TK canceling is universal, but it changes depending on what move you are TK canceling.
You should read the Fate Wiki.
TK canceling is universal, but it changes depending on what move you are TK canceling.
You should read the Fate Wiki.
found it…thank you
man i get banned for a year and people are still talking about this game? lol
LOL it just came out in the US for the PSP though. Welcome back BTW.
I just started getting into playing Fate, sadly no one in my area really wants to play so I’m just stuck practicing things in training mode…
Does anyone have any useful info on Rider? She’s the character that feels the best when I actually use her. I’ve tried to use Caster and Saber as well but I just can’t get the feel of the characters.
rider is gdlk…she aint for me though.
mine are berserker, lancer, and my best so far…shiro.
i’m interested in caster…but i been messing with dark saber and i like her.
is she banned?
cuz if i learn her it lights out.
whoelse in here plays this on stick?
I have fun with just 5B 5C 236AA looping that like 3 or 4 times.
Trying to get down the 3 or 4 combos listed in her wikia page
who plays on stick?
uhm, I do. Why?
I couldn’t imagine playing this game without a stick…
i play the game on pad, and let me tell you, its hard sometimes o_O
Rider is not godlike…lol.
No-one is banned.
Had some matches today:
Sakura vs Kirei - [media=youtube]viF_0H_LRLg&feature=channel_page[/media]
Leyritt vs Assassin - [media=youtube]BJeHyAmiz6Q&feature=channel_page[/media]
Berserker vs Assassin - [media=youtube]QTo_It8ze7c&feature=channel_page[/media]
Guardian, I finally pulled off that 3K combo I was talking to you about with my Sakura. I pulled it off at 6:12…also tried out some pit resets - worked out rather well. I wonder if I can combine the 3K combo from there with the regular unscale combo instead of SCing it like the wiki says, that would be easier and more reliable for me.
i play mvc2, and rider is the closest one to magneto.
but what do i know, i’m a noob.
i think i’m gonna stick with shiro for now.
Tech you wouldn’t happen to have any Rider info would you? Or Caster?
Im actually interested on learning Rider. I took a look at the combos but is there any other site that has strats and things like that? or cna anyone give me a quick rundown of what she can do/what im supposed to do with her?
Watching some match vids would give you a better idea of how you approach most matches. You can do alot of stuff with repeated instant j.c upclose and trying to catch people with chains and the teleport dive kick from range.
Here’s a brief synopsis of what I wrote up on Meltybread awhile back, she was my main when i was playing this game:
Here’s a link to her stuff on the wiki since it’s too much to retype, there’s alot of very good basic information there:
When learning caster it’s important to know that you always want them to be AWAY from you, unless you’re waking them up with your oki. Characters like Archer, Shirou, Lancer, Saber and others COMPLETELY own her when they’re in her face. However at range, you have the advantage. She is a zoning character, and her oki is arguably the best in the game. She has a corner infinite, and with one stock of meter, ANY random poke or throw can easily be converted into a 50% dmg combo. She has decent pokes, but you don’t want to try counter poking with her as the risk is too great in most instances, especially against the above characters. Use your zone to setup a KD and start your oki.
Another important thing to consider is the casting recovery of her spells, and their recovery times. The 236a/b/c series can be cast back to back with no cooldown, however they all have exceeding long recovery times. The skeleton summons (214a/b/c series) all have decent recovery times, but they have cooldown, as with the 623 series and the 22 series.
At a distance: tk 236c, 236a, 214c, and 22a/b are all great options to keep them honest. 623b is good if they’re trying to close distance.
Mid range: 623a, 214a/b, 6C (cannot stress how good this move is at mid range), 2b, teleports, 22c. 214b tracks SSers, so if they keep SSing to avoid your stuff this will track them to give you free combos. If they do finally get in your face, they have to block 22c, which will give you time to mix them up, or teleport away. If you find yourself being counter zoned (shirou and gil are good for this), then 421a~RG is good for closing the gap while their projectiles recover, giving you a free throw/poke attempt.
After you score a KD, they HAVE to play your oki guessing games, b/c caster has an answer for ANYTHING ANYONE in the cast can do on wakeup, with 623c being your wakeup lure of choice. 623b~22b is also good for when you don’t have enough meter to do 623c crossup mixups. If you find yourself being DPed on wakeup, throw out a 22b along with your oki option, and the 22b will snatch them out of the attempt. You can also bait the DPs.
There’s actually some recent tourney footage on youtube, looks like some of quality of the matches has decreased since no one plays this anymore, which is sad b/c this is/was a REALLY good game.
If anyone is looking for the PSP version, it went on sale today for 15.00
EDIT: I picked it up, and its pretty good. Just a little awkward getting used to the quirks.
