Fate/Unlimited Codes aka?

this game baffles me, part of me fucking hates it, the other part really likes it

sabers damage 1 combo, what’s that all about?

And sakuras combination 3 wtf i must have sat there for about 3 hours trying that one, i get to the rdp+light and that’s it i cant get qcb middle to connect, if there something i’m overlooking because the recovery time seems to long after rdp to follow up with anything except a jump

TK cancel.

So, I just finished watching Fate Stay Night while waiting for my copy to arrive and I really liked it, but where are characters like Dark Sakura, Dark Saber, Zero Lancer, Luvia, Bazette, etc. from? Is there another series they’re from that I’m unaware of, are they just created for the game, etc.?

Also, Archer is unbelievably badass and will probably be my main focus when the game arrives, along with Berserker.

thanks, i sort of get it now, still had trouble, got it in the end

ok i’m trying gils 3 combo, having alot of trouble with the towards C ,DP B, dont tell me it’s another TK thing, i dont see how everything else cancels from towards C (while in sword mode)

They were characters from the Visual Novels other story arcs (save for Luvia, Bazette and Zero Lancer). The anime focused on the “Fate” route, which didnt have those characters.
Luvia, Bazette and Zero Lancer are from another Fate story, probably Fate/Zero.

Can anyone explain to me how to do bazett’s link combos?

Also, I have to ask about one of saber’s combo. After the j b jc land, I cant seem to do 623a fast enough. Why is that??? I do it as soon as i land on the ground and it comes out too late. Just wondering why it does that

Dark Sakura and Dark Saber are in the third route of the Fate Stay/Night visual novel entitled “Heaven’s Feel.” The route obviously places the focus on Sakura, while the other two routes are focused on Saber and Rin, respectively. (Fate and Unlimited Blade Works)

Zero Lancer is the lone Fate/Zero character in the game, which is the prequel to the Fate Stay series.

Bazett and Luviagelita are from the visual novel’s sequel, Fate hollow/ataraxia. Bazett is the main character in that novel.

I see. Thanks.

D’oh someone beat me to it hehe.

The novel was first and is the be all and end all for all Fate stories.

No, the series was also called Fate Stay/Night in the US.

Even so, it’s pretty good and gives you an appreciation for the characters.

Anime is based on “Fate/Stay Night,” but there is no such thing as a “Fate” route. The anime sort of combines Saber, Rin and Sakura routes… with a Saber ending.

Bazett, Luvia and Leyseritt are from “Fate/Hollow Ataraxia,” a sequel to "Fate/Stay Night.

Zero Lancer is from “Fate/Zero,” a prequel.

-_-;;;;

short answer is TK!!
just before you land you do 6239A, the whole gameplay is base on jumcanceling (TK), this way it will cancel the landing animation into the special move

lol poor chipp. This is an animu thread now! mwahaha (always was? :confused:)

Someone please add to Gazzet Friggin McRemix Wiki. Word it however you like.

-Fist Rune Active
236A and 236C moves leave opponent in untechable downed state. OTG followup options are avail.

-Kick Rune Active
623A and 623C not air or ground techable. OTG followups avail. on landing

-press and hold A, B or C (about 3 secs) ~ release (all)
Bazette reals back and swings forward with a (mean) hook. Instantly downs and OTG relaunch is possible (eg 5B). With Fisties active this move becomes overhead (must be high guarded). OTG is still an option.
What’s interesting about this move is that the charge can be transferred to A, B or C at anytime then when all [attack] buttons are released the move is executed. This allows the freedom to roam with strings and movement then bust out a punch at any given moment (likely to be more effective with Fisties). Pushback and frame advantage is significant on guard.

-22C parry (This move is already listed on the wiki but I’m going to elaborate with a few of the “extras” I stumbled across.)
*Parry “parries” projectiles but recovery seems to leave her disadvantaged.
*Parries highs (including jumpins) and mids only
*Can parry “burst/activate”

  • 236A, 623A and 46X>A can all be canceled (hit/guard) as well as empty canceled into a parry near the recovering points. **[Dont have to add this] **46X>A>22C in particular is a very interesting technique ESP. for oki. 46X>A as a meaty will stuff just about any form of wakeup retaliation…with the exception of invincible dp-esque moves and activations. This is where the 46X>22C sequence comes in: 46X>A>22C will strike for the meaty AND allow you to check for the dp/burst. The knee strikes during the invin frames and 22C occurs just before the active frames of dp/burst occurs resulting in a successful parry. If the knee strikes for CH then Bazzet gets HUGE +f; if the sequence is guarded then Bazzet only has small, unpunishable disadv so it’s basically safe. Of course you want to mix in throws from time to time for the wakeup bsteppers. This was tested with the very handy recording mode btw.
  • [Don’t have to add this] 22C>R>X. Kind of interesting OS that sort of allows you to “extend” your parry window (vs obvious high/mid). Should you have the read but slightly mistime the first parry then you can R cancel>whatever to back you. If the 22C (and not the R) connects then the R cancel will still occur (the optimal solution I’m currently developing :wonder:).

