opponent can burst, provided he reaches that point in time.
The move 623B defends against burst attempts during a combo and can also counter opponent projectiles during his combos, such as Gilgamesh's chain, Sakura's 236C and Super (partially), or another Archer's trap shots and sword boomerang.
Archer's "Grail Super" doesn't necessitate Grail activation. Instead, it becomes available after performing 6 verses of UBW Arias, and these carry over to subsequent rounds of each match.
All bow normal and special attacks benefit from 5% proration, enabling him to maintain relatively high damage output even after 16 hits.
In Bow Stance, Archer loses access to Reflect Guard, Reversals, and Throw, leaving only limited options like 5A or 2A for mash-out attempts. Getting Pressured in this stance may force Archer to spend most, if not all of his resources to escape.
While most of his normal attacks excel, his C buttons have limitations. Both Bow 5C and 2C whiffs on a crouching opponent (except against Berserker and Kirei), Bow 2C also cannot be cancelled into specials on whiff or block. Sword 2C can also whiff against many crouching opponents. Pushblocking can lead to Sword 5C whiffing as well.
Archer's Reversals lack invulnerability. His 623X moves offer auto guard for a set duration with a gap before the counterattack connects, vulnerable to throws. 623B can also be countered by low attacks.
623C has limited practicality; it's slow, doesn't facilitate combos, lacks i-frames, and has a gap before the attack connects.
Performing Arias worsen his already undesirable meter situation.
Archer struggles to make effective use of Reflect Cancel during juggles due to his moveset's incompatibility. He has to use it in Sword Stance and 2C adds 2 units of Gravity, while 623B and Stance Shift are too slow for immediate use after Reflect Cancel (unless executed perfectly), but you still cannot combo off of Stance Shift in this setting.
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
Archer knee kicks the opponent. This is his fastest attack that can mash out some situations - tho the reach is rather short.
Can cancel into 2B on whiff
Reach: 1.48
Hitbox: Mid
Active: 3f
Hitstop: 1f
Hitstun: 20f (23f on Counter Hit)
Air Hitstun: 13
Proration: 20%
Proration Penalty: 15%
2A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
250
Low
N, R, A
8
29
17
-3
Archer crouches and stretch his rear leg as a kick to the opponent's toes. This is a very reliable opener.
Archer can dodge high Hitbox for the whole animation
Reach: 2.08
Hitbox: Low
Active: 3f
Hitstop: 1f
Hitstun: 18f (21f on Counter Hit)
Air Hitstun: 11f
Proration: 20%
Proration Penalty: 17%
Special Moves
Projection 22C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
R, A
0
10 or 14
-
-
Archer switches between Sword Stance and Bow Stance.
Switch from Bow to Sword takes 10 frames
Switch from Sword to Bow takes 14 frames
Projection(Mid Air j.22C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
R, A
0
10 or 14
-
-
Archer switches between Sword Stance and Bow Stance.
Delays Archer's fall slightly
Switch from Bow to Sword takes 10 frames
Switch from Sword to Bow takes 14 frames
Supers
UBW Aria 236236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
-
0
12
-
-
Requires 60% of a bar of meter to perform, and disables Archer's meter gain for 120 frames.
After each use, Archer enters a 250 frame cooldown where he can't perform this super again, represented by meter turning red.
After completing all the 6 prerequisite verses, the BGM switches to EMIYA, serving as a dramatic cue for what's about to unfold (potentially).
Once Archer has completed all the verses, the Aria cannot be used again during a match, until Unlimited Blade Works is activated and its duration expires.
Super freeze is 71 frames long.
With each time this super is input, Archer recites a verse from his Unlimited Blade Works aria in order. In order to be able to utilize his Unlimited Blade Works install, he must use this 6 times in one match to recite the entire aria to near completion, which will then give him access to the ability to trigger the install. While Archer can weave these verses into many situations fairly easily and safely, the cooldowns and penalties he incurs from performing them does more than enough to prevent him from being able to rush them too quickly even if he has the meter for them.
In addition to setting up his install, this move's short total duration can allow it to be used as an empty cancel in pressure and combos, somewhat similar to Reflect Cancel. An example is Archer being able to combo sword 2C into a verse, and then still being able to combo from the 2C launch afterward with 5B.
Rho Aias A+B+C
The Seven Rings that Cover the Fiery Heavens
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
-
2+0
72+
-
-
Archer summons a shield in response to a Ranged Super.
