Fate Unlimited Codes/PSP Differences

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A handheld port of Fate/Unlimited Codes was released for the PlayStation Portable (PSP) in mid 2009, about a year after the release of the original game on arcade cabinets and 6 months after its home console release. This version of the game wasn't a straight port from Arcade nor PS2; it has PS2's extra characters and options, but it also came with numerous updated gameplay and balance changes for both certain characters and the whole game system compared to the PS2/Arcade version that almost make it a completely different game. Ultimately, most players still prefer to play the PS2 versions of Fate/Unlimited Codes due to favoring its arcade accuracy, game system, and its accessibility for competitive play over the PSP port. Despite this, we are still cataloguing the changes made in the PSP version for completionism's sake.

The changes found in the PSP version are listed down below.

System Changes

  • The game finally has a version that is localized into English
  • The game runs at 30FPS instead of 60FPS
    • Most frame datas that are not an even number, unless they got changed specifically, become 1F longer when compared to the PS2. For example, a 7F buffer window will become 8F (since it'll be pushed up to 4F while at 30FPS). Another example is ZL's j.236B, which has 27F hitstun on PS2, becomes 28F on PSP (since it will be pushed to 14F at 30FPS).
  • Stages are a bit larger in general, and hitboxes have generally been buffed presumably to help counter this, with some exceptions being Gilgamesh and Lancer
  • Motion inputs have been simplified or changed entirely
    • 236X is now 66X, 214X is now 44X, 623X is now 46X, 421X is now 64X, and 646X is now 64X (except Assassin; he already has a 421X and 646X, so his 646X was changed to 22X)
    • Rekka followups have simpler inputs too, going from full motions to just a direction and a button, or even just one button
    • The special move input buffer window has also been decreased
    • For the rest of this page, we will still be referring to moves with their PS2 inputs for clarity between versions (since PS2 is definitely more familiar than PSP)
  • Universal damage scaling and gravity scaling has generally been increased in PSP.
    • Damage in a combo prorates twice as fast as PS2 (now 20% for specials when it used to be 10% on PS2), and to a lower minimum proration (as low at 10%, which is half of PS2's minimum proration). For perspective, many combos in PSP hit minimum proration in about 8~9 hits now. The opponent's gravity also increases faster in the middle of combos.
    • 5As also no longer have proration penalty
  • Reflect Guard's catch frames are longer and it is now a full body counter, however it has longer recovery and is no longer cancelable at all for some characters, which makes starting combos after one much more difficult if not impossible.
    • This also impacts using Reflect Cancel in combos the same way.
  • There is a new system mechanic called "Reflect Dash". Input with 6D at the cost of 100 bar for a command dash that has upper body guardpoint (can be beaten by lows, throws, and some supers). Can also be cancelled from frame 1 into other attacks to be used similarly to PS2 Reflect Cancel.
  • Pushblock cost increased to 30% meter instead of 20%
  • Opponents lay on the ground in OTG state for longer and have larger hurtboxes during this

General Character Changes

  • Many moves are no longer jump cancellable, however hitstun was increased for these moves and others
    • Remaining jump cancels are also notably able to execute earlier in this version of the game compared to PS2
  • Most 623C moves are now uncomboable (with the exception of Bazett, Berserker, Kirei, and Saber Alter)
  • Opponent meter drain has been nerfed across the board (except for Zero Lancer)
  • Grail supers have had their damages increased from 4000 to 7000, and all supers now always deal full damage
  • Backwards, side-swapping throws are now possible (input with 4A+B)
  • The proration of special moves have been standardized to 20% (was 10%, except for Rider whose special proration was 15%)

Archer

  • He has a new move, 6C.
  • 5C has more pushback, has a buffed hitbox and less hit stun(?).
    • 6B > 5C is no longer punishable on pushblock as a result

Assassin

Bazett

  • The window for rune cancels after her ground special moves is either greatly widened or bufferable.
  • 236C is now a guaranteed knockdown, even on standing hit.

Berserker

  • His sidestep is shorter.
  • 623C has its base damage nerfed.

Gilgamesh

  • Gilgamesh's base damages have generally been nerfed, on contrary to most other characters whose base damage has been buffed.
  • Most infinites were removed.
    • EA mode 6C sends enemy too far away
    • Babylon mode 2C > 236A > chain release infinite is invalid
    • Babylon mode 2B > 2C > 6239AB enemy falls too fast
    • 2C > 2C infinite gone
    • Interestingly, in this version he now has a new one exclusive to Kirei and Rin which is just 2C > 236A.
  • Gil can now unscale his 623A/B with his Gate of Babylon super, dealing up to 2000 damage with it.

Kirei

  • 2C is now special cancellable.
  • 623B has more recovery, can still be looped in the corner but it's more difficult.
  • 623C is now comboable without meter, and more easily than 623B.
  • 214X > 214C > 214C is a valid combo now (the last 2 hits).
  • 421A can no longer start combos.

Lancer

  • 2A does not gatling into any B attacks.
  • 2C does not gatling into 6C.
  • 6C is no longer jump cancelable.
  • You can combo after his 236B~B×n in the corner without spending meter.
  • 5C gatlings into 2C/6C.
  • Gaé Bolg (ground) range increased slightly.
  • 236236A super generates meter at a faster rate.

Luviagelita

  • Luvia has a new move, 6C.
  • She can also combo 623A after her stance options now.

Rider

  • 236X~A has 1 more frame of hitstun.
  • 236X~C cannot be combo'd off of anymore.
  • Hitstun increased on 623B to the point where it can combo into itself with enough height, and also corner loops are now possible with 623A > TKC 623B instead of C version.
  • 646A has 4 more frames of hitstun.
  • 646B launches the opponent further away. Her 623A > 6469B loops now must be performed with 646A.
  • Rider can't hit 2 consecutive 236236A in a row anymore, nor can she combo after one with 236C~C. The opponent is immediately grounded after the super connects, preventing any OTG followups.
  • 236236A only does 10 hits and has larger hitboxes so it always fully connects, however max damage decreased to a consistent 2000 (used to be able to deal up to ≈2200 on PS2, however hitbox placement made hits have a tendency to whiff and thus max damage was not common).

Saber

  • 214X~C is no longer jump cancelable.
  • 2C now cancels into 236X series when used at the start of combos.
  • 236236A super has more recovery and pushes them further away. Very difficult to combo after unless in the corner.
  • Long combos after 236236C super (Avalon) are no longer possible. The best Saber can get is 623B/C into Excalibur.

Saber Alter

  • All 3 hits of 623A is a launcher now, increasing gravity by 2 extra hits.
  • 236C launches higher, making it very difficult/impossible to combo after when used in longer combos.
  • 6C is no longer jump cancelable, but is now special cancelable.

Miscellaneous

  • Many costumes have been added for Rider, Lancer, Saber Alter, Archer, and Caster. Some of them are from Fate/Hollow Ataraxia. They can be unlocked by beating the character's arcade mode.
  • The song "Code" by Tainaka Sachi no longer plays during the main menu.
  • Mission mode is changed around somewhat. Most of the combo and damage missions seem to be different from the PS2 version.
  • Rapid sound effects seem to have been cut out
    • For example, hold left or right on the character select screen. The sound effect skips. Same with Kirei's 236236B super; it hits 25 times, but it only registers sound effects for 5 of the hits.

Navigation

General
Controls
HUD
System Specifics
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