Fate Unlimited Codes/Shirou

From Mizuumi Wiki
Jump to navigation Jump to search

Gameplay

Shirou has a range of tools to function either for zoning or for rushdown. His command dash can be used to extend pressure (6C > 214A > 5A is gapless) helps overcome pushblock giving him relative safety to loop his basic pressure string. Shirou suffers primarily from his split focus since he's not a great zoner, doesn't get huge damage up close and once the opponent knows his restrictions his pressure can be lacking


Strengths Weaknesses
  • Less difficult compared to the majority of the roster
  • Can apply gapless pressure
  • Fast recovery on a lot of his moves, making his pressure relatively safe
  • Throw can lead to a combo. However, the scaling is so bad that you won't get much damage from it
  • j.C is a projectile which ignores Reflect Guard. It is one of the best jump attacks that can be used to initiate
  • Has decent oki with 421A
  • Can unscale using either rc or ac
  • Excellent Zoning and can out zone some other zoners
  • Can use 300% activation to regain health quickly. Sometimes can even win by timeout
  • Has to jump A LOT to deal damage
  • Doesn't have much meter control
  • Doesn't have HKD ender without using Super
  • Weak to pushblock, especially on his 2B and 6C

Story & Profile

The Hero of Justice
Shirou Emiya (衛宮 士郎) is a teenager with short auburn hair and golden-brown coloured eyes. He is often seen wearing his casual clothing, consisting of a blue and white long sleeve baseball jersey T-shirt and a blue slim straight jeans. Due to the trauma he suffered during the great fire, Shirou has a constant emptiness in his personality and suffers from tremendous survivor's guilt. He feels that, as the only survivor, it is unfair to the deceased to prioritize his own needs before those of others. He has a distorted sense of values where he only finds self-worth from helping people without any compensation, feeling that the very act “helping people” is its own reward. He believes it is highly unfair that some people survive and others do not. When it comes down to receiving an injury or even giving up his life to help someone, he will do it without a second thought.

Main Weapon/Skill
Reality Marble: Unlimited Blade Works

Basic Info
Gender: Male
Height: 167cm
Weight: 58kg
Age: 17
Type: Master, Magus Place of Origin: Japan Likes: Housework
Dislikes: Umekobucha
Talents: Tinkering with junk, Housework
Natural Enemies: Kirei Kotomine
Magecraft: Projection, Reinforcement
Attribute: Human

Shirou

Archer
  • Health = 10,000
  • Prejump = 4F
  • Backdash = 25F (Invulnerable 1-15)

Backdash Distance = 1.437499642 Sidestep Type = Aggressive Inward Spiral

  • Weight = Light+

Normals

5A
FUC Shirou 5A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
220 All N, S, R, A 6 26 19 +0
  • Shirou knees his opponent. It is a very short range attack.
  • Proration: 15%
  • Proration Penalty: 15%


2A
FUC Shirou 2A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
200 Low N, S, R, A 8 29 18 -2
  • Shirou crouches down and performs a low kick.
  • Proration: 17%
  • Proration Penalty: 17%


5B
FUC Shirou 5B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
280 All N, S, R, A 10 31 22 +2
  • Shirou steps forward and elbows his opponent.
  • Proration: 15%


2B
FUC Shirou 2B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
300 Low N, S, R, A 12 36 21 -2
  • Shirou slides forward and sweeps his opponent's legs and knocks them off their feet.
  • Proration: 15%


5C
FUC Shirou 5C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
380 All N, S, R, A 18 41 16 -6
  • Shirou punches the opponent to the ground. It will drag down aerial opponents into a non-techable knockdown.
  • Proration: 10%


2C
FUC Shirou 2C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
400 All J, N, S, R, A 13 41 16 -11
  • Shirou punches the opponent into the air.
  • Proration: 10%


6C
FUC Shirou 6C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
450 All S, R, A 18 51 35 +3
  • Shirou gut punches his opponent. Vs a grounded foe, this will put them in a crumple state.
  • Proration: 10%


j.A
FUC Shirou j.A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
250 High J*, N, A 8 - 12 -
  • Shirou kicks in front of him while airborne.
  • Proration: 20%


j.B
FUC Shirou j.B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
330 High J*, N, A 13 - 16 -
  • Shirou puts his knee in front of him
  • Proration: 15%


j.C
FUC Shirou j.C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
400 High A 19 - 24 -
  • Shirou summons a bow and aims it downward before shooting a jolt.
  • Stalls air movement on a normal jump, but it can be cancelled on a held jump.
  • Proration: 5%


