Welcome Guest
[Log In]
[Register]
| [R] [1.21] Archer Guide | |
|---|---|
| Tweet Topic Started: Jul 12 2009, 08:02 PM (1,313 Views) | |
| Lucid | Jul 12 2009, 08:02 PM Post #1 |
|
Class Alpha Mnemonicide
![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
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
(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.
Mix-Ups
|
![]() |
|
| Mac | Jul 13 2009, 03:08 AM Post #2 |
|
Accepted Mongrel
![]() ![]() ![]() ![]() ![]()
|
I love you :D |
![]() |
|
| « Previous Topic · Archer · Next Topic » |
| Theme: Avenger | Track Topic · E-mail Topic |
8:33 AM Jul 11
|
Theme created by Tue of Self Concept. Find more great ZB themes and IF skins at Self Concept








8:33 AM Jul 11