Fate Unlimited Codes/Rider

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Rider
FUC Rider Profile.png
Health 9,500
Prejump 4F
Backdash 30F (Invulnerable 1-20)


Introduction

Rider has good range on some of her fastest moves which allows her to maintain high pressure on her opponents once she gets in. Her attacks can begin a consistent combo off of any opener and most of her specials provide some level of mobility during pressure giving her a solid method around pushblock. She lacks a good super unscale, so she pushes people into the corner and then combos multiple 623C's to drain the opponents meter instead of going for high damage. Abuse her divekick (j.C) to get big advantage on block.


Normals

5A
FUC Rider 5A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
200 Low N, S, R, A 5 26 18 -1

Rider performs a standing low kick.


2A
FUC Rider 2A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
200 Low N, S, R, A 6 26 15 -5

Rider crouches and kicks the opponents' shins.


5B
FUC Rider 5B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
270 All N, S, R, A 8 36 23 -5

Rider fully extends her leg for a midrange kick.


2B
FUC Rider 2B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
300 Low N, S, R, A 10 34 17 -7

Rider crouches under high attacks while performing a midrange kick.


6B
FUC Rider 6B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
370 High N, S, R, A 30 41 12 +1

Rider steps forward before performing an overhead axe kick.


5C
FUC Rider 5C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
350 All N, S, R, A 12 41 27 -2

Rider quickly moves forward and stabs the opponent with her dagger. This is her longest range normal.


2C
FUC Rider 2C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
366 All J, N, S, R, A 10 51 25 -5

Rider anti-airs with a multihitting chain diagonally upwards.


"

6A+B
Damage Guard Cancel Startup Total Length Blockstun Block Adv
400 None A 4 51 - -

Rider ""Happy Throws"" her opponent and flips them into the air. This can be followed up by (236B-A > 6239A) to start a combo.

"


Specials

236X
FUC Rider 236X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
236A 300 All U, R, A 12 53 13 -28
236B 300 All U, R, A 12 53 15 -26
236C 300 All U, R, A 12 53 13 -28

All versions have Rider throw a projectile chain at her opponents.

A version is an anti-air, B version goes straight forward and C version is aimed diagonally towards the ground.

All 3 chains have the same followups.

A Follow Up 300 N/A R, A - - - -

Rider pulls the opponent towards her (sometimes flips them to her other side). This can start or continue a combo as long as the opponent is off the ground.. Press the A button as soon as the chain is thrown out to maximize the comboability.

B Follow Up 725 All R, A 12 61 22 -3

Rider juggles the opponent with a jumping kick. This can continue into a combo in the corner.

C Follow Up 800 N/A R, A - - - -

Rider will perform a hardknockdown cinematic that swaps sides with her opponent. This is her primary way of ending combos.


623X
FUC Rider 623X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
623A 500 All J, R, A 7 41 22 -12

Rider kicks the opponent into the air. This is a key combo tool for her.

623B 800 All R, A 7 41 19 -15

Rider kicks the opponent into the air. This is rarely used since it does not combo.

623C 924 All R, A 10 46 9 -21

Rider kicks the opponent 3 times. This may be used mid-combo in the corner.

Startup on this move is invincible and it costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.


214X
FUC Rider 214X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
214A 450 Low R, A 9 36 24 -3
214B 480 Low R, A 14 41 22 -5
214C 611 Low R, A 20 51 10 -11

Rider performs a sliding low kick. B and C versions travel farther and can begin combos while A version is faster and safer on block.


646X
FUC Rider 646X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
646A 500 All R, A 10 41 27 -4
646B 600 All R, A 18 51 26 -7
646C 700 All R, A 25 61 26 -10

Rider launches herself forward with a standing kick.

A and B version can be used in juggle situations.

B version will crumple a grounded opponent

C version causes a hard knockdown.


22X
FUC Rider 22X.png
FUC Rider 22X2.png
FUC Rider 22X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
22A - All - - 46 - -

Rider jumps backwards and prepares a follow-up attack.

22B 0 All - - 52 - -

Rider jumps over her opponent and prepares a follow-up attack.

A Follow Up 750 All R, A 14 46 32 +0

Rider performs an anti-air high kick. This can start a combo in the corner.

B Follow Up 600 All R, A 18 46 22 -6

Rider performs a sliding low kick. This can start a combo midscreen.

C Follow Up 1000 High R*, A 45 60 22 +7

Rider teleports behind the opponent and performs an overhead kick.

22C 850 High R*, A 45 58 22 +9

Rider teleports in front of the opponent and performs an overhead kick.

Supers (WIP)

236236A
FUC Rider 236236A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2295 All - 15 + 5 89 - 0

Rider summons her chariot and performs a full screen anti-air reversal. This is invincible until it is active.

This costs 100 meter.


236236B
FUC Rider 236236B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
- - - 10 + 41 51 - -

Rider removes her blindfold. This costs 100 meter to perform.

This is not an attack, but it gives her access to her 300 meter activate ability, Breaker Gorgon.

This costs 100 meter.


236236C (Grail Super)
FUC Rider 236236C (Grail Super).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
4000 All - 10 + 5 41 - -4

Rider freezes her opponents with her deadly gaze before following up with a powerful beam attack.

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 reduces your meter to 0.

Combos (WIP)

Damage/Corner Carry (kick loop)

any grounded normals > 646B > (623A > 6469B)x3 > 5B > 5C > 2C > 236B~C

You can replace the 236B~C with 236236A, but the unscale is frame perfect from 2C and it's rarely worth the meter if you don't unscale with it. If you reach the corner and want some meter kill from this, you could alternatively finish with (623A > 6239C) loops, but how many loops and how valid it is to do that depends on how many kicks it took you to reach the corner.


Damage/Sideswap (chain loop) any grounded normal > 646B > (623A > 2369B-A > 5C)x4 > 623A > 2369B-C

You can only do one side swap and switch into kick loops if your back is to the corner and you want to get your opponent in the corner as soon as possible. The 623As can be replaced by 2Cs to remove the need to Tiger Knee Cancel from the combo; however it may limit the number of loops you can do and will decrease the total damage.

Corner Meter Kill 1

Any grounded normal > 646B > (623C)x2 > (623A > 6239C)x2 > 623A > 2369B~C


Corner Meter Kill 2

Any grounded normal > 646B > 623C > 5B > 623C > (623A > 6239C)x2 > 623A > 2369B~C

You can give up hard knockdown on either of these by doing a final 623C instead of the chain finisher. Whether you need the 5B is character dependent since 623C is only fast at the bottom, so it's too slow to combo into itself on some characters (it combos into itself on Archer for example, but not Salter)


Notes

As shown above, most of Rider's combos optimally start as grounded combos; however, by removing the 646B in any of the above combos they will work vs an opponent who is hit while airborne. It is important to remember that gravity increases for each hit your opponent receives while airborne, so multihitting moves (like 623C) will increase your opponents gravity more that single hitting moves. The more hits your opponent receives before going into the above combos, the fewer loops you will be able to execute.

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