Sorry I missed this. This thread keeps getting pushed back into the archives with all the idiotic 09 threads and whatnot until someone decides to randomly revive it. Guardian already got you on Caster, which was fine because i was going to go and get his previous posts to me and just quote them as my Caster is horrible. :razzy:
For Rider:
[Rant] I really hate Rider sometimes; it takes a bit too much effort just to get over 3K and she’s a total meter whore until you learn some realiable loops or combos into dp+k crossovers or belophron super. She is one of those characters i think requires a lot of work and doesn’t really sastisfiy on the path while learning her. Also 2C really pisses me off when I mean to do 5C. I honestly can’t see why people would learn her as opposed to the better characters in the game. [/Rant].
Anyway. I’ve just been mad at her lately; some strats:
has one of the fastest 5/2 A’s in the game and you can repeat it several times for hitconfirm and pressure. tick throws are great as well. Of course you’ll want to avoid this when possible because starting combos with A’s damage scales you so badly in this game, and Rider is already pressed for damage as it is. Still, it is good to have against the likes of Kirei, Archer when up close.
Her 5B is godlike. It pretty much beats any other normal at the start of a match except for perhaps Sakura’s 5B. The stun is not bad either; great for hit confirm and a nice pick. You can go to/from 2B as well with ease. Don’t whiff it though.
has the best AA normal in the game, 2C, and you can combo off it; remember to let it hit twice before going into your combo. What I was bitching about earlier is that when it is blocked by a standing opponet it’s usually not safe and the horizontal range is shitty…I’ve been put in a lot of bad situations by mistakenly getting 2C when I intended to do 5C. Also Rider doesn’t have alot of safe stuff to buffer in out of it to finish a block string if it gets blocked. SC doesn’t help too much IMO and you need your meter for other things in anycase. This normal taught me the importance of returning the pad/stick to neutral in anycase…
Her “projectile” is very useful, goes up [A version], Horizontal **, low [C]. So it can function as an anti-air, punisher and combo starter (while you’re in the air with C version]. I don’t really use the C version on the ground at all because the range is drastically reduced. Its at its best when you TK the C version because you can combo of it. If you fail the Tk and it hits too high, don’t worry you are still at frame advantage and can pressure when you land. It also has a different command option after it “grabs” the enemy. A makes you pull them towards/behind you for resets and loops. B makes them get kicked away; you use this when you’re opponents back is to the corner. C is what you will use most of the time; its a command throw that doesn’t unscale and is thus the meat of her bnb combo enders. For the most part I prefer TK 236C for jump-ins as j.C is her only viable jumpin IMO. It does have good priority though and crosses up well. Sadly it does not hit overhead (j.C can be blocked low). J.B I suppose could be used but is so quick and needs to be done so late I just don’t see why bother.
Her throw game is just nasty. There are a bunch of set-ups you can get throws off of, especially after you get in since Rider is damn fast and most people will expect to be pressured. You can combo off it with the projectile chain using the B (horizontal) version. If you’re out in the open, hit C to hit with the command throw. If you have them with their back to the wall, grab ~ 236+B ~ B ~ Air combo/whatever. Only really use A followup if you want to switch positions (such as to get out of the corner).
Her teleport and stance changes are good and give her an advantage over fireballer/zoners. Gilgamesh will be afraid to pressure you with projectile spam because you can teleport right over it and combo him (the teleport [22C] causes a bounce and futhurmore your combos off it do better damage than most standing combos would). You can do the teleport standalone or you can do it out of the ‘stance changes’ like 22A. This is best used to confuse people; as I personally find the other attacks out of the stance, the slide and flip kick somewhat useless although you can combo a 623+A off the slide and it hits low so is worth using every now and again. Be aware the teleport has glaring weaknesses; I used to spam this shit so I know! It is unsafe on block, however simply because Rider’s 5/2 A’s are so quick she can usually beat most characters on the recovery. However I think most can override this with a grab. In anycase any character can simply avoid it by sidestepping and punishing the whiff so don’t be predictable with it. Also its not invulerable at start up and she can knocked out of it.
As far as combos, the stuff on the wiki is fine; I basically use the first combo as way to gain meter and gain the advantage but it does poor damage. The second is far better but the 236 stuff takes a bit of practice. However once you get the hang of it, belophron supers will be far more consistent and damaging. I’ve been trying a 623+A loop and adding in SCed 214+A to extend my combos and you can see the later in a [media=youtube]IE0uEVNLLmI&feature=PlayList&p=B158BF7D27983779&index=38"[/media]. Also, while we are not the best I think this match shows how Rider does well against Gilgamesh, even from full screen. The 623 loop is something I’m still experiementing with, it may be an infinite; I’ll post a combo vid of it whenever. Her combos aren’t easy but they are at least straightforward in my opinion, similar to Melty Blood but not as linear as say Saber. Still I find it a plus, and the early starts of her combos make good blockstrings.
I still this play this, but honestly I can’t take it too seriously to get better because the scene is kinda dead, even in TX which is one of the biggest F:UC scenes in USA (not saying much), still I’m getting better but especially with Melty Blood AA this game is pretty much done (ordered a copy for myself no-less).
Lurking around this thread, I’ve been thinking about getting this game for some time now. This game looks extremely fun. From the descriptions everyone gives for moves, the game seems pretty deep.
Does it play like those shallow Naruto Ninja Taisen games or is it something that’s worth importing?