This can only be used during Activation
Sets Archer's meter to 100% and ends his activation (INCLUDING Unlimited Blade Works) then Continues to drain it for at least 41 frames, leaving him with 77% meter.
Archer is completely invulnerable throughout the duration, except only for the last frame.
Technically, the shield can be sustained by holding any attack button, consuming Archer's meter until it's depleted or the button is released. (up to 112 frames extended duration) However, there's not many practical uses for this other than stalling for timeout.
Archer continues to be invulnerable for 29f after the button is released (or Archer runs out of meter)
Ranged attacks are blocked and dissipated upon hitting the shield.
Frame Freeze: 90
Full Meter Activation
Unlimited Blade Works A+B+C
Infinite Creation of Swords
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
-
0+0
0
-
-
Archer creates Unlimited Blade Works Reality Marble that overwrites the stage. Giving him overwhelming advantages over his opponent.
This can only be activated when Archer already has completed 6 UBW Arias AND also has 300 meter
The base duration is always 1200 frames, whether or not Archer has claimed the Grail. The duration is based on his remaining meter, so it can be shortened if he receives meter damage or uses Rho Aias
Archer recovers 5 HP/frame during UBW (6,000 HP total)
During this activation, Archer will be forced into the Sword Stance
Projection (22C) is also disabled and is replaced with Blade Dance (22C)
Supers are disabled except Rho Aias
Frame Freeze: 623
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
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
180, 200
All
N, S, R, A
10
46
14 → 17
-8
Archer performs 2 sword strikes in sequence.
Reach: 2.41, 3.67
Forward Movement: 1.9
Either hit is cancellable
The first hit (the trust) can be low-profile
Proration: 15%
2B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
150, 200
Low
N, S, R, A
10
46
16 → 19
-12
Archer performs a double slash at his opponents' shins.
Reach: 2.2, 2.48
Forward Movement: 0.1
This move has 2 hits, dealing 150 and 200 base damage respectively
Proration: 15%
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.
Reach: 3.94
Forward Movement: 1.84
Can be low-profiled
Proration: 15%
Hitstun: 32 (37 on Counter Hit)
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).
Reach: 2.66
Forward Movement: 1.5
Proration: 10%
Hitstun: 32 (55 on Counter Hit)
Slams down on airborne
2C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
450
All
S, J, R, A
10
56
21 → 25
-15
Archer launches the opponent into the air with 2 powerful upward strikes.
Reach: 1.97, 2.32
Forward Movement: 0.99
Has 2 hits, dealing 200 and 250 base damage respectively
Proration: 10%
The 2nd hit can be low-profile
The 2nd hit can whiff even in a combo against some crouching characters. This includes Caster
j.A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
High
J*, N, S, A
8
-
18
-
Has fast startup and incredibly long hitbox duration, making it useful for air to air and cross-up.
Reach: 1.25
Proration: 20%
j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
350
High
J*, N, S, A
12
-
18
-
Slashes upwards, but is generally more useful in combos in conjunction with fast fall.
Reach: 1.51
Proration: 15%
j.C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
500
High
S, A
24
-
22
-
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.
Reach: 1.54
Proration: 10%
Throw 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.
Reach: 1.35
Forward Movement: 0.49
Archer can only throw while in sword stance.
Unscaled damage and cannot be combo'd off of.
Special Moves
Crane Wing Double Strike 236X
Crane Wing Double Strike - Return 236X~A
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
400, 400
All
U, R, A
25
80
15
-29
236C ~ A
400, 400
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 re-create his swords to his hands more quickly by pressing A. This will also attract the thrown swords back to him, if they have not hit the opponent. (the anti-air often whiffs on grounded opponents and vice versa).
A version Reach: Max (Kanshou), 6.53(Bakuya)
A version forward movement: 0.55
B version Reach: 5.83 (Kanshou), Max (Bakuya)
B version forward movement: 0.35
C version Reach: 4.95 (Kanshou), 6.66 (Bakuya)
C version forward movement: 0.61
Proration: 15% for every version
Crane Wing Master Guard - Leveling 623A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
650
All
R, A
20
61
33
-7
Archer raises Bakuya to guard his shoulder (but it actually blocks low) then swing horizontally with Kanshou
Low Guard Point before striking.
