Shiro (Crucis Fatal Fake)
Emiya Shiro is the main protagonist of TYPE-MOON's Fate/Stay Night. He has a bad habit of putting other people's lives before his own and will help everyone else in whatever way he can whenever he can. He dreams about becoming a super hero that can help everyone. He is very kind and refuses to fight unless he is attacked himself. His biological parents died during a fire and he was taken in by his adoptive father Emiya Kiritsugu. Emiya Kiritsugu was an incredibly skilled magus and taught Shiro about the basics of magecraft.
One night he witnesses a battle between servants Archer and Lancer. As he runs away Lancer almost kills him. After returning home he is assaulted again by Lancer. When Shiro is backed into a corner he accidentally summons the most powerful servant Saber, throwing him into the battle known as the Holy Grail War.
Shiro is the only master that can regenerate health while on standby.
 Command List
 Weak Attacks
A quick but weak jab. Can be linked up to 2 times or up to 3 times against a walled opponent. Does 87 damage.
8A A quick kick in the air which leaves time for an air grab afterwords. Does 90 damage.
3A A quick crescent kick. Does 250 damage.
1A A quick low kick. Does 163 damage.
236A Shiro creates a bow and shoots an arrow in an arc or straight ahead depending on how long A is held down. Does approximately 400 damage.
214A Shiro trades his bokken for Kanshou and Bakuya.
 Mid Attacks
B A quick overhand swing with the bokken. Does 239 damage.
8B A quick overhand swing with the bokken in mid-air. Does approximately 300 damage.
6B A quick underhand swing with the bokken. Does 511 damage.
2B A quick diaganol swing that does light damage. Does 239 damage.
4B Shiro stabs his bokken into the enemy stunning them and dealing high damage. Does 660 damage. Can counter enemy attacks.
236BB An underhand swing that launches the enemy into the air the another swing that brings them back down. Does 580 damage.
214B Shiro takes a step forward and does an overhand swing with his bokken. Does 1000 damage.
6B(with Kanshou and Bakuya) A simple thrust. Does 511 damage.
4B(with Kanshou and Bakuya) An overhand swing that knocks the enemy down. Does 450 damage. Can counter enemy attack.
214B(with Kanshou and Bakuya) Shiro throws one of the blades. Does 389 damage.
236B(with Kanshou and Bakuya) A quick slash with both blades that knocks the enemy down. Does 600 damage.
 Strong Attacks
A horizontal swing. Does 239 damage.
1 or 7C Shiro sidesteps and swings his bokken knocking the enemy away. Does 420 damage.
8C A sword swing in mid-air. Does 330 damage.
2C Shiro trips the enemy. Does 239 damage.
214C Shiro takes a large step forward and does a horizontal swing with his bokken sending the enemy flying back. Does 690 damage.
3C(with Kanshou and Bakuya) Shiro takes a step forward and does a sweeping slash that trips the enemy. Does 239 damage.
214C(with Kanshou and Bakuya) Shiro throws both blades. Does up to 760 damage.
BC A quick thrust and then an overhand swing that sends the enemy flying back. Does 1000 damage.
BC(While enemy is stunned.) Shiro does a quick thrust and then a horizontal swing and then sends the enemy flying back with Caliburn. Does 2800 damage.
8BC Shiro spikes the enemy with his foot and then shoots an arrow at his downed target. Does 400 damage.
4B(while enemy is stunned.) Shiro stabs the enemy and the enemy drops to the ground. Does 2500 damage.
BC(with Kanshou and Bakuya) A series of 2 slashes that sends the enemy flying back. Does 1200 damage.
44 Shiro quickly takes a hop back to avoid attacks heading for him.
66 Shiro quickly sprints towards the enemy.
D Shiro sprints counterclockwise around the opponent.
2D Shiro sprints clockwise around the opponent.
236D Shiro sprints counterclockwise around the opponent and then quickly switches to sprinting forward.
 Follow Ups
2BC(When enemy is knocked away or tripped) Shiro stabs the downed enemy in the chest. Does 361 damage.
8BC(When enemy is knocked away or tripped) Shiro leaps up and stabs the enemy in the chest using Caliburn. Does 1060 damage.
 Last Resorts
236236B Shiro uses Nine Lives Blade Works Striking the enemy 9 times at godly speeds. Consumes 2 magic circuits. Does 3400 damage.
236236B(with Kanshou and Bakuya in the middle of an attack combo) A quick series of attacks that does very high damage. Consumes 2 magic circuits. Does 1773 damage.
236236B(with Kanshou and Bakuya) A series of 7 strikes. Consumes 2 magic circuits. Does 3150 damage.
2AB Shirou gets ready to shield his servant with his own body.
6AB Shirou shoots an arrow in a slight arc at the opponent. Does 400 damage.
Shiro switches between being a power or speed character depending on which weapon he has out, his bokken being speed and Kanshou and Bakuya being power. He has a good variety of ranged attacks making him very dangerous to fight at a distance.
Shiro has a long reach no matter what weapon he has out and his 8BC follow up though powerful is also designed to close even more distance after knocking the enemy down. Simply use your favorite attacks and you will have no trouble hitting your enemy before they can hit you.
Shiro doesn't have too many reliable knock down moves so you'll have to choose between better projectiles with Kanshou and Bakuya or the spacing capabilities of the Bokken. Both are great options but Shiro's projectiles are slower than most characters so he wont be able to do as well as most of the other projectile users.
 Connecting Last Resorts
Thanks to a recent update almost all of Shirou's attacks can link into his Kanshou and Bakuya last resort. You can incorporate it into your kiting game by linking it to your thrown swords or you can use it in place of a groun punish for the full 7 strikes.
With the Bokken out you'll still have trouble landing Nine Lives Blade Works but thankfully the second swing of Shiro's 236BB lifts the enemy up just enough for it to connect. You just have to use the Last Resort at the same time as the second swing. It can also be used on the first swing if you don't feel confident enough for the second strike. It can also be incorporated into your approach by using it after your 214B. This gives you a large reach as well as an ensured Last Resort.
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