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. 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.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 only activates if the first hit connects.
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 only activates if the first hit connects.
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.
- Both hits can OTG after 5B.
- 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
He stabs you, and takes his sword back. Resetting neutral, he doesn't get any advantages off of this.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+2) | - | - |
Dodge
- Just a dodge. Standard as the cast goes.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
- Cannot be used in Frenzy state.
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 using 236M.
- Knocks down aerial 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 and 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.
- Forces a knockdown on hit
- Hits OTG
- Can avoid Low Attacks
- If Conversion is used during startup, Berserker will be airborne
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 90 |
Blood Smash
Aerial Attack where Berserker hits overhead with his sword
- Not too remarkable upon first glance, is used for applying pressure or starting aerial offense.
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
- 2 hits, first stuns while the second knocks away.
- Used to confuse the opponent with a suddenly changing trajectory.
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. Dramatically increases Berserker's run speed, allowing to go from one side of the screen to the other in roughly one second. 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.
- 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, both on hit and on block, allowing Berserker to get a combo or continue pressure
- On hit, causes a wall bounce
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×10 | KD | 190 total |
Raging Fury
Berserker's Reversal, and a very strong anti-air. Due to its large amount of active frames, it can anti-air opponents who have just started jumping. It's heavily committal, however, so if whiffed or get blocked, prepare for a devastating punish.
- Does not have a lot of horizