Fate Unlimited Codes/Zero Lancer

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Zero Lancer
FUC Zero Lancer Profile.png
Health 9,300
Prejump 4
Backdash 30F (Invulnerable 1-20)
Weight Medium


Introduction

Zero Lancer is similar to lancer in that he abuses his long range to poke at opponents, but while Lancer is able to apply consistent safe pressure, Zero Lancer is given the tools to leave pressure safely with his command backdash (214A/B) and go for mixups on block when up close (6C>j.236C). Zero lancer has a powerful overhead divekick and has unique properties on his supers that allow him to debuff his opponents through either high meter drain or by halting their ability to heal.


Normals

5A
FUC Zero Lancer 5A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
250 All N, S, R, A 7 31 20 -3

A high hitting, short range slash. This often whiffs vs crouching opponents.


2A
FUC Zero Lancer 2A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
230 Low N, S, R, A 10 39 23 -5

A low hitting kick. This is Zero Lancer's fastest reliable move and it's not very fast.


5B
FUC Zero Lancer 5B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
300 All N, S, R, A 10 42 20 -11

A long range stab. This attack is very useful in neutral.


2B
FUC Zero Lancer 2B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
330 Low N, S, R, A 17 46 20 -8

A wide-arc'd sweep that puts the opponent in a juggle-state.


6B
FUC Zero Lancer 6B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
380 All N, S, R, A 21 51 24 -9

Zero Lancer crouches down before performing 2 simultaneous slashes with his weapons.


5C
FUC Zero Lancer 5C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
427 All N, S, R, A 18 51 18 -8

Zero Lancer stabs twice with the second stab having extremely long range.

If you hold the C button, the recovery will cancel into a parry that will parry all incoming mids for 1000 damage and will put your opponent in a crumple state.


2C
FUC Zero Lancer 2C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
455 All N, S, R, A 18 51 21 -5

Zero Lancer brings both weapons down on his opponenet's head while crouching.

If you hold the C button, the recovery will cancel into a parry that will parry all incoming lows for 1000 damage and will put your opponent in a crumple state.


6C
FUC Zero Lancer 6C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
660 All S, R*, A 23 61 31 -1

Zero Lancer hops into the air before bringing both his weapons down on top of his opponent. This can be cancelled with air specials, but not ground specials.


6A+B
FUC Zero Lancer 6A+B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
500 None A 4 51 - -

Zero Lancer stabs his opponent through the chest, putting them into a crumple state that can start a combo.

Specials

236X
FUC Zero Lancer 236X.png
FUC Zero Lancer 236X2.png
FUC Zero Lancer 236X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
236A 400 All R, A 10 45 26 -8
236B 500 All R, A 13 56 31 -11
236C 679 All R, A 10 76 12 -10

Zero Lancer's makeshift rekka. Each 236X can combo into the heavier versions of itself (236A > 236B > 236C).

The A and B versions of this attack are lunging stabs that can close the gap between Zero Lancer and his opponent. The C version of this attack is a flurry of light jabs.


623X
FUC Zero Lancer 623X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
623A 750 All J, R, A 10 68 34 -19
623B 943 All R, A 14 78 18 -22
623C 1065 All R, A 7 83 19 -25

Zero Lancer's antiair special.

The A version is Zero Lancer's only launcher, so it is an important combo tool.

The B and C versions have follow-up hits, but cannot be cancelled without spending meter.

Startup on the C version 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 Zero Lancer 214X.png
FUC Zero Lancer 214X2.png
FUC Zero Lancer 214X3.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
214A - - R, A - 26 - -
214B - - R, A - 26 - -
214C 1000 - R, A - 62 - -

The A and B versions are backsteps that allow Zero Lancer to back off of pressure or bait reversals. It has invincibility starting frame 5.

The C version is a parry that if successful deals 1000 damage and can lead to a combo.


646X
FUC Zero Lancer 646X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
646A 660 All U, R, A 10 58 30 -10
646B 755 All, Low R, A 10 66 29 -14
646C 939 All R, A 15 81 21 -19

Zero Lancer spins in place and attacks his opponent. The A version can cancel into the B and C versions. The B and C versions have follow-up attacks.


j.236X
FUC Zero Lancer j.236X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
j.236A 400 High R*, A - 28 - -
j.236B 400 High R*, A - 19 - -
j.236C 400 High R*, A 14 29 11 -5

Zero Lancer's divekick. The A version travels backwards, the B version travels straight down and the C version travels forward.

The C version is the most common offensive divekick, but the B version is notable for leaving Zero Lancer very plus after 6C.

Supers (WIP)

236236A
FUC Zancer 236236A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
1500 All - 9 + 3 68 - -26

Zero Lancer stabs his opponent with his golden spear. This locks his opponents heart and prevents them from healing beyond their current health.

