m (→Blood Sword) |
m (→Blood Lust) |
||
Line 261: | Line 261: | ||
|input=214M,4M | |input=214M,4M | ||
|description= | |description= | ||
A close range command grab which heals all of Berserker's current white health on hit. | A close range command grab which heals all of Berserker's current white health on hit. Synergizes very well with the rest of Berserker's kit, especially in Frenzy. Berserker has a relatively easy time conditioning his opponents to block with his normals, which allows him to cache out in this once they're scared of all the mids. | ||
* Does more damage in Frenzy | * Does more damage in Frenzy. | ||
}} | }} | ||
Revision as of 03:34, 1 July 2022
Please feel free to make edits, but include edit summaries and sources where applicable.
You can help by editing it.
Berserker is a beginner-friendly character that uses his health to deal high damage. His air-to-ground ability is exceptional, letting him approach easily.
Berserker Berserker is classified as a Standard type. He is a well rounded character with many easy-to-use moves, highly aggressive aerial to ground techniques, and can sacrifice HP for enhanced attacks.
- Relentless Pressure: Berserker's main trait is that he can always cancel his moves into either Frenzy or Conversion. This allows him to perform extended block pressure, deal massive guard gauge damage, and convert stray hits into highly damaging combo sequences, all while being safe from Guard Cancels.
- Excellent Normals: Berserker's normals are rather fast for their reach, allowing him to simultaneously beat out longer ranged characters while spaced correctly and keep out shorter ranged characters from approaching him or counterattacking.
- Anti-air Control: Berserker's 623MGuardMidStartup16RecoveryAdvantage-40, 5SGuardMidStartup18Recovery33Advantage-13, 2SGuardMidStartup16Recovery37Advantage-17 and 6SGuardMidStartup15RecoveryAdvantage-5 to an extent, are great at hitting airborne opponents. Thanks to these moves, Berserker is able to efficiently anti-air opponents that are still in their prejump frames.
- Frenzy: Frenzy makes Berserker even more oppressive by strengthening his normals and increasing his run speed dramatically. He also gains access to Blood TwisterGuardMidStartup17RecoveryAdvantage+3, which can skip neutral on hit and block. On top of that, using Frenzy forces Berserker into recieving white life, which lets him abuse conversion.
- Life Steal: His 214MGuardThrow (170)Startup11Recovery23Advantage- and his Awakening passive allows Berserker to alleviate one of his biggest weaknesses.
- Volatile: While Frenzy greatly empowers Berserker, the health cost means he can have a lower effective health pool than average if his life steal properties are not succesfful.
- Sluggish: Without Frenzy, Berserker is a slower character who can struggle to approach zoning oriented characters such as Ranger.
Berserker's 5MGuardN/AStartup18RecoveryTotal 23Advantage- triggers Frenzy state, a unique install A move, usually a super, which changes the properties of the character themself, usually for the better.. In this state Berserker's attacks are powered up, with all attacks (except MP Special moves) dealing +10% damage, with improved versions of normals. He also gains a huge boost to his movement speed and higher jump height. This also unlocks access to an additional MP Special, Blood TwisterGuardMidStartup17RecoveryAdvantage+3.
However, Berserker will continuously receive 20 White Damage per second, and cannot perform a Guard Cancel. If he has only 1 Red Health remaining, he will instead lose White Health.Awakening Effect: activates when entering Awakening mode at 30% HP or less.
20% of damage Berserker inflicts is recovered as HP.Normal Moves
5A
One of Berserker’s fastest buttons and very safe to throw out. This move becomes a decent combo starter at close range, and is a respectable poke. At farther ranges, opt for 5B instead of 5AA as the latter will fall out.
- Gatlings into 5AA on hit, block, and whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -1 | 40 | 1 | 0 |
5AA
Similar range to 5A means this can drop out at max range. Great hit confirm tool and blockstring/combo filler. Whiff cancelling into this makes attempting to whiff punish 5A very difficult.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -4 | 50 | 1 | 2 |
5B
Berserker’s 5B is a fantastic neutral tool. It hits from round start distance and is very safe. It’s only real downside is that it typically out-reaches it’s cancel options at max range, making it difficult to convert from at times. However this is usually a non-issue as Berserker’s goal is to be in his opponent’s face.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -3 | 55 | 3 | 2 |
2A
Berserker’s fastest low and fastest normal overall. Excellent close range button, but has more limited gatling options than 5A. Immediate gatlings into 5B is fast enough to combo and is also safe on block, while still retaining the threat of 2B after.
- Does not self-Gatling.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | 0 | 30 | 1 | 1 |
2B
Another move that hits roundstart, pretty good range. It can be used to catch opponents off guard with it being a low, but 5B is typically a better neutral tool.
- Knocks down on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | KD | 60 | 3 | 2 |
j.A
Berserker reaches out his foot to attack
- Can crossup
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | - | 30 | 1 | 1 |
- Berserker does not recover until landing
j.B
Pretty nice hitbox, it can be used to get in due to the move's wide range.
- Can crossup
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 70 | 3 | 2 |
- Berserker does not recover until landing
5A
With Frenzy, this becomes larger, safer, and much more damaging. The aditional hit gives more time for MP to regenerate, conserving MP on offense.
- Second hit is proximity based and will not activate if the first hit would whiff horizontally.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%, 80% | 0 | 40,10 | 1, 1 | 1, 2 |
5AA
Another gicantic, two-hit normal. Shares normal 5AA’s whiff cancel properties, but gatling-ing too fast will lose the damage increase from 5A‘s second hit.
- Second hit is proximity based and will not activate if the first hit would whiff horizontally.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%, 80% | -1 | 40,10 |
5B
Adds an additional bit to 5B. Excellent as a combo and pressure tool as it consistently combos into 2B.
- Second hit knocks down.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | HKD | 55,20 |
2B
Adds an additional hit to 2B. Another excellent combo and pressure tool, as by this point you definitely should be able to hitconfirm this into a special move to keep the combo going.
- First hit knocks down, second hit does not.
- First hit can whiff in blockstrings.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | KD | 60,20 |
j.B
Gigantic air normal that is difficult to contest. Unlike the rest of his Frenzy normals, this one only hits once.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 70 |
Universal Mechanics
Throw
Berserker stabs his opponent and then flings them half a screen's length away. This throw provides next to no okizeme midscreen but allows for a microdash 2A meaty in the corner. Use 214M instead when possible as even though it costs MP it gives a much better knockdown.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+2) | - | - |
Dodge
Berserker rolls forwards while being invulnerable to attacks for a short period. Helps him get closer to characters that zone him well (whether it be normals or projectiles). Keep in mind that rolls are entirely vulnerable to throws and are not immediately invulnerable.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
Berserker's Guard Cancel sharing its animation with 2S gives it generous vertical range at the cost of some horizontal reach. Berserker may not want to have very much space between him and his opponent, but going back to neutral is infinitely better than getting Guard Crushed into a combo.
- Cannot be used in Frenzy state.
- Counterhit punishable recovery.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +10 (HKD) | 0 | - | 4 |
Special Moves
Ghost Slash
Common combo tool and a really good anti-air. Able to hit at roundstart, although Berserker has better tools for this. Use 5S > 4S to end combos without using mana, as 2S is needed instead to extend combos with 236M.
- Applies a hard knockdown to airborne opponents.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | -4 | 90 | 5 | 5 |
- On connect, can be cancelled to available cancel options at any time during recovery
- Allows for OTG afterward
Upward Slash
Very tall anti-air that kisses the lifebars. Makes a good alternative to 5S for extending combos instead of ending them.
- Launches grounded opponents.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | Launch | 80 | 4 |
- Launches on ground hit
Gore Cross
Set this up anytime Berserker gets a hard knockdown. Usually his hard knockdowns are advantageous enough that the projectile will CH mashing and snuff out DPs, ensuring it’s Berserker’s turn. Gore Cross also functions as a defensive projectile wall in neutral thanks to its two hits.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | +2 | 30,30 | 3 | 3 |
Gore Cross: Expulsion
Gore Cross, part 2. Turns the stationary, two hit projectile into a decently quick single-hit one. This may seem spammable on the surface, but it’s long total duration makes it particularly vulnerable to rolls. Using either version of Gore Cross in a blockstring will end Berserker’s turn.
