Fate Unlimited Codes/Saber Alter

From Mizuumi Wiki
Jump to navigation Jump to search
Saber Alter
FUC Alter Profile.png
Health 11,500
Prejump 4
Backdash 25F (Invulnerable 1-15)


Introduction

Saber Alter is a slow high damage dealing character. Similar to Leysritt she abuses armour on one of her launchers (6C). Her access to high damage with relatively easy execution means that she needs relatively few neutral wins to take a round which is partly why her tools tend to be commital.

Normals

5A
FUC Saber Alter 5A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
280 All N, S, R, A 7 34 25 -1

Alter performs a quick 1 handed slash.


2A
FUC Saber Alter 2A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
250 Low N, S, R, A 10 39 22 -6

Same as 5A but crouching.


5B
FUC Saber Alter 5B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
425 All N, S, R, A 13 43 20 -7

A long reaching vertical slash.


2B
FUC Saber Alter 2B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
499 All N, S, R, A 15 46 21 -8

A crouching slice that moves forward slightly.


6B
FUC Saber Alter 6B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
400 All N, S, R, A 15 46 20 -10

Same as 2B.


5C
FUC Saber Alter 5C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
570 All N, S, R, A 18 46 19 -7

A very long reaching stab.


2C
FUC Saber Alter 2C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
627 Low N, S, R, A 18 51 21 -10

A wide arcing sweep.


6C
FUC Saber Alter 6C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
760 All J, R, A 20 51 15 -14

Alter launches the opponent with a vertical attack that starts from the ground.

This attack has armor starting on frame 6 on startup.


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

Alter slashes at her opponent and leaves them in a vulnerable crumple state that can easily start a combo.

Specials

236X
FUC Saber Alter 236X.png
FUC Saber Alter 236X2.png
FUC Saber Alter 236X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
236A 500 All R, A 15 51 63 -9

A quick grounded fireball that hits once.

236B 1111 All R, A 20 56 73 2

A multihitting fireball that allows Alter to reset pressure.

236C 1350 All R, A 27 61 77 -1

Alter creates a wall of fire in front of herself that functions as an anti-air, prevents approaches and deals considerable chip damage.


623X
FUC Saber Alter 623X.png
FUC Saber Alter 623X2.png
FUC Saber Alter 623X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
623A 842 All J, R, A 10 61 34 -13

Alter launches the opponent with a vertical attack that starts from the ground. Good during combos, bad otherwise.

623B 947 All R*, A 15 76 34 -23

Alter launches the opponent with a jumping attack.

623C 1125 All R*, A 7 86 33 -31

Alter launches the opponent before following them into the sky. You can combo out of this by activating midair or rapid guarding before leaving the ground.

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.


j.236X
FUC Saber Alter j.236X.png
FUC Saber Alter j.236X2.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
j.236A 600 High R*, A 22 27 21 17

Alter rushes towards the ground with an overhead attack.

j.236B 850 High, Low R*, A 22 67 21 -18

Alter rushes towards the ground with an overhead attack followed by a low shockwave.

j.236C 300, 850 High, Low R*, A 18 89 21 -18

Alter hits the opponent higher in the air before performing the B version of this attack.


214X
FUC Saber Alter 214X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
214A 758 All R, A 15 55 38 1
214B 894 All R, A 20 61 29 -10
214C 1327 All R, A 20 66 23 -16

Alter rushes towards her opponent sword-first.

The A version travels the shortest distance.

The B version crosses up your opponent.

The C version performs a cinematic on hit that causes hard knockdown. The C version is invulnerable to projectile attacks.


421X
FUC Saber Alter 421X.png
FUC Saber Alter 421X2.png
FUC Saber Alter 421X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
421A 600 All R, A 14 61 42 -4

Alter performs a cinematic attack on hit that causes hard knockdown.

421B 800 None R, A 15 61 - -

Alter performs an anti-air grab that causes a hard knockdown.

421C 1200 None A 30 62 - -

Alter performs a far reaching command grab. This can start a combo.

Supers (WIP)

236236A
FUC Saber Alter 236236A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2500 All - 9 + 12 61 - -25

Alter shoots a beam of dark energy at her opponent.

