Fate/Unlimited Codes aka?

Gasaraki’s right. You may recover some meter if any from doing 5B > 2B > 2C C after RG, because IIRC for a few seconds after RGing in a combo you don’t regain meter or you regain very little. But I recall 2 different Rider combos I tested a while back:

646b 5b 5c 2c(1) 236aa 5c 2c(1) 236aa 5c 2c(1) 236aa 5c 2c(1) 236aa RG 5b 5c 2c(1) 236aa 5c 2c(1) 236aa ABC 5b 5c 2c(1) 236aa 5c 2c(1) 236aa 5c 2c(1) 236bc

646b 5b 5c 2c(1) 236aa 5c 2c(1) 236aa 5c 2c(1) 236aa 5c 2c(1) 236aa ABC 5b 5c 2c(1) 236aa 5c 2c(1) 236aa 5c 2c(1) 236aa RG 5b 5c 2c(1) 236aa 5c 2c(1) 236bc

ABC first, then RG will give me more meter remaining at the end of the combo.

Okay thanks a lot

Hmph, I stand corrected.

So now I have a question. Are there any characters/situations where it’s better to activate/RG than it is to RG/Activate mid combo?

Yaa… in a situation where you do an RG combo, then activate in the air for an unscale or something.

I haven’t touched this game in a week. Sadly, I think I’m gonna have to drop it. $ is coming soon and between that and ST I won’t have a whole lot of time for balla-ass Keiri.:sad:

How do you link 5c, 2c midscreen with Archer? Is there a specific setup or does everything just need to be done really fast? I saw 138 doing this a lot during his combo video, but I can’t pull it off even once.

you mean in bow mode? it’s a chain combo, you have to cancel the 5C into 2C the moment the arrow hits.

Also you’re probably just better off doing 2C into activate anyways.

5C comes out too slow and pushes back too far midscreen so it’s easy to have it screw you over in a combo.

Quick question for devildigimon: How the hell do you consistently pull of TK cancels on pad? I was forced to play Rin on pad this weekend (after a month of not playing the game at all) and managed to do ONE TK cancel for her. I remember you were talking about “Watermelon Cancels” and even explained what they were, but…please just tell me :looney:

Basically, if you’re trying to TK cancel a 236a move you can do it as 2369a or 236a[9].

The latter seems to be more reliable. The move will be stored until it can come up with the jump cancel. IMO it’s a lot easier. BTW, the JPs are calling this JCC (jump cancel cancel).

Thanks for the help, but I know precisely what TK cancels are. They’re EVIL!!!111one11!!! I just can’t consistently do TK cancels on pad playing Rin if that tells you anything.

lol Jump Cancel Cancel

Well… I had better luck doing TK cancels on Rin if I let the controller go back to neutral before doing the next input. ex) 623a, (take thumb completely off pad), 623a[9].

I had this weird thing happening on Rin where 236 moves would come out when I was trying to do a 623 and vice versa while trying to TK cancel without consciously going to neutral.

Well now that I have my stick working again, I don’t have to worry about my ass-tier TK cancels on pad. But thanks for the help, I might need it in the future. lol

I can do certain TK-cancels easier on pad then on stick. Especially DP TK cancels when I can really mash the corners.

whats the secret to caster combination 3 mission? im getting raped and
so is everyone else ive asked to try it.

Hmm… I know that spacing is extremely important. And you have to teleport pretty quick after the super. What part are you having trouble with?

Yeah, the combo is really sensitive. When you cancel your chains and activations can break the spacing. I just tried to get all the hit sound effects to match up as closely to the demo as I could and eventually got the shump.

ah ok thanks ill try those later, i was having most trouble with getting the final super
to hit when the hit counter is at 24 . ive gotten 26 and even 25 but no 24, i probably
have been teleporting too slow idk. ill try doing it faster and see if i can beat this shit.

Oh, I don’t believe you need to get 24 exactly as long as you do the move validly. When you got 25 or 26, was the combo valid?

The moment you hit the required number of hits/damage in a valid combo the mission should instantly be completed. So if he’s getting past the required number and it doesn’t complete then it’s going invalid before that. I think it’s kinda silly that they don’t make the dummys in those missions tech out when it goes invalid anyways.