There's an opening between the Guard Point and the attack
It is possible connect into 2A if the strike lands a Counter Hit
Can be low-profiled
Reach: 2.29
Forward Movement: 0.3
Proration: 10%
Crane Wing Master Guard - Rising 623B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
700
All
J, R, A
19
66
31
-15
Archer twist his stance while guarding himself with both Kanshou and Bakuya, he then turns around and strike upward with Bakuya
Mid/High Guard Point before striking
There's an opening between the Guard Point and the attack
Reach: 2.91
Forward Movement: 1.12
Proration: 10%c
Crane Wing Master Guard - Trust 623C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
800
High
R, A
27
66
26
-12
Archer raises Bakuya in front of him to guard himself, reel back Kanshou and trust forward.
Full Guard Point before striking.
If the trust connects, it will deal 50% meter damage
There's an opening between the Guard Point and the attack
Archer leaps forward and swings both swords downward.
The downward swings are overhead.
This move can be Reflect Cancel to continue his combo.
Reach: 4.27, 4.97
Forward Movement: 3.28
Proration: 10% per
214B
300, 400, 500
High
R*, A
30
92
24
-11
Archer leaps forward and swings both swords downward, then perform a powerful double strike downward, knocking the opponent away.
The downward swings are overhead.
The final strike knocks the opponent away, much like Guard Cancel.
Reach: 5.3, 6.02, 7.16
Forward Movement: 6
Proration: 10% per
214C
1350
High
R*, A
30
107
31
-12
Archer leaps forward and swings both swords downward, then launches his opponent up.
This move has 3 hits, dealing 300, 350 and 700 base damage respectively
The downward swings are overhead.
The final strike knocks the opponent up, much like 623B but without the guard point.
If it gets blocked, Archer will be -8f in disadvantage before the final strike connect. It's an extremely risky move to use in neutral and pressure.
Reach: 5.3, 6.02, 7.41
Forward Movement: 5.75
Proration: 10% per
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
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
350
None
N, A
10
30
-
-
Archer steps forward and does a horizontal slash with Bakuya after a successful Reflect Guard
Reach: 3.07
Forward Movement: 1.26
hitstun: 24 frames (27 frames on Counter Hit)
Reflect Guard ~ B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
450
None
S, A
15
40
-
-
Archer steps forward and stab with both swords after a successful Reflect Guard
Reach: 3.66
Forward Movement: 1.84
hitstun: 31 frames (36 frames on Counter Hit)
Reflect Guard ~ C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
1600
None
A
15
50
-
-
Archer leaps forward and perform a downward cross slash with both swords after a successful Reflect Guard
Reach: 3.65
Forward Movement: 2.56
Costs 50% meter
Meter damage: 50% meter
Does not induce meter lock - Archer regains 24% meter upon successful counterattack
This causes the opponent to slowly collapse and vulnerable for a follow up combo
Guard Cancel
Guard ~ 6B+C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
0
All
A
26
64
29
-12
Archer is invulnerable during the animation
Reach: 2.66
Forward Movement: 1.5
Costs: 100% meter
Super
Crane Wing Triple Strike 236236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2200 or 300, 300
None
-
40 + 11
81
-
-
Archer throws his swords at his opponent as a pair of projectiles. This attack is unblockable and does more damage on block than on hit.
Reach: Max, Max
Forward Movement: 0.98
Costs 100 meter.
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
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
350
All
N, R, A
14
41
21
-5
Archer shoots at a downward angle that hits midrange.
Reach: 3.84
This move is not special cancellable, but you can work around it by using 5C input.
example, you can 5B > (5C) > 214A (use 5C right after 5B, but don't wait for 5C. special input right away, as if you cancel from 5B). or 225C (you let go of the directional button/stick before pressing C)
2B > 214(5C)A also works
Proration: 5%
2B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
350
Low
N, R, A
12
46
22
-11
Archer performs a fullscreen low shot.
This move is not special cancellable, but you can work around it by using 5C input.
example, you can 2B > (5C) > 214A (use 5C right after 5B, but don't wait for 5C. special input right away, as if you cancel from 2B). or 2B > 225C (you let go of the directional button/stick before pressing C)
2B > 214(5C)A also works
Proration: 5%
5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
500
All
N, S, R, A
21
51
26
-3
Archer performs a straight shot. It can be special cancelled at any time after used (you don't have to wait for the drawing of the string, or the arrow to come out)
Proration: 5%
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.
Can whiff in a combo on some crouching characters
Proration: 5%
j.A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
High
A
12
-
15
-
Archer shoots directly under himself.