Throw
6A+B
FUC Shirou 6A+B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
400 None A 4 51 - -
  • Shirou punches his opponent before kicking them into the air. This can start a combo.
  • Proration Penalty: 30%

Specials

Crane Wing Double Strike
236X
FUC Shirou 236X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
236A 350, 350 All R, A 27 46 15 -3
  • Shirou throws 2 daggers at his opponent.
  • A and B version throw 1 dagger into the air and 1 dagger straight forward.
  • A version has the sword aimed upwards to land closer to where shirou threw it
236B 350, 350 All R, A 27 46 15 +5
  • B Version has the sword aimed upwards to land closer to the opponent.
236C 350, 350 All R, A 27 46 15 +4
  • C version throws both daggers into the air.
  • Proration: 10% for every version


Crane Wing Dual Strike
623A
FUC Shirou 623X.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
650 All R, A 20 51 19 -11

Shirou summons Kanshou and Bakuya, and strike downward, knocking the opponent far away.

  • This move's startup has invulnerable frames from frame 3 to frame 14
  • Proration: 10%
Crane Wing Master Attack・Raid
623B
FUC Shirou 623X2.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
660 All R*, A 30 61 21, 24 -3

Shirou leap forward and strike with both Kanshou and Bakuya. Despite how it looks, this attack is not an overhead.

  • It has very long hitstun and can be combo'd into Normals.
  • This attack has 2 hits, dealing 300 and 360 base damage repectively
  • The first number in blockstun is for the first hit, and the second number is for the second hit. the first number if only relevant if the second hit gets cancelled prematurely by any means.
  • Proration: 10%
Crane Wing Master Guard・Rising
623C
FUC Shirou 623X3.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
750 All R, A 20 66 31 -14

Shirou raise Bakuya to block incoming attacks, and slash upward with Kanshou.

  • The startup blocks incoming attacks until Shirou starts to slash.
  • Launches his opponents but cannot combo on regular hit without meter.
  • As long as it connects, you will deplete 50% meter from your opponent.
  • Proration: 10%
  • Cost 30% meter


Dash
214X
FUC Shirou 214X.png
Dash-Feint
Dash-Feint
FUC Shirou 214X2.png
Dash-Strike
Dash-Strike
FUC Shirou 214X3.png
Dash-Knee
Dash-Knee
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
214A - - R, A - 25 - -
  • Shirou rushes forward with a command dash.
  • A version has no follow up attack and returns Shirou to neutral.
214B 500 Low R, A 25 44 20 +2
  • B version performs a plus on block low attack.
214C 600 High R*, A 30 60 21 -8
  • C version performs a committal overhead that does not look like an overhead.
  • Can be jump cancelled, opening Shirou's strongest routes.
  • Proration: 10% for both B and C versions


Trap Shot
421X
FUC Shirou 421X.png
FUC Shirou 421X2.png
Link Shot
Link Shot
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
421A 300, 300 All R, A 76 44 18 +73
  • Shirou takes out his bow and fires at his opponent.
  • A version fires into the sky and will hit in front of Shirou soon after.
  • This is one of the few ways Shirou can set up his 236236B unblockeable set-up
421B 750 All R, A 28 56 15 -13
  • B version fires multiple shots straight forward.
  • the blockstun is 11 frame per arrow. they 2 frames gap between one another, so the total blockstun would be 15 frame normally. unless some of them get cancelled by any means.
  • This attack has 3 hits, dealing 250 base damage per hit
421C 800 All R, A 36 56 22 +3
  • C version fires one powerful shot straight forward.
  • 5% Proration for every version

Full Meter Activation (WIP)

A+B+C
Damage Guard Cancel Startup Total Length Blockstun Block Adv
0 All - - - 25 +25

Shirou generates extra HP during the activation

This can be activated when Shirou has 300 meter

The base duration is 600 frames, and will become 900 frames with Grail activation

  • Normal and wake up Activation sets his Health generation to 7 HP/frame, giving him a grand total of 4200 HP normally, or 6300 HP with Grail activation (normally, its 5 HP/frame)
  • Cancelling Activation sets his Health generation to 5.6 HP/frame, totaling 3360 HP normally, or 5040 HP with Grail activation


