Fate Unlimited Codes/Archer

From Mizuumi Wiki
Jump to navigation Jump to search

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
  • Has no bad matchup, as long as you choose the right stance for the right situation.
  • Easy and strong normal attacks, with good reach, long active frames and high mix up potential.
  • Strong pushblock follow-ups with 5B and 6B, which are also strong against opponent's pushblock
  • High damage without needing Reflect Cancel, as well as relatively easy and strong unscaled super.
  • Good space control, even during a combo, making him safe from the opponent's burst.
  • Has a unique and extremely powerful "Grail Activation" called "Unlimited Blade Works" that doesn't actually require claiming the Grail
  • Very Weak Meter Damage
  • In Bow Stance, Archer can't access Reflect Guard, Reversals, and Throw (can still escape Throws)
  • Bad C buttons for neutral and pressure. Be extra careful when using them outside combos.
  • No invulnerable Reversals.
  • Very high execution barrier

Story & Profile

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
FUC Archer Sword.png   Sword
FUC Archer Bow.png   Bow
FUC Archer UBW icon.png   Unlimited Blade Works


Universal Moves

Universal Moves can be used in either stance

Normals

5A
FUC Archer 5A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
280 All N*, R, A 6 26 19 +0

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
FUC Archer 2A.png
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
FUC Archer 22C.png
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
FUC Archer 236236B (Sword).png
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
FUC Archer Rho Aias.png
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
FUC Archer 300%.png
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
FUC Archer 5B.png
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
FUC Archer 2B.png
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
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.

  • Reach: 3.94
  • Forward Movement: 1.84
  • Can be low-profiled
  • Proration: 15%
  • Hitstun: 32 (37 on Counter Hit)


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).

  • Reach: 2.66
  • Forward Movement: 1.5
  • Proration: 10%
  • Hitstun: 32 (55 on Counter Hit)
  • Slams down on airborne


2C
FUC Archer 2C.png
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
FUC Archer j.A.png
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
FUC Archer j.B.png
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
FUC Archer j.C.png
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
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.
  • 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
FUC Archer Sword 236X.png
Crane Wing Double Strike - Return
236X~A
FUC Archer Sword 236X~A.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 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
FUC Archer Sword 623A.png
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
FUC Archer Sword 623B.png
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%
Crane Wing Master Guard - Trust
623C
FUC Archer Sword 623C.png
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
  • Can be low-profiled
  • Reach: 3.03
  • Forward Movement: 0.97
  • Proration: 10%



Crane Wing Master Attack ・ Raid
214X
Archer Sword 623X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
214A 300, 400 High R, A 28 61 21 -9

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
FUC Archer RG A.png
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
FUC Archer RG B.png
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
FUC Archer RG C.png
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
FUC Archer GC.png
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
FUC Archer Cran Wing Triple Strike.png
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
FUC Archer 5B2.png
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
FUC Archer 2B2.png
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
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 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
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.
  • Can whiff in a combo on some crouching characters
  • Proration: 5%


j.A
FUC Archer j.A2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
400 High A 12 - 15 -
  • Archer shoots directly under himself.
  • Proration: 5%


j.B
FUC Archer j.B2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
450 High A 12 - 18 -
  • Archer shoots diagonally towards the ground.
  • Proration: 5%


j.C
FUC Archer j.C2.png
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
FUC Archer 236X2.png
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
FUC Archer 421X.png
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
FUC Archer j.236X.png
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
FUC Archer Bow GC.png
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
FUC Archer Hrunting.png
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
FUC Archer Caladbolg II.png
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
FUC Archer UBW 22C.png
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
FUC Archer Grail 236236C.png
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


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


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