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[R] Kumori's Garcher Guide
Topic Started: Dec 9 2008, 03:00 AM (1,873 Views)
Kumori
Puppy Mongrel
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G-Archer – a guide made of gar

Updated for V1.11

Archer himself is a utility character, he has a lot of tools, thou he does not specify in anything. Not much to say for an introductory to him, other then, Gar. So I'm starting with everything.

As I Learn more ill probably update this article as well

Long Range
If you are at a distance from your opponent use arrows! They are very versatile because u can use them in the air and while on the ground charge them to become unblockable.

Mid Range
Throw KnB (both variations), use Caladbolg (4B) and (4C) and then use 9C+B if it connects as a retreat move. At this point decide on what you want to do, retreat to spam more arrows, or try to get up close.

Close Range
This is where you start getting a lot of tools to play mindgames with, a basic blockstring:
() - optional
/ - or
(5A) 5B/C 6B 214B Block (hopefully they attack you, because the 214B will hit them when it comes back) Start over
You could also just attack again after the 214B, however this can lead to an easy punish because after u through the 214B your opponent is no longer in block stun and can fight back.
The downside is the 6B can be punished with a dodge, or with a counter move, so don't just use this.
If you think they will dodge, go 5B/C 236C/6C. For a counter u can only bait them. Meaning just before u think they will counter, stop attacking, they counter, it whiffs, and you punish. Another option is after the 214B comes back and connects, you can quickly dash forward and grab time, must be timed correctly because you can not grab during block stun. The last option is after 214B go 6C, since it will counter one of there attacks, but just blocking it will have the same effect.
After you have successfully landed a hit. BnB time

5b/c 6b 236b is the starter I almost always use. The reason why is because there is several options after
- b 9C+B The most basic, shoot them with an arrow, and then jump shot, this is teachable however and can put u in an unfavorable position against ranged characters since it ends away from them
- Dash B / 6B / 236C This will put u in a good position to do 214B before they wakeup allowing u to start your block string, and if they tech it, it is an easy grab for you (the 236C can not be tech punished easily, and if not timed they can punish u after they tech)
- b, if they air tech it right away u should have just enough time to dash A j.abc j.236B, usually that isn't the case
- (b) Dash Grab, however this can easily be punished, so mix it up
- b Dash, Back up 4B/C 9C+B because u backed up a lot of people think u will be blocking, which is why u back just out of melee range and u through out your longest range attack.
- b Dash 236C this can punish late techers, but not guaranteed due to the amount of invincibility air tech has

Couple more BnB's to try out

(5a) 5b/c 6b 236C

tk 236b 5ab 6b 236c


The Counter (6C)
Archers counter move is very powerful because after it has landed u can follow up with a combo

the simplest is just
j.abc air throw – 1816 7 hits
or
5b 6b 236C - 2137 8

j.abc 236a 63214a - 1 meter, for bonus damage


type of combos to go in vids because there invalid
j.a [slight delay] b 236b, 5ab 6b 236b b 9c+b - 3145
for the j.ab there might be other ways to set it up for 236b, but i hanv't played around with it enough, since its more of just a showoff combo

This is techable however right after the 236b, however if they don't tech that, u can see the results

The Low Counter (3C)
Very similar to 6C is how powerful it is, however when it counters it just does a set amount of dmg
1530 3 hits

Supers

Caladbolg II – j.63214A 1 meter – 1794 direct hit 1200 off hit (graze)
Archers only real spamable super. And his ONLY move with splash damage, thou a direct hit will only do around ~500 splash dmg. (untested). In general I rarly use this super because it doesn't even do as much dmg as the nerfed CHAINS, and KnB is just better.
Update: Now it does even less damage....

Hrunting – 236236A – 2 meter – 2600 (first hit)
I Don't have to much experience with this super, since in general I would rather use KnB. The main reason is that if u get hit while its coming back you loose the super. There is some combo possibilities using this, however, the kind that stay in combo videos

Kanshou and Bakuya – 236236B – 2 meter – 2800
Unblockable, that is the only reason to use this super, during a combo the super is nerfed a lot, making it not very useful, A combo to get the super variant is 5b/c 6b 236C, except cancel BEFORE the last hit of the 236C. The only downside to this approach is that if they are holding jump BEFORE the super flash it will whiff, but if they hold it after the super flash, it will still connect (at least in all the tests I've done)
Update: Damage nerfed