This costs 100 meter.


236236B
FUC Zancer 236236B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
750 All - 8 + 12 71 - -29

Zero Lancer stabs his opponent with his red spear. This drains 100 meter from his opponent.

This costs 100 meter.

This can be followed up by up to 2 follow up super attacks with the same input that each cost 100 meter. The first follow up will do 750 damage and the second follow up will deal 1000 damage.


236236C (Grail Super)
FUC Zero Lancer 236236C (Grail Super).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
4000 All - 11 + 4 68 - -31

Zero Lancer pins his opponent before assaulting them repeatedly with whirlwind attacks.

This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter. Initial hit has some absurd range being able to hit from 2/3 of the screen away from the opponent.

This reduces your meter to 0.

Gameplan/Tips&Tricks

Zero Lancers gameplan revolves around pressure that you can safely leave on a whim, or extend with either meter or mix-ups. Zero Lancer is quite elusive due to his command back-step, allowing you to bait and punish your opponent, both in neutral and block-strings. Zero Lancers pressure is unfortunately not the best to open people up however, the downside to how safe and oppressive he is allowed to be. This will force you to really learn how to mind-game your opponent in order to exploit any gaps in their defense or to bait a punish. Below are a few tips on what to do with Zero Lancer in a match.

  • While this applies to everyone, always mix up the amount and order of your normals in block strings, you don't want to get predictable, you will inevitably get punished for it by any competent player
  • Get used to not using your A normals very much, his 5A is only 7 frames and will whiff in most circumstances, and his 2A is 10 frames, meaning it will get beaten by the 2A of everyone not named Berserker, Leysritt, or Saber Alter
  • Speaking of moves you wont want to use, 623B, you will literally never use it unless you do a 623C and don't have enough meter, or get a miss input
  • Speaking of moves you wont want to use 2:Electric Boogaloo, 236236A, a super that has no actual use other than to look cool if it will kill your opponent, always go for 236236B over this move
  • Many of Zero Lancers normals and specials are multi hit, make sure to know when you are canceling them as to not lose out on damage
  • J.B and J.C when done immediately after a jump allow for near instant overheads that can even hit some characters when crouching, you can use this to confirm a J.236C to start a combo
  • 5C and 2C are interchangeable, being able to combo into each other, both routes will leave a gap between normals during a block string that, while not punishable by normals, will be punished but moves with invincible startup, such as a 623C. This gap also exists when you chain 5B into either 5C or 2C, and your opponent can backdash through your normal due to this gap. Use this as an opportunity to, instead of doing another normal, do a 214A/B to bait your opponents action and punish them.
  • Zero Lancers 236A/B/C rekka series has a multitude of uses. You can do a full rekka series even on whiff, it can low profile certain projectiles, travels a very long distance when you do the full rekka, and does a good amount of chip damage on block, allowing you to close gaps and deal a fair amount of chip damage, just be sure not to always do the full rekka as you will inevitably be punished for it
  • Zero Lancer has the ability to simply run away if he really wants to, with his command backdash being fast enough to avoid a large amount of moves, normals, specials, and some supers included. Combine this with his long range normals and ability to enter and leave pressure on a whim. Zero Lancer can essentially zone by simply existing once he has a life lead
  • When you cross up your opponent you will need to reverse your J.236A/B/C input, however the direction of the A and C version wont change, C will still send Zero Lancer in the direction he is facing and the A version will do the opposite
  • Zero Lancers 236236B super is extremely versatile, each hit of it will remove 1 bar of your opponents meter, when done on a standing opponent the first hit will leave both players relatively neutral(needs testing as to who has advantage if any), and the second hit will leave the opponent in a crumple state, allowing you to combo off of it with a 623A
  • When done immediately after an activate during a combo, there is only a 1 frame window to burst Zero Lancers 236236B super, meaning you will 99.99% of the time get the hit and be able to combo
  • Zero Lancers parry should only be used for either last ditch attempts, or reads so good the library of congress would be jealous. You can still RG the parry to bait a punish if unsuccessful however. Still, parry responsibly

Match-ups(WIP)

Listed will be Match Up spreads for Zero Lancer vs the rest of the cast as well as notes for each match up
Section goes Zero Lancer - Opponent | X-X
Match up tips

