Fate Unlimited Codes/System Specifics

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This page assumes that you understand numpad notation (pictured below).

Numpad-Notation.jpg


Key facts

  • Meter carries between rounds, so meter management is incredibly important.
  • Everyone but Berserker can double jump, but nobody can airblock. Superjumps always go forward in Fate. You can turn around midair during superjump by hitting your RG button. Holding down during a jump will make you fast fall at the apex.
  • This is a 3 button fighter with A/B/C. Buttons gatling in one direction; no reverse beats.
  • Every command normal is forward+button (called 6A/6B/6C). 6B tends to be an overhead if the character has an overhead; not all characters do.
  • 236X, 214X, and 623X are the commands for specials. 22X, 421X, 646X and 360X are also used by specific characters
  • Launchers are jump cancellable on hit, but not on block.
  • Jump startup is special cancellable. Perform a tigerknee motion (special command ending in an up direction - ex: 2369X), but hit the button before leaving the ground and you’ll perform a tigerknee cancel; this technique is how you can extend combos.
  • 623C is universal dragonpunch (except for Caster, bow mode archer and spear mode Gil): costs 1/3 of 1 bar, the last hit does half a bar of meter damage if it hits.
  • Real combos show a red hit count, untrue combos are blue. Tech by pressing any button.

General Movement

Walking

Pressing or holding left or right on the Control Stick or D-Pad will make your character walk forwards towards the opponent, or backwards away from them. This is the slowest and most basic form of movement in F/UC, but also presents the least risk.

Dashing and Running

To dash towards the opponent, double tap forward towards the opponent, and the direction can be held to keep running forward. Runs can be cancelled into jump, attacks, or sidesteps.

Backstep

To perform a backstep, quickly double tap backwards away from the opponent. The character will do a backwards dash that has invincibility during its first half, making it useful for dodging attacks if timed properly. Interestingly, backdashes in this game can be cancelled into specials and sidesteps, making them potentially tricky to punish even if the opponent is waiting for it. However, it's still pretty punishable by whiff cancellable strings or far-reaching attacks.

Health

Health Character(s)
11,500 Berserker, Saber Alter
11,000 Kirei
10,500 Saber
10,000 Archer, Bazett, Shirou
9,800 Luviagelita, Rin
9,500 Assassin, Gilgamesh, Lancer, Rider
9,300 Caster, Zero Lancer
9,000 Leysritt, Sakura

The average health in this game is around 9,900.

Throws

Throws are 6+A+B and come out on frame 4. You cannot grab an opponent in jump startup or in the air.

Reflect guard/RG

Reflect Guard as a Parry

RG is a universal parry. It costs meter, but the meter is refunded upon successfully parrying an opponents attack. It can be used vs frame traps.

Reflect Guard Cancel

Reflect guard can also be used as a cancel that can cancel anything on startup, hit or whiff except for supers. It can cancel into offensive moves, but not defensive actions like block/backdash. It has cooldown, costs half a bar of meter and locks you out of meter gain for a short period of time.

Supers

Supers cost 100 meter generally, most are on the motion: 236236A/B. You can cancel normals into supers and specials, but you generally cannot cancel specials into supers, unless you are activated.

Pushblock

By pressing A+B during blockstun, you will use pushblock and can create distance between you and your opponent. This is intentionally weaker if either character is against a wall/corner. It costs 25 meter and has no cooldown, but does replace your remaining blockstun with 20 frames of blockstun. Versus high blockstun moves, this can cause you to be actionable sooner instead of later.

Guard Cancel

By pressing 6+B+C while in blockstun you will spend 1 bar and do an invincible attack that does no damage, but forces the opponent off of you. This can be blocked and punished.

Activate

Activate is performed with A+B+C. If done during neutral, it will heal you and launch enemy backwards; if done while attacking it will be a cancel. Meter drains to 0 after doing this. Supers will drain your meter as usual as well, but you lose access to 623C/ Heavy DP’s meter draining effect.

During activate, specials can be cancelled into supers.

Burst

By pressing A+B+C in block or hitstun, you can spend 200 meter, and get the opponent off of you with burst. You cannot burst while activated, even if you have enough meter.

300 meter activate

Every character has a unique ability that can only be used by activating with 300 meter (some of them have additional requirements too)

Holy Grail

The Holy Grail fills by people taking damage. Once filled, one player can activate with 300 meter to gain access to a powerful super that does 4k (half opponent’s life).

Tiger Knee Cancel (TKC)/Jump Cancel Cancel (JCC)

inputting a jump input at the end of the input for a special to cancel jump startup into said special. Recommended input for tkcs is as follows:

tkc 236X = 2369X

tkc 214X = 2147X

tkc 623X = 62369X (stick/pad)/6239X (hitbox)

tkc 421X = 42147X (stick/pad)/4217X (hitbox)

tkc 22X = 228X, do 282X for normal tk. Sometimes 282X is easier for a specific tkc into it to for some players.

tkc 646X = 6469X

tkc 236236X = 2362369X


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