Unlimited Blade Works – 2 meters + activation + the chant
This has to be the hardest super to get off in any fighting game. (That I know of) The reason is because from when u hit activation until about x seconds, YOU CAN NOT TAKE DMG. Chip dmg however is ok. Taking any dmg at all will completely stop casting UBW, and u can't try again until u reactivate. At the time of this writing I have no successfully casted it during a game, so I can't really say to much about it game play wise.
Update: UBW Cast time approxiamtly 1/2 of before, the time given to cast UBW is also very short, so its now very hard to start UBW in a combo even if u get it off, Also if you get to the last line in the poem and take dmg it will still cast, overall it is a lot easier to get UBW off.
UPDATE: using 236236B will now pause the UBW chant until its over

UBW BnB's

5c6b 236b.4b a+b - 4016

5ab6b 236b.4b a+b - 2982


Masters

Personally I don't have much experience with any master other then Rin, The reason I use rin is because she has an AOE attack, the one thing archer is missing (the ~500 dmg from Caladbolg doesn't count) so I use Rin to make up for that problem. However because Archer is already very versatile I believe any master would be suitable

Ilya

Once again, I haven't experimented much with Ilya as a master so there is only little I can say. Some BnBs

5c6b a+b+c j.236b 5aab6b 236bb - 2919

5c6b a+b+c 214b 5aab6b 236bb - 2920

5c6b 236bb a+b+c dash j.abc j.236a, j.63214a - 4387



Move list – with descriptions

A - 100 
A quick forward slash, can be used to start combos

Dash A – 100
A fast sidestep stomp/kick

2-A -100 
A low kick, can also be used to start combos low

4-A - 570 2 hits 
2 fast forward slashes

j.A - 100 
A Air based kick

236-A – 400
Archer brings out a bow+arrow, can be aimed up by holding up. Also charges into an unblockable arrow

236-[A] – 500
The charged variation the Arrow

j. 236-A – 500
Archer shoots an arrow on a downward angle

B - 300 
A vertical down slash, used to start combos.

Dash B – 500
A straight stab, causes stun on counter hit

2-B - 400 2 hits 
Si miler to 4A except low

4-B - 900 3 hits 
Archer Stabs forward with Caladbolg, causes knockdown

6-B - 500 
A vertical down slash, more powerful then 5B

9B - 550 
A slow overhead kick, cause ground-bounce

j.B - 300 
A forward Air stab

j.236 B – 570 2 hits
Archer throws KnB downward in front of him.
214-B - 500 
Archer throws Kanshou in the air, If it misses it will loop back towards Archer
236-B - 400 
Archers Standard launcher

236-BB - 955 2 hits 
After the launcher Archer shoots them with an Arrow

C - 300 
A basic horizontal slash

Dash C – 500
Same as above, except he uses Bakuya instead

2-C – 450
Slashes low with both KnB at the same time

4-C - 500 
A slow horizontal large slash, causes stun if the target is dodging, otherwise knockdown

6-C - 400  / 870 2 hit
Archer first parries overhead with Bakuya, then attacks with Kanshou, if the parry is successful it will launch him in the air and can be followed by a combo

3-C – 600 / 1530 3 hits
Similer to the Above, except this time he parries with Kanshou and attacks with Bakuya, however if the parry is successful, you cannot combo after it

j.C - 300 
Slashes with both KnB at once, similar to 2C except in the air

214-C – 700 / 1230 2 hits
Throws Bakuya towards the ground, causes knockdown, Hits twice if they are dodging

236-C - 810 4 hits 
4 quick horizontal slashes, causes knockdown

9C+B – command move
Shoots 3 arrows at the opponent, can only be used after a move caused knockdown or after 236BB

Grabs
B+C - 1300 3 hits
4B+C - 1000 2 hits
j.B+C - 1600 2 hits
While Stunned B+C - 2687 7 hits

UBW ONLY
236-A - 187 
Archer shoots noble phantasms that he has collected, holding down the button keeps shooting them

236-B – 625
Modified to be able to air combo out of

236-C - 500 
A fast version of the normal 236-C

236-BB - 1100 2 hits 
Launches in the air, can follow up with air combo

236-B 4B - 1750 2 hits
uses Gae Bolg to knockback

236-B 5C - 1187 2 hits
Follows up with 236-C

236-CC - 1062 2 hits 
Follows up with another attack, causes knockback

dash B - 1125 3 hits
Archer stabs Caladbolg froward alot faster then 4B
Edited by Kumori, Jan 24 2009, 06:38 PM.
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windless
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Mongrel-dono
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Some more notes on hrunting: The third hit by hrunting is unblockable. The time for each coming back is about three full charges of 236a. If they are far enough so that they have to side-step two of them and archer start doing time-killer moves like 236c, they will have a lot of pressure from hrunting.

If you predict hrunting is going to hit and charge 236a, the block stun will often be long enough so that your fully charged 236a is guaranteed to hit, stunning the opponent. Also if you are choosing Rin as master, 6A+B assist coupled with fully-charged 236a is guaranteed to hit if they guard the assist. If they side-step or jump, just release the 236a earlier or into the air. A very evil long range move.

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windless
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Two missing attacks in the guide:
2C+B ground punish. Can be performed after 236C. Should be possible after other attacks as well but rarely happens, might be a bug.
UBW B+C sword rain: 9 hits, damage 1485

Just discovered an interesting attack sequence: 214b, 236236b. At certain close ranges, would hit even if the opponent jumps. Moreover, if the opponent is crouching at the farthest range of 236236b, 214b has a chance of hitting at the end of the 236236b animation. Resulting in 4000+ damage. Finally a combo that connects validly with the full 236236b. :P

Same situation applies to hrunting, although it might never happen in real game. :D
Posted Image

Quote:
 
(2B+C ground punish) ...Should be possible after other attacks as well but rarely happens, might be a bug.

UPDATE: In 1.13, now you can do 2B+C after more attacks.
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Attachments: hrunting_236236b_combo.jpg (75.24 KB)
Edited by windless, Mar 25 2009, 04:33 AM.
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Cyberjosh2020
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Mongrel
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Does anybody know wat is archers sword in ubw when he does 236bb or 236cc? ive never seen it b4
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Hidan
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Use training. Do UBW and see it yourself.
...Archer use mainly KnB, Cadaolg (for some uniqes), excalibur (+in ubw), Gei Bolg (UBW), radom swords which from Gilgamesh.
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vulcandor
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That sword is either excalibur or caliburn, I can't tell the diference =/
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vulcandor
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Btw, what are Archer's overhead options to mess up the enemy guard? 9b is sooo slow >.>
Edited by vulcandor, Apr 5 2009, 06:23 PM.
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Hidan
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Only 9B or 3A(,A).
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vulcandor
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Something that should be added on the how to stop UBW chant is that when a master uses abc, even tough you don't take tamage, the chant stops =(
Edited by vulcandor, Apr 5 2009, 07:36 PM.
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Cloud_
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Master uses "ABC". Sorry, don't understand that part. Do you mean servant-master combo? Then it's fairly obvious, you cannot continue the chant if you aren't playing as Archer anymore. Or do you mean 2+A+B and 6+A+B? I'm not sure 'bout it, but I don't remember them stopping the chant. *went checking 2+A+B and such*
Tested. Master's assistance DOES NOT interrupt chant. Maybe you meant Ilya's cancel or teleport?*went checking them*
Tested. By far, Ilya's cancel DOES NOT interrupt chant. Fun fact: even if you'll use your last mana bar on cancel, Archer will continue the chant. Teleport... well, teleport works if you got hit so... I think teleport is not a cause of interrupting.
Edited by Cloud_, Apr 5 2009, 08:18 PM.
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vulcandor
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When master is geting hit or blocked a hit and you press abc the servant comes, atacks you, you don't take any damage at all, however, the chant stops.
Edited by vulcandor, Apr 5 2009, 08:45 PM.
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vulcandor
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I've been wondering if it is possible to completely parry atacks like Gilgs 214c or specials, has any1 parried Hrunting btw?
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windless
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During activation, they are both possible with the forward parry (even the last hit of hrunting). I managed to parry all 7 hits of an air gae bolg once. Although if you are doing netplay, parrying a multi-hit attack should probably never be attempted.
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vulcandor
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windless
Apr 24 2009, 07:29 PM
I managed to parry all 7 hits of an air gae bolg once.
Wow O.O do you still have the replay?


Edit: here it is.
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Attachments: minds_eye_vs_air_gae_bolg.ffr2 (436 Bytes)
Edited by windless, Apr 26 2009, 04:52 AM.
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Hidan
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Is "3A,A > 236236A" a combo? Is anyone managed to escape KnB after 3A,A?
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