No results
No resultsMountainous Wheel
Berserker does a short hop jumping into the air and slams his sword on the ground. This is a common combo ender without resources, but it can extend combos if opponents are higher up and MP/Conversion is available. Having some juggle height beforehand allows 236M to combo, and having Conversion allows Berserker to use IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.M regardless of height.
- Forces a hard knockdown on hit.
- Hits OTG.
- Can avoid Low Attacks due to being airborne.
- If Conversion is used during startup, Berserker will be airborne.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 90 |
Blood Smash
Another very big air button for Berserker. Can hit very high up in a jump but cannot be used as a crossup like j.A or j.B.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | - | 80 | 5 | 4 |
- Berserker does not recover until reaching the ground
Ashe Fork
A divekick that temporarily halts air momentum before quickly traveling to the ground at a 45 degree angle. Provides Berserker a way to change his jump arc and mess with anti-air timings against characters with poor anti-airs, but will usually die to characters with designated AA buttons.
- Second hit ground bounces and knocks opponents away.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | - | 30,50 | 3, 2 | 2, - |
MP Special Moves
Frenzy
Frenzy is an install A move, usually a super, which changes the properties of the character themself, usually for the better.-type buff that dramatically increases Berserker's performance at the cost of slowly draining health. While in Frenzy, his Normals become more damaging, multi hit, and certain normals change in use. Each of his M moves also gain additional properties. His run speed also increases drastically, greatly improving his neutral.
While it may sound bad initially, Berserker’s health slowly turning into white health gives him constant access to Conversion, giving him a cancel on command. His new Frenzy 5MS, Blood Twister, vacuums opponents on hit and block (which he can then make plus with conversion). This combined with his improved and double-hitting sword normals turns him into a guard crushing pressure monster.
- Passively drains Berserker's health in the form of white health while active.
- Automatically ends when Berserker is hit, uses another MP Skill, or uses Conversion.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
N/A |
Blood Twister
A nearly fullscreen hitgrab which draws the opponent in on hit or block, allowing Berserker to get a combo or continue pressure. This combines with Conversion to make Berserker’s pressure nearly endless, so long as he has the MP to sustain it. In terms of being a combo tool, Blood Twister is more expensive than options like j.M or 236M while leading to the same options (typically 5S > 4S). It also does not OTG which limits is effectiveness.
- Wall bounces on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×10 | KD | 190 total |
Raging Fury
Berserker's reversal, and a very strong preemptive anti-air. However, it has somewhat lacking horizontal range in exchange for hitting on both sides. Its long recovery also means it's a somewhat poor combo ender, even though it's Berserker's only grounded OTG MP Skill. If it hits, the resulting situation is typically a neutral reset which may be bad against some characters.
- Hits OTG.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×6 | HKD | 180 total | - | 3, 1, 3 |
- reversal
Blood Sword
Berserker performs a slash with his sword into an explosion of blood. Plus on block, but pushes Berserker too far out to effectively leverage the frame advantage. Blood Sword does not OTG and is hard to combo into if the first hit whiffs, making it a very situational move in general.
- Causes a wall bounce in Frenzy.
- Blood explosion is a projectile and will persist if 236M is Conversion cancelled.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×3 | KD | 180 total | - | 3, 4, 4 (P6) |
Blood Lust
A close range command grab which heals all of Berserker's current white health on hit. Synergizes very well with the rest of Berserker's kit, especially in Frenzy. Berserker has a relatively easy time conditioning his opponents to block with his normals, which allows him to cache out in this once they're scared of all the mids.
- Does more damage in Frenzy.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 30% | HKD | N/A |
Outrage Break
Berserker slams his sword into the ground creating an explosion of blood where he lands, which hits on both sides of him. Combo extender and a pretty slow and impractical overhead. Launches the opponent on hit, allowing for a strong combo extension.
- Hits OTG.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×5 | KD | 130 total |
Awakening Moves
Blood Riven
Awakening Skill that turns Berserker into the Blood Majin. Only used as a combo ender when you're going for the kill, not worth it otherwise
- Hits OTG
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | KD | 40 |
Colors
D-Type Color (DFO) |
C-Type Color (DFO) | ||
B-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •