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%)
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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)
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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
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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.
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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.)
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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.)
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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.