-If you look closely, Bazzet can be seen pumping these for her Fist Rune and these for her Kick Rune. No, really. You have to squint your eyes a bit…

-**[Edit] **Just-Frame Rune & Parry Shortcut
623A, 236A and Weaving>Knee can all be canceled on hit/guard/whiff by simply hitting A (punch), B (kick) or C (parry) on the correct window frame. I’m not a robot so don’t ask what frame. I’m not sure if the common sense method (whatever>22X) actually yields more advantage or if I’m in fact canceling at the same point where X would have triggered the “just-frame version” anyway :confused:. Need freym data.


Misc. junk that I’m still experimenting with:

Throw Oki #1
Mid stage: Throw>46C>SJ
The 46C positions Bazzet in the perfect spot for ambiguity. SJ.C or SJ.B will crossup perfectly and allow for combo after. Although I’m having some inconsistencies with the results, SJ.B seems to work a bit better- and, yes the SJ.C crazy-legged kick CAN actually hit from behind. Also if you perform throw>46c>wait a split second then you can do SJ>R>JA and hit from the front (deeeep) with her jump knee while turned in the air. SJ>R>Jump empty>throw seemed like another “mixup” option available to her. I still need to work the kinks out with this one. Help me Bazzet playahzzz!

Throw Oki #2
Mid stage: throw>46C>46C> [ A(meaty)>22C or throw]
Yeah, she can set up the meaty knee using this sequence. Still messing with the options and such.

Combo (Still in the works)
Mid stage only: whatever>6c>46c>b>623a>46a>a>623a>46a>a>22b>623a>delay 46a>a>623a>46a>a>623a>46a>a…somethingsomethingsomething

After the last 46a>a Bazzet can get in another 623a with the Kick Rune still active but by then the gravity has become significant. I’m trying to work in a Fist Rune activate at some point near the end of this “combo” because I have some cool ideas for oki if I can land a powered up 236c. Combo potential in FUC is overwhelming and it’s going to take me a while to understand how floats, juggles, gravity, otg points and such work in this game. I think I’m just going to keep looking for vids and mess with her standard (boring) bnbs for now to help me grasp what’s going on.
[Edit] This juggle is actually a real pain in the ass because the the Knee must be done on the first possible frame of the Weaving. I was able to get in: 623a>A weave>knee x3 w/o rune cancels but the timing is just absurd. Have fun with this one, kids.

5B
[Edit] 5B is fast as hell, lengthy, can be canceled late and yields quite a bit of +f. Enough to confirm into 236A (then 22b>5b) on hit. Use random guard to test it out.

@ Chipp Zanuff v5: Are you referring to the Rune activate ground combo links?

Yeah zar, That is what im refering to

tee +++rep

gj

Made some edits to my last post…

236A
I Cancel on impact of the punch and use 22A~A or 22B~B (middle to index strum). However you cancel doesn’t really matter- it’s mostly about the timing on the link. But for some reason the 22 Rune cancel “feels” like it’s giving more adv compared to “just-frame” (no way to confirm) making the 5b link after seem easier to me. You CAN use 2A after the Rune cancel too but I’m sure this will hurt your damage seeing as in these new-age games 2A combo starters prorate like crazy. Both cancels give +f so you can string>rune>string>rune>string in succession. Don’t know how this damage compares to her other options really =/

Weaving>A
Cancel on impact as well. 5B or 2A link is doable in this case as well

623A
Cancel when her foot touches the floor. Lol I managed to combo 623A>22B>623B>dj 214C. I know there are follow ups after powered J214C but as I said earlier, I still don’t know whats going on in this game.

lol I thought that said “+++raep” as in typoed rape…but whatever- I’ll take rep. Thanks

[Sakura Edit]

Here’s something that may be interesting to sakura users:
**
Double Jump**
Sakura seems to be the only character in the game whose second jump arc is lower than the first jump. So with this in mind, if sakura were to double jump on the first frame where attacking and double jumping input is accepted then she is able to perform a super low-arced, small jump. In fact, when executed properly, this low jump is actually LOWER than that of the controlled fast fall technique. ALSO, sakura is able to attack instantly as opposed to the fast fall being limited to attacking as the descent starts. So…

Sakura can potentially bust out quick overhead strikes (using 9>9B) and when coupled with (menstrual) blood snakes I can imagine this would be hard to deal with. For those that play AH, this is analogous to Konoha’s dj shenanigans.

Instant JA
Yes, this bitch has fuzzies. JA or JB or JC>land>JA. Of course this means nothing without menstrual blood. Sakura can also 6C>R>JA. The spacing for both is about a character space worth the distance (ie annoying to position).

I’m probably going to main Sakura once the reality of Bazzet’s suckiness starts to sink in. If those both fail, I’m running to Rin cus I have most of her advanced bnbs down now (thanks to Suyori aka winner of SBO09 F/UC).

Damn Zar rising from the dead after his arm was cut off and lost all his spells.
Or something.

Anyway, you probably already know, but pulsr found that with Arm runes on, 46x C goes into itself.
The damage is ridiculously stupid and the meter you gain is also ridiculously stupid.
Honestly I’m thinking he’s right when he says repeated 46x Cs will be her final BnB.

^lol sibla

But yeah, I saw a niconico vid earlier this wk with a Bazzet combo sample that involved her running like 3 consecutive reps of weaving>C into other nonsense. Much like every other combo in this game, the damage was absurd. If I find the link I’ll post it.

edit
wwwwwww pretty much says it >> http://www.nicovideo.jp/watch/sm5608465