Zero Lancer - Leysritt | 6.5-3.5

  • Leysritt's main gimmick is utilizing armor through certain normals and her 236236B super, which is an install super that gives Leysritt super armor. She makes best use of this by being close to you to pressure you, play a midrange keep away style and when she installs use grabs and in this specific matchup, use your parry as her meter drains when you hit her. 236C is another good move to ship away at her armor
  • Her armor install will not stop supers, don't be afraid to use a raw 236236B super in her pressure gaps. If you have 200 meter you can use the super twice to then begin a combo. Her armor install will however stop the knockback from activation, so don't activate to try and out her pressure when she is installed
  • Leysritt's 5C and J.C both have armor and are far reaching dodge these and punish accordingly
  • Leysritt's 623B and 623C reversals while not true are armored, and she will still take damage but will beat you if she uses them during a gap in your pressure
  • Leysritt's best option of approaching you is her 421X series, as a mixup she can vary weather or not it hits low first or second, note your distance to her and punish her approach attempt
  • Due to her lack of viable approach options and slow speed she has a very hard time of doing much after a Zero Lancer combo, leaving her much in the same position as other slow characters, across the screen without meter trying to catch a back dashing Zero Lancer

Zero Lancer - Saber Alter | 7-3

  • What Alter lacks in overall speed she makes up for it with very safe blockstrings, easy and high damage, a gap closer when using her 214X and RG, and projectiles. Unfortunately for Alter all of these pros can be countered by Zero Lancer with proper spacing, proper pushblocking, and proper usage of his movement options
  • Alter's 623C is one of the better ones in the game, know when she has the ability to out your blockstrings and reset attempts and alter them accordingly
  • When in the air Alter will normally use either J.C or J.236X(UsuallyJ.236A) to approach and pressure, as J.C and J.236A are quite plus on block, however Zero Lancer can just use the second hit of 2C to swat Alter our of the air, either counter hitting her for a combo or clashing with Alters move. In the event of a clash you can either 2C her next option and see the outcome, or simply back away and reset to neutral
  • While this applies for any character vs Alter watch for Alter's 412C command grab during blockstrings, punish or avoid accordingly
  • Due to Alter's lack of speed and inability to really approach this is another match up where you can get a life lead and literally just run away with it. Any attempt to shoot you with fireballs is moot as they aren't fast enough to matter at mid to full screen, and her ways to approach are just as slow and predictable, and even more punishable. One of her few options is to use her 236236A super as it is full-screen in order to try to catch you or chip away at you, but due to Zero Lancers absurd meter kill she will most likely be stuck on the opposite side of the screen with next to no meter, begging you to please approach, even though the answer is no

Zero Lancer - Bazett | 8-2

  • The first thing to do vs Bazett is to pause the game and inform your opponent they have picked Bazett, and to go back to character select to rectify this error
  • All jokes aside the Bazett match up is quite favorable for Zero Lancer, with Bazett not having many options at most points in a match
  • Bazett is best right in your face, due to how short range her normals are utilize the range and speed of your normals and movement to win neutral.
  • Avoid trying to reset your pressure while right in Bazett's face, her 5A is 4 frames, being the fastest in the game along with Rin's, and will usually force your turn to end lest you eat a counter hit
  • Your 214A/B, backdash, and sidestep are some of your best friends in this match up, due to your range and Bazett's lack there of you can play a very bait and punish play style
  • Bazett lacks any real way to approach, and her options to approach can be punished effortlessly if you can properly predict and dodge
  • Bazett's 623C, while not the best one, is still a true reversal, and can be used when you have a gap in pressure. Note if she has enough meter to use it and alter your pressure and reset attempts accordingly
  • Bazett with install is the rare instance when you have an issue as Zero Lancer, due to the fact that you cannot push block certain normals while she is installed and her access to unblockables her pressure and upclose game becomes an actual threat that you have to be wary of. Don't lose neutral if she is installed, pressure and safe reset until the install runs out

Combos (WIP)

Zero Lancers combos, while straightforward to an extent can require quite the technical skill to optimize. Here are a few tips about Zero Lancers combos

  • 5B and his rekka series starting with 236A are the ground moves you will most of the time start your combos with
  • 2B will rarely ever be used in combos that don't start with it due to how it messes them up, you will only really use 2B in a combo if you throw a 2B into a block-string and it catches your opponent and for specific combos. Don't let this dissuade you from using any combos that want to use 2B, just don't mindlessly throw it into everything
  • j.B, j.C, and j.236A/B/C are your usual attacks to start a combo from the air as they can be followed by 5B
  • Some combos need to be changed to accommodate certain characters weights, for example, against Rin you would want more multi hit moves than if you fought Berserker, whom you would want less hits against
  • Due to the vast amount of Zero Lancers moves that are multi hit, damage of combos may and will be different then listed when done in practice and in game
  • After 646A~636C > activate in a combo, if you aren't close enough to the wall/corner for a j.C > j.236C to connect your best option is to just use 236236B as many times as you can as most of the time in midscreen it will still hit twice

No Meter Start Combos

These are combos that don't require any meter to start, as they will all build the amount they need regardless of starting amount as long as the full combo connects

Universal

Basic. BnB 5B Start | 3316 DMG

5B > 6B > 5C > 2C > 623A > j.B > j.236C > 5B > 5C > 6C > 646A~646C > activate > 236236B

Advanced. 2B Start Hop Combo | 3494 DMG

2B > 6B > 5C > 2C > {623A > jump (8/9) > ff j.C}x3 > 623A > tkc 646A~646C > activate > 236236B
623A > ff j.C loop combo from a 2B start. Will leave the opponent with about 1/3 of a bar of meter less then what they started with. Works on everyone not named Berserker. Works on Rin but Rin's weight lets you do more.

