Fate/Unlimited Codes aka?

If I’m reading that correctly, PS2 release date is 12/18. I wonder what stuff they’ll add to the game in that time. I could hope for a story mode of having to play the different fights throughout the visual novel routes or something.

edit: Longshot hope is they add more characters

Holy shit! A Saber Figure comes with the limited edition of the game?! Beast! :tup:

Tentacles!

Is she unlocked yet?

stop talking about anime.

new gameplay vids up http://youtube.com/watch?v=0N2ibzg_9sg

where the shit is dark sakura?

D:

Attempted thread resuscitation.

Bypassing Damage Scaling:

If you insert some nonsuper hits during the time frame of a Super’s ?1F?Time freeze?Startup?Active?, you can bypass the normal rule of ?A Super does 1/2 it’s normal damage during a combo??and get the undiluted full damage from the super, so this is a technique that takes advantage of a system glitch.

The most basic way to do this is to cancel a projectile special move into a super before all of the special’s shots hit.
Example? Archer Link Shoot ?Caladbolg (The Fake spiral sword), etc.

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Basics:

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Button Layout

A B C

RG

A = light, B = med, C = heavy, RG = Reflect Guard

Life gauge is 2 bars long. Full HP is roughly 10000, actual value may be slightly higher/lower depending on the character.
Colour of life bar: Full life = blue, 1st bar = Green, 2nd bar = yellow.

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Mana gauge:

Mana gauge fills up during the fight when your attacks are hit or blocked, or when you are hit or block an attack.

Gauge is separated into 3 stocks. One stock = 100% which means 300% = MAX?

The following actions listed below use up meter (mana)

Mana activate (100?300%) [will come up with a better name later, not feeling creative]
Mana activate while blocking or hit: (200%)
Supers (50?200%)
Grail Super(full meter)
Command Normals(30?50%)
Reflect Guard(60%)
C Reflect Counter (50%)
Alpha Counter (100%)
Push block(30%)
623+C(30%)

======================
Basic movement actions:

6 ?Walk forward
4 ?Walk back?block high
2 ?Crouch
1 ?block low
8 ?Jump
88?Double jump (only Berserker can’t do this)
66?Dash (Run)
44?Backdash (invincible from startup till start of recovery? Can be interrupted by Throwing, various specials)

===============
Special commands:

Throwing: (when close) 6+A+B
Side step?B+C or 2+B+C at the same time (B+C moves into the background?2+B+C steps into the foreground)
Super jump (forward only)?28
Turn around in midair? During a super jump, press RG (reflect guard button)
Land?Press 2 in midair? Falls / lands faster.
Alpha Counter? While blocking, press 6?B+C at the time
Push Block? While blocking, press 4?A?B or while blocking, press 1?A?B at the same time
Air recovery? Press B?C while in midair
Moving wakeup? While knocked press B?C or 2?B?C at the same time

===========
Slash Rave:

If you press some combination A->B->C in order of increasing button strength, it will all combo?Also known as a chain combo?
If a command move is of the same button strength as the previous move, you can chain a normal -> command move -> normal to make a combo.
(example?2A?5B?6B?5C?)

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Jump Cancel

Basically attacks that can be canceled on their active frames (tends to true of many attacks that float the opponent) with a jump?which can then lead into an air combo?JC for short?

Taking this further, you can take advantage of the fact that a ?Special move can cancel the startup of a jump to do a Special move -> Special move? which results in a ?Jump cancel cancel(JCC)?? For example, if you input 623+A?6239+B, you jump cancel the first 623+A with the ?9? in the 6239+B, at which point you finish the command and the 623+B comes out.

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Reflect Guard? Press RG just before an enemy’s attack connects

Uses up 60% of the mana gauge, and your character adopts a stance. If you get hit in this state, your character will parry the attack.
On a successful reflect?follow up by pressing an attack button to trigger a Reflect Counter.

As a Reflect Guard only consumes meter, there’s no difference between doing it standing or crouching.

There is a recovery animation for a failed Reflect Guard, but this recovery can be cancelled by a normal or special attack. Making use of this fact, you can cancel an attack with a Reflect Guard -> combo (Reflect Cancel = RC)?The start of the animation can be canceled as well?so if you see an enemy’s super start up, you can on reaction Reflect Cancel > Block.

You cannot use Reflector Guard while dashing, backdashing, or in midair.
Be warned, you cannot parry projectiles?Even though they’re normal attacks, Shirou’s jump C or say Rin’s Gand Shots cannot be parried.

=================================
Mana Activate? Needs 100% or more Mana, A?B?C at the same time (can be done in the air)

Can be activated if you have at least one super bar?You gain the following benefits listed below.