Proration: 5%
j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
450
High
A
12
-
18
-
Archer shoots diagonally towards the ground.
Proration: 5%
j.C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
450
High
A
11
-
22
-
Archer shoots a straight shot.
Proration: 5%
Special Moves
Link Shot 236X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
236A
200, 200, 250
All
R, A
15
44
14
-6
236B
150*4 + 250
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.
Reach: Max
Proration: 5% for every version
Trap Shot 214X
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300, 300
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.
Backward Movement: 0.4589
A version Reach: 1.24, 1.54
B version Reach: 3.44, 4.54
C version Reach: 5.64, 7.89
Proration: 5% for every version
Link Shot j.236X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
j.236A
200, 200, 250
All
R, A
15
44
14
-
j.236B
150*4 + 250
All
R, A
26
56
11
-
j.236C
800
All
R, A
31
51
24
-
Archer charges his bow and then shoots diagonally towards the ground.
A version Backward Movement: 0.78
B version Backward Movement: 0.98
C version Backward Movement: 1.02
Proration: 5% for every version
Guard Cancel
Guard ~ 6B+C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300+300
All
A
79
43
18
varies
Archer sidesteps into Link Shot
Archer is invulnerable until he releases the arrows.
This costs 100 meter
This is the only GC that you can combo off of. However, it is punishable and can only work in specific situations. Handle with care.
Super Moves
Hrunting: 236236A
Hound of the Red Plains
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
1500
All
-
29 + 10
48
24
-7
Archer charges a powerful red shot before firing it directly at his opponent.
This shot tracks Archer's opponent for up to 3 times, or until Archer gets hit.
If blocked or hit the ground due to the opponent dodging, this shot will bounce off and go offscreen before turning around for a second and potentially third assault.
The first launch will always go off screen if dodged. On the returning trip, if its dodged again, it will pass the target for a couple of frames, then immediately return. However, if it hits the ground before it can do so, it will still bounce off the ground.
Costs 100 meter.
Caladbolg II j.236236A
The Fake Spiral Sword
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2200
All
-
10+5
31
21
+5
Archer aims a powerful shot diagonally downwards; this shot will explode on impact with the ground.
Causes hard knockdown
Backward Movement: 0.9 ~ 1.57
Costs 100 meter
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
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
250 to 1,300
All
R
21~42
22
23
+25 to +42
Archer calls down a set of 4 weapons in font of himself
Unscaled Damage. But there are 2 main factors that decide how much damage each use will do
1. Controllable Factor: you can adjust your combo so the opponent will get hit by up to 3 weapons. Ideally also hitting the furthest weapon but this is mostly exclusive to Berserker.
2. Random Factor: each weapon has its own fixed damage and the formation is random.
The Weapons will always rain down with either of the 3 presets
Preset 1 (best in any scenario): Dainslief > Durendal > Durendal > Houtengeki
Preset 2 (worst if the furthest 3 hit): Durendal > Gram > Gram > Houtengeki
Preset 3 (worst if the closest 3(or 2) hit): Gram > Dainslief > Gram > Houtengeki
The closest 3 Swords to Archer will always be Gram, Dainslief and Durandal (these 3 are the most likely to hit in a combo - sometimes only 2 if Archer is too close due to reaching corner and not juggling high enough)
Gram (the plainest sword): 250 damage
Dainslief (the black-red sword): 300 damage
Durendal (the most decorated sword): 400 damage
The furthest weapon will always be Houtengeki (This is most likely to whiff in a combo, but it is possible if Archer juggles the opponent high enough)
Houtengeki (the Halberd): 500 damage
Reach: 1.68, 2.68, 3.58, 4.28
Active: 22f
Hitstop: 3f per hit
Hitstun: 20f per hit
Air Hitstun: 50f per hit
Causes the airborne target to slowly fall
Grail Super
Unlimited Blade Dance 236236C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
All
-
11 + 5~26
11+40
21
-14 to +9
Archer summons 4 weapons and launch them at the opponent - if any of them connects, he will continue with a rain of swords on his opponent.
The first 4 weapons do not deal damage, they're just the trigger for the real attack. You just need any of them to hit.
Reach: 8.23
This attack always does 4000 damage regardless of scaling. It can only be performed during Unlimited Blade Works
Reduces your meter to 0 and subsequently ends Unlimited Blade Works
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
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.
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:
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
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 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.
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.
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
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.
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.Bj.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)
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.
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)
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)
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
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
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
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
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