F-Tohno Teleport Mixups. a more optimized version of the combo above, char specific in its delays, does not work on warc and kohaku. © Valve Corporation. Weak to shield. 式は「両儀式」を知覚できず、また、「両儀式」も式に成り代わる事はない。. The values are inherently scaled and tested against, The correction value set by this attack and the way it modifies the scaling during a string. Has a longer startup and travels a greater distance. Tohno teleports forward. Based on the Fate/Ace Royal card game, Ryōgi Shiki … Due to the long startup and vulnerability to people just plain jumping out of your blockstring, this move does not see a lot of use. Because her existence itself is uncertain, she stays uninvolved in numerous bizarre incidents even while knowing about their full stories. When you do this you retain momentum from your dash as you do 2B so you get more range out of 2B. H = Can block standing. It's slightly faster than 623C however it has less raw invulnerability frames and it tends to trade a lot while also being MORE punishable. Very strong for air to air and is hard to contest once its out. If you're only starting out, you will not need to know anything else beyond these these two combos.
-X- = Cancelable on whiff. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. This can also be referred to as relative proration. On counterhit, can combo off it, making it a fairly low risk poke/anti air that can lead to solid damage. それでも―――もし出会いがあるのなら、それは、誰もが寝静まった雪の日に。. [Typo and bug reports]. CH = Cancelable into the next part of the same attack (Chain in case of specials). [Detailed progress thread]
This move wallslams on hit, making it comboable off in the corner, and is relatively safe on block if spaced correctly, making it a very useful tool for ending corner blockstrings with. Amount of frames that must pass prior to reaching the active frames.
Button X should only be held down briefly to get a partially charged version instead of the fully charged one. Because it also references other Nasuverse works like Melty Blood and Tsukihime (and to my knowledge some characters from KnK and MnY). Buttons X and Y must be input simultaneously. 「Fate Grand Order」"Void Shiki 両儀式〔セイバー〕" Noble Phantasm【HD60p】, 晴れやかな着物、たおやかな仕草、慈愛に満ちた判断力。 A pre-existing combo labelled XYZ is inserted here for shortening purposes. EX combo extensions often result in less damage. Generally the larger the numbers, the more time you have to punish. 22C is her actual DP but is metered and since you are h moon you only really have one chance to do this until you can land a hit again so make good use of it. Whilst this move is not very useful by itself, combined with his other versions it can be used as force respect whiff cancel to lead to more pressure. Cookie EX = EX cancelable. Privacy In order to save an existence, one must forget the existence. All trademarks are property of their respective owners in the US and other countries. Another variant of the combo above. She has the highest HP values out of all Sabers. If there are any calculations in parentheses, that means they're calculations showing how much more you gain for tighter confirms (optional normals in the combo that do more damage.) This trick works on the following characters: See. If spaced properly in blockstrings, this move is basically neutral on block. Whiffs on crouching characters. Has startup invulnerability to the first hit. F-Tohno Match Video Database series is a 2D fighting game series developed by TYPE-MOON and French-Bread.
We have a treat for you today! 22A and 214B are both air unblockable moves that grant you a combo on hit. Frames that this move has after the active frames if not canceled. Mechanically, compared to other fighters, F-Tohno's combos are some of the easiest yet most rewarding to perform. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. This page was last edited on 31 August 2020, at 05:27.