Life gauge recovers by ?/ second?Life regain temporarily halts while you are blocking or being hit.

Super Cancel(Special move > Super or Grail Super ) can be used. If you take advantage of the fact ?After 1st frame of a Super?you connect with some non-super hits (applies to many projectiles) before it goes active? you can bypass combo proration?and get the full unscaled damage of the super, and thus deal big damage.

During a jump cancel, you can press 1, 2 or 3 to cancel the jump cancel?

Mana activate will keep going until it drains the mana gauge entirely?

If you have 200% or more meter, if you activate while blocking or hit, it will blow back and knockdown the attacking enemy, this is called a ?Hit activate?. However, you receive none of the benefits of a normal Mana Activate.

If you have 100% or more meter, you can cancel an attack with an activate in the same way you would a Reflect Cancel to continue a combo?However, if you activate in this way, you do not recover life?

Also, Mana Activate also activates some character’s specialties?Depending on the character, they might require a MAX Mana Activate (Berserker), while there are some characters whose specialties have more than just mana guage requirements (Rider?Archer, etc.)

While activated, it’s possible to do a super while having less than the normally required 1 bar remaining.

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Grail Activate: Requires 300% mana plus the Grail must be usable by you, A+B+C together

A special type of activate that can only be performed when the Holy
Grail is full and in your favour. Can only be used once per round by
either player, once used, the other won’t be able.

During a Grail Activate, you gain the ability to perform your Grail
Super, you also receive all the benefits of a normal activate, plus the
following:

-Normal moves gain chip damage
-Health recovers at 300/second. (whether this is actually any faster
than a normal activate is unknown.)

==========
Supers:

-Powerful moves that require between 50-200% mana to use.
-Some characters have supers that have requirements other than just the
required amount of mana (Saber, Gilgamesh, Archer, etc.)

==========
Grail Super:

An extremely powerful move that can only be used after an Activate with
the MAX mana and a full Holy Grail. Can only be used once per round, by
either player, once the used, the other will be unable to use it.

The holy grail fills when either player takes damage. (The grail
becomes is completely filled after 10000 points of damage.)

Finally, once the holy grail has been filled, you also need the right
to use it. For the side that gains the right, the words “Holy Grail
MAX!” will popup below their life gauge, and the holy grail will begin
to shine. Also, the life bar of the side which gains the right will be
surrounded by a glowing aura. [Ed note: You gain the right by being the one to fill the grail. See Capcom website, attack]

Furthermore, with MAX mana, a mark unique to the character (their
Command Spell) will appear close to their mana gauge.

The glow surrounding the life gauge will start to shrink, from the
outwards in. If the grail is not used during this time, the aura
disappears, the right to use the grail is lost, and the grail reverts
back to being 99% full. If an activate is performed before the timer on
the right to use the grail runs out, the character retains the right to
use the grail until the end of their activate (Grail activate).

Grail supers do roughly about 4000 damage (some characters do more than
4000). Also, Grail supers do not suffer from any damage scaling when
combo’d into. This means you can do some pretty absurd amounts of
damage when comboing into a grail super.

I also have heard that Luvia is unselectable in the Arcade version, apparently she’s just some random 3rd fight that happens if you satisfy some certain conditions.

Thanks for that info Wraith

Hmm, looks like there’s still one more slot for a playable character (or atleast that’s what I’m guessing while looking at the official site). So who know what could happen.

Thanks a lot Wraith for posting the basic system info, I really wanted to know how the basic controls worked. Also, that glitch explains that 50% combo I’ve seen Archer do with Caladbolg. :smiley:

There seemed to be a Shirou getting a win streak at Geesendou a few days ago. I originally thought people gave up on him, but he actually looks pretty good.

Character’s Specialities:

Shirou: Excalibur’s Sheath
Command: Activate with MAX Mana.

Shirou recovers more life compared to other characters. He gains roughly about 1.4x more life. Also, if you combo into the activate, he still gets the benefit of life recovery.

Grail Super: Shooting 100 Heads (Nine Lives Blade Works) / Azoth
Traces Berserker’s Sword/Axe, followed by 8 strikes. Rest of the attack only occurs if the initial part connects. If done as a standalone, this attack is a grab, if done in a combo, turns into a strike.
Against Kotomine Kirei only, Shirou instead stabs Kirei in the chest with Azoth, then does a spinning backfist to drive it further.

Saber:
Specialty: Wind King’s Barrier (Invisible Air)
Command: Activate

Excalibur becomes visible, and its niiice, and Saber gains access to her other Supers. Also, if you activate with a MAX mana gauge, the time your opponent spends in hit stun before being able to tech increases.
For example, after a Second Air - Defeat (low hit), you can link a 5A and continue comboing.

Lancer:
Specialty: Battle Continuance
Command: Activate with MAX Mana
Lancer needs only 100% to perform an activate while blocking / hit.

Rider:
Specialty: Cybele
Command: 236236+B, after Activate with MAX mana and must have activated Breaker Gorgon beforehand

After activating Cybele, increases the rate at which the Holy Grail fills (will have to confirm this, just a guess), plus slows down everything the opponent does by 75%. Since the opponent is slowed, defending becomes a fairly easy task, yet activating also provides Rider with comboability, etc. this move provides Rider with so many advantages, activating allows Rider to easily take the lead. You could definitely call this Rider’s trump card.

Berserker:
Specialty: The Twelve Trials (God hand)
Command: Activate with MAX Mana gauge

Upon activation, a little Berserker face with a counter appears above his mana gauge, and while the activate lasts, Berserker gains 11 hits worth of super armor (counter decreases by one every time the super armor is triggered). However, Berserker can still be thrown, and follow up strikes will strip his super armor, so Throw -> knockdown -> follow up combo will strip off his super armor [Ed note: http://youtube.com/watch?v=mzlb_zOC7BQ, at 1:32, Berserker gets thrown, and loses all his armor, even though he got hit less than 11 times. Seems like it disappears as soon he’s up]. Also, against opponent’s like Shirou, Gilgamesh and the like, who have moves that can strip off the super armor really easily, it’s pretty pointless. So depending on the opponent, you’ll sometimes need to use it mainly for the life recovery, rather than to put pressure on your opponent. For some odd reason, super armor doesn’t work at all against some invincible 623+C’s, all of which use meter (Saber, Lancer, Ea mode Gilgamesh are confirmed), while Berserker still loses the super armor marks, so be aware that sloppy pressure reliant on super armor is a counterattack opportunity waiting to happen. Although the other character’s 623+C’s haven’t been tested yet, it seems likely that there would be others that simply go right through super armor and eat the marks anyways.

Rin:
Specialty: Screw the rules, I’ve got money
Command: Activate with MAX Mana gauge

While under the effects of the Activate, the counter for her # of jewels disappears.

Gilgamesh:
Specialty: The King’s Treasury (Gate of Babylon) Expansion
Command: Activate with MAX mana

After activating with MAX mana, you can perform Gate of Babylon by doing 22 + RG. You can do this even in Ea mode, and the projectiles from Gate of Babylon rain down from above. Good for lockdown in a pressure combo, easily stuffs any counter attack attempts by the opponent.

Assassin:
Specialty: Eye of the Mind
Command: Activate with MAX mana

While activated, Assassin ignores Reflector Guard, he’ll simply hit right through it.

Caster:
Specialty: High Speed Divine Words
Command: Activate with MAX mana

While activated, any of Caster’s specials that normally cannot be rapid cast one after another, can.

Archer:
Specialty: Unlimited Blade Works
Command: Have 6 UBW marks, Activate with MAX Mana

By popular request
Archer gains the ability to rain down swords.

Yes please. I saw he was able to rain down swords. Does he get anything else?

In all honestly those people don’t really look good yet and the Shirou is like the only one who can do combos. The thing with Shirou is that it doesn’t look like he has like really huge combos like everyone else is getting so far.

Play-Asia has the games up for pre-order now, in both regular and collectors edition!:woot: http://www.play-asia.com/paOS-19-49-en-15-Fate%2FUnlimited+Codes.html

These are like the most interesting matches I’ve found recently

[media=youtube]sc7pwapCYr8[/media]
[media=youtube]Fw6DF6CwKdc[/media]
[media=youtube]AqR-FiXC748[/media]
[media=youtube]ByaGZv_L2RQ[/media]
[media=youtube]CCe8v69X9Ps[/media]

This one is pretty funny for the Aius vs. Excalibur moment
[media=youtube]Z4rQrOgWb7Y[/media]

Needless to say, UBW is pretty much over; it’s considerably more effective to save meter for Caldabog combos. I do like how that Rider is using the grail super though!

Oh fuuuuuuuuuuuuuuuuuuuuuuuuck

Definitely liking Rider the more I see vids of her.

the wait until december it will be difficult :shake:, but at least i will have this game this year :woot:


Oh, mercy. Sakura bring the pain. =D Her damage output doesn’t look to big yet, but those multi-hitting strings do some chip damage. She also recovers health pretty damn fast. =0

Ouch, the collector’s edition is $100. How much of a Fate Stay Night fanboy can I be? Hmm.