This costs 100 meter.


236236B
FUC Saber Alter 236236B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
1000 All - 10 + 4 55 - -

Alter charges a powerful sword strike that emanates dark energy. Its range is close to full screen.

This costs 100 meter. It does not scale, it always does 1000 damage on hit. This can be followed up by up 2 followup super attacks with the same input that each cost 100 meter and deal 1000 damage and do not scale.


236236C (Grail Super)
FUC Saber Alter 236236C (Grail Super).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
4000 All - 9 + 7 61 - -51

Alter summons dark tentacles to assault her opponent before finishing them off with a powerful sword slash.

This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter. Requires to be close to opponent to connect hit.

This reduces your meter to 0.

Combos (WIP)

Normal chain order: (between '>'s in the normal chain order are in either order)

5A > 2A > 5B, 2B > 6B > 5C, 2C > 6C

(note: while 2C can cancel into 5C it WILL drop the combo bc of 2C's knockdown)


"normals" shall refer to: 5A 2A 5B 2B 6B 5C (you can and generally should if possible omit the A normals to reduce damage scaling)


Basic combo structure: normals > (623A > tk 236A)x2 > extension/ender

(from here on, this portion will be known as "basic route") (with Alter's basic route, you can on the 2nd 623A tk 236A loop, do (623A > jump > jB j236A) instead)


Modified basic route variations from tk 236A starter: tk 236A > (623A tk 236A)x2 > extension/ender

tk 236A > microdash > 5B 2B 6B 5C > (623A tk 236A)x2


harder version, more damage tk 236A > jump forward > jC > 6B 2B 6B 5C > (623A tk 236A)x2 > extension/ender


For throw combos: omit the normals and the first 623A > tk 236A loop.


Comboing off of 6C starter: you need to treat the 6C as if it's the 623A from the 2nd loop, and do jB j236A. you can then do the enders from there as normal.

Comboing off of 2C starter: you need to go straight to the ender, and start the ender with its 623A. meter damage ender needs wall, and if the ender does not have a 623A, you cannot do that ender.


Extensions and Enders:

Simple meter damage ender (50 meter damage) > 623A > tk 236C > 623C


Harder meter damage ender (100 meter damage) > 236C > 623C > 623C (optionally do 236C > 623A 62369C > 623C, it helps for extending it further)


In any combo where you go for a 623C based extension or ender, you can sneak in before the 623C:

236C > (623A 2369C)xN where N is 3 or less, depending on how close you are to the wall, gravity etc. Usually N is 1 or 2.


HKD enders (choose 421B or 214C based on stage position, depending on how close you are to the wall, if close: 214C, if far, 421B)

easy meterless hard-knockdown ender: > 421B/214C


slightly harder meterless Hard-knockdown ender > 623A > tk236C > 623A 42147A/2147C


Meter damage extension (200 meter damage, needs to reach wall) > 236C > 623A 62369C > 623C > rc > 236C > 623A 62369C > 623C


METER DUMP/ACTIVATE/UNSCALE ENDERS

(airborne after a 623C, need near wall)

(623C) > act (midair) > j236B/C > land 236236B > 236B 236236A

(623C) > act (midair) > j236B/C > land 236236B~236236B(~236236B) > 214C


midscreen unscale (623C) > act (midair) > j236B/C > land rc > 236B 236236A


(no 623C, needs wall)

(unscale) basic route > (236C) > 623A tk 236C > activate > 236C 236236B(~236236B) > 236B 236236A

(hkd) basic route > (opt 236C) > 623A tk 236C > activate > 236C 236236B~236236B(~236236B) > 214C


midscreen unscale basic route > (opt 236C) > 623A tk 236C > activate > 236B 236236A


Grail combos

(easier, will not touch of death off of 5A, will off of tk 236A starter if you omit the normals and go straight to the 623A tk 236A loop)


basic route > 623A tk 236C > act > 236C 236236B > 236C 236236B > 236C 236236C


(harder, will do 9.9k-10k off of 5A) basic route > 236C > 623A tk 236C > act > 236C > 623A tk 236C > 236236B > 236C 236236B > 236C 236236C



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

Navigation menu