Advanced. Divekick Start | (DMG Needs Testing)

j.236A/B/C > 5B > 5C > 2C > 623A > j.236C > jump (8/9) > j.C > j.236C > {623A > jump (9) > ff j.C}x3 > 623A > tkc 646A~646C > activate > 236236B

Intermediate. 2B Start SJ Hop Combo vs Berserker | 3570 DMG

2B > 5B > 623A > j.236C > 623A > s. jump > ff j.C > 5B > 5C > 6C > 646A~646C > activate > 236236B
Variation of the 623A > ff j.C loop combo from a 2B start for Beserker. Due to Beserker being the heaviest character in the game you need to really alter the combo to accommodate for his weight. Will leave the opponent with about 1/3 of a bar of meter less then what they started with.

Advanced. 2B Start Hop Combo vs Rin | 3675 DMG

2B > 6B > 5C > 2C > {623A > jump (8/9) > ff j.C}x3 > 5A > 5B > 5C > 646A~646C > activate > 236236B
Variation of the 623A > ff j.C loop combo from a 2B start for Rin. Due to Rin being the lightest character in the game you get to add an extra 5A > 5B > 5C in the combo. Will leave the opponent with about 1/3 of a bar of meter less then what they started with.

Corner

Corner Combo Extension | DMG Will Vary

the rest of the combo > 646A~646C > activate > jump (8/9) > j.C > j.236C > 2C > 623A > 8 2C > 623C > 236236B
If your combo that will end in 646A~646C > activate > 236236B is done close enough to a wall or corner, for example one of your {623A > jump (8/9) > ff j.C}xN loop combos, you can use this ender instead of going straight into the 236236B

100+ Meter Start Combos

These are all combos that require at the very least 1 full bar of meter to perform
You will notice a few of these combos are the meterless ones with meter using extensions or enders added

Universal

Basic. Simple 5B Start Combo | 4695 DMG

5B > 6B > 5C > 2C > 236A~236B~236C > RG > 5B > 5C > 2C > 623A > j.B > j.236C > 5B > 5C > 6C > 646A~646C > activate > 236236B~236236B

Intermediate. 646A~646B Starter | 3439 DMG | 3170 DMG if first hit is 646b's low hit

646A~646B > activate > {623A > 8 2C}x2 > 623C > 236236B

Intermediate. Long Range 5C Starter | 3834 DMG

2nd hit of 5C > 6C > 646A~646B > activate > {623A > 8 2C}x3 > 646A~646C > 236236B
A hit confirm off of 5C's second hit, needs 1 full bar to start, will leave the opponent with 1/3 of a bar less than what they started with

Intermediate. Grail Combo | 7633 DMG

with grail + 300 meter 236A > 236B > 236C > activate > 236A > 236236B > 236236B > 623A > j.236C > 6C > 646C > 236236C

Midscreen

Advanced. The Optimal Combo | 6015 DMG

236A~236B~236C > activate > 236A > 236236B~236236B > 623A > j.236C > {623A > jump (8/9) > ff j.C}x3 > 623A > tkc 646A~646C > activate > jump (9) > j.C > j.236C > 2C > 623A > 8 2C > 623C > 236236B
The most optimal combo for Zero Lancer, requires only 1 full bar of meter to perform and leaves both players with no meter and the opponent next to the wall/in the corner. Must be started close enough to a wall in order for the j.C to not whiff after the second activation, starting positions will work perfectly fine. If the opponent has enough to burst and they let you get the first activation omit the second 236A and go straight into the super, there is only a 1 frame window for the opponent to successfully burst your super and if they mess it up you get to continue your combo.

Advanced. Grab/Parry Optimal Combo Midscreen Version | 3721 DMG

grab/parry > 623A > j.C > j.236C > {623A > jump (8/9) > ff j.C}x3 > 623A > tkc 646A~646C > activate > 236236B~236236B

Corner

Advanced. Grab/Parry Optimal Combo Corner Version | (DMG Needs Testing)

grab/parry > 623A > j.C > j.236C > {623A > jump (8/9) > ff j.C}x3 > 623A > tkc 646A~646C > activate > jump (8/9) > j.C > j.236C > 2C > 623A > 8 2C > 623C > 236236B
General
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Zero Lancer