Supers (WIP)

Caliburn
236236A
FUC Shirou 236236A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2100 All - 10 + 5 81 21 -44
  • Shirou summons Caliburn before striking at his opponent.
  • This attack is invincible on startup.
  • Can be comboed after with a 2B > 2C starter.
  • Costs 100 meter.
  • 10% Proration


Kakuyoku Sanren
236236B
FUC Shirou 236236B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2500 or 300+300 None - 40 + 12 81 None -
  • Shirou summons Archer's swords before throwing them at his opponent as a projectile.
  • This attack is unblockable and does more damage on block than on hit.
  • Invincible before the super flash.
  • Costs 100 meter.
  • 10% Proration (total of 57.5% if blocked)


Nine Lives (Grail Super)
236236C
FUC Shirou 236236C (Grail Super).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
4000 None - 10 + 0 46 None -
  • Shirou summons Berserker's sword before performing 8 powerful simultaneous strikes. This is a command grab, and will only land on opponents that are in a grabbable state
  • 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 only succeeds at close range.
  • Reduces your meter to 0.

Combos (WIP)

A combo is consisted of Opener > Combo > Ender/Extender

Shirou's combo is extreamely simple

step 1: juggle with either 214C or 2C

step 2: hit with j.C

everything else such as 2B, 5B, 5C are simply to help him do the above steps


Opener: Opener is simply a way to make the opponent vulnerable to the Combo. In this case, the Knee combo

*Confirmed hit > 5B > 6C > Combo > Ender
*Throw > Combo > Ender

Knee Combo: The Knee combo got its name from how Shirou keeps yelling "KNEE!" every time he does it

It always starts with 214C, as it offers great damage and optimal scale

There're a few adjustments based to the weight of the opponent

Standard Knee Combo
*Opener > 214C > 214C > j.C > 2C > j.C > 2C > j.C > {2B} > 5C > 2C > 214C > j.C > 5B > 2C > {5C} > Ender

Enders:

*623A: highest damage meterless, solid oki
*421A: deals no damage on its own, can be used against certain characters's wake-up options and to set-up 236236B unblockeables.
*236236A: Metered ender, a follow-up combo can be done on certain scenarios 

Midscreen

Basic Combo | 3143DMG with 623A ender

  • 5B > 6C > 214C > jump(9) > j.C > land 2C > j.C > j.B > land 5B > 2C > jump(9) > j.B > j.C > j.B > land 5A > 5B > 2C > 5C > Ender
Basic combo that does decent damage for the ease. Works in the corner


Lightweight Knee Combo | 3671DMG with 623A ender

  • 5B > 6C > 214C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 5B > 5C > 2C > 214C > jump(9) > ff j.C > land 5B > 2C > 5C > Ender
Double knee combo on light weights. Can use 5A instead of the last 5B to make the pickup after the last j.C easier.


Midweight Knee Combo | 3598DMG with 623A ender

  • 5B > 6C > 214C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2C > jump(9) > ff j.C > land 2B > 2C > 214C > jump(9) > j.C > land 5B > 2C > 5C > Ender
Double knee combo on midweights. Delay the 2B after the second 214C to keep the knee from crossing under.


Berserker Knee Combo | 3580DMG with 623A ender

  • 5B > 6C > 214C > jump(9) > ff j.C > land 5C > 2C > 214C > jump(9) > ff j.C > land delay 2B > 2C > 214C > jump(9) > ff j.C > 5A > 2C > 5C > Ender
Knee combo on Berserker.


Corner

Unblockable (Triple Crane Wings set up) | 2500DMG or 2691 damage with 6C ender

This pressure works by landing any normal hit on block

confirmed block > 5B > 5C > {421A > activate > 6C} > 236236B

The timing during {421A > activate > 6C} is specific, the trick is to look at the "time stop" flash from activation, if the 421A arrow is perfectly canceled, you have to delay 6C slightly, but if it's a little late, then you can 6C as fast as you can

Unscaled Caliburn

Standard Unscaled Caliburn (Video Demonstration)

Double 623C, Corner Unscaled Caliburn (Video Demonstration)

Double 623C, Corner Steal Unscaled Caliburn (Video Demonstration)

Double 623C, Double Unscaled Caliburn (Video Demonstration)


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