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[R] [1.21] Archer Guide
Topic Started: Jul 12 2009, 08:02 PM (1,313 Views)
Lucid
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Class Alpha Mnemonicide
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BASIC INFO
Mana Support: 1.5
Normal Grab: 1300 damage - On wall-slam 1800 damage, can be comboed.
Second Grab (Press 4 With Grab): 1000 Damage - Wall-slam possibility, can be comboed.
Air Grab: 1600 damage - On wall-slam 2100 damage.
Stun Grab: 2789 damage - Wall-slam possibility, can be comboed.

Ground Punishes:
(2c 2b+c): 750 damage - Poor range but safe.
(2c 8b+c): 1050 damage - Not so punishable as most second ground-punishes. Archer takes a leap backwars and uses ranged attacks to punish so its not so bad to use this once in a while.
Tag Switch: 2055 damage.

ACTIVATION ABILITY - Archers damage is boosted. If you have at least one mana bar left after using activation, Archer starts chanting his incantion for Unlimited Blade Works. If you take damage during the chant it will be interrupted and you won't be able to use UBW 236236c, unless you try again during other activation. The chant won't be interrupted if you take damage during the first or during the last two verses.

Archer is probably the most versatile sevant in CFF. He has ranged attacks for long and middle range, various mix-ups for close combat and most Last Resorts in the game. Good damage output, health is among highest and mana support is good.

BASIC ATTACKS
  • 4a - Very fast poking attack.
  • 3a.a - Easily interruptable attack and low priority. Not really worth the damage either.
  • 6b - This attack will be used in most of your combos, has a pretty good range as well.
  • 4b - Good range and damage, becomes unblockable when enemy is stunned. However it takes a moment to charge so good players can sidestep out of harms way.
  • 9b - Breaks low guard. On counter and stun causes bounce which can be used in combos.
  • 6c - Can counter most basic attacks but not last resorts. The counter time is short and works only when enemy has attacked first and you initiate the counter after that. Archer doesn't take damage from the enemy attack and you can continue the counter with a combo.
  • 3c - Same as 6c, however against low attacks and it can't be comboed.
  • 4c - Causes stun against sidestepping and wall-slam otherwise.
  • (sidestep) 5b - Use this attack a lot. It causes stun on counter, and it makes things so much easier for Archer.

  • 236a - Ranged energy arrow attack. If you charge the attack it becomes unblockable. If you press 8 when doing it you can shoot arrows into air. And you can use this move while in air as well. If there is lots of range between you and your opponent and the enemy doesn't have good ranged attacks - spam this attack to get him approach you.
  • (air) 236b - Throws Kansho and Bakuya leaving them spinning in the air. Grants some extra air time.
  • 236b.b - Launches enemy into air and fires an arrow at him. Can be used only as a launcher as well. If you use the second b as well then following with 8b+c punisher is pretty safe - though you could also start charging 236a.
  • 236c - Mix of vertical attacks. You should use this now and then if the enemy likes to sidestep a lot. Doesn't really leave you open against attacks as well.
  • 214b - Throws a returning Kansho in the air, a very good anti-air attack. Against standing opponents it goes over their heads and returns to attack from back. Don't use near walls as it will get stuck on them.
  • 214c - Throws a low Bakuya along the ground. This attacks is very good for intterupting rush attacks such as Sabers 214b and Lancers [4]6b.
LAST RESORTS
(air) 63214a - Costs one meter. Causes radius damage on impact, so it causes damage against sidesteppers as well. For some reason the damage is nerfed on combos, so for the maximum damage you should use it without combos. The damage isn't really worth the mana cost, so use it rarely. If enemy master has very low HP you could try chip damaging him with this.

236236a - Costs two meters. Ranged attack which can't be be blocked if played right. If enemy blocks this attacks it bounces off and returns to attack after about 7 seconds. However, if you are injured during that time the attack ceases to exist. Enemy can block this attack twice, the third impact will be unblockable. If you use this attack while enemy is down or the projectile returns when enemy is downed, it goes to waste. Damage is very low but serves as a good finisher.

236236b - Costs two meters. Mid-range unblockable last resort. It has two versions. If you use it in a combo or while enemy is getting up the damage is lowered and the animation is much shorter. If you use it plainly without combos or against an opponent who would have had a chance to evade it by jumping or such, it does better damage and the animation length is increased. Still the damage is pretty low for a last resort that costs two meters, use it sparingly.

236236c - Costs one meter and must meet a special requirement. To use this attack you must finish the Unlimited Blade Works chant that begins when you activate a command seal. After the last verse is finished and you see the screen flashing you have about 4 seconds to activate this move. When activated Archer regnerates all the white meter on his HP bar. Unlimited Blade Works has a limited time for use and during this time your damage is boosted and you gain acces to new attacks. Also about every second you gain a sword behind your character which can be used on two attacks.
  • 236a - Launches one sword from your sword stock towards enemy. The speed is very good and can be good for interrupting. If you keep a pressed it will launch all the swords gathered until you run out of them.
  • b+c - When your sword stack reaches its maximum limit you can launch them all at the same time by using this move. You can't move while they are being launched so it is best used in a combo. The casting time is very fast and it can be even used to avoid enemy last resorts.
  • 236b.b - New improved launcher.
  • 236b.4b - Attack with GaeBolg that is unblockable. I recommend spamming the hell out of it during UBW - but if you over use it then enemy will know when to sidestep it. If it hits you can also continue with stacked b+c.
  • 236b.c - Mix this in up a little along with the GaeBolg spam.
  • 236c.c - Only verticals.
COMBOS - Bolded combos are easy to do and do good damage.
Mix-Ups
  • (2a) 5b 6b 236b.b - Pretty much your BnB.
    If 5b and 6b are blocked you can continue with either 236c if you think he might sidestep, or go with 214c if the opponent is stand guarding.
  • 6c 4b - Use this now and then, especially if enemy is stunned. With wall-slam you can continue with a combo.
  • 5b 9b - Use this now and then, especially if enemy is stunned. If 9b hits as a counter or against stunned opponent you can continue with a combo.
  • (grab) (wall-slam) 5b 6b (tag switch)
Combos

  • (5c) 4b (wall-slam) 5b 6b 236b.b - Against stunned enemies this will be very useful.
  • 5b/c 9b (bounce) j.5b 5c (grab) - Against stunned enemies this will be very useful.
  • 6c (counter) 5b 6b 236c
  • 4b (wall-slam) 5b 6b (tag switch)
  • 6c (counter) j.5a 5b 5c (grab)
  • 5b 6b 236236b - A decent finisher against low HP enemies.
  • (UBW) 5b 6b 236b.b (stacked b+c) (236a)
  • (UBW) 5b 6b 236b.b j.5a 5b 5c (grab)
Invalid Combos
  • 5b 236b 5b 6b 236b.b
  • 5b 236b 5b 4b (wall-slam) 5b 6b 236b.b
  • 6c (counter) j.5a 5b 5c (air dash) 5a 5b (grab)
  • 6c (counter) j.5a 5b 5c (air dash) 5a 5b 5c 236b 63214a - The damage is very low, only use if you want to show-off or so.
  • (UBW) 5b 6b 236b.b 236c.c (stacked b+c) (236a)
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Lucid
Jul 12 2009, 08:02 PM
236a - Ranged energy arrow attack. If you press 5 when doing it you can shoot arrows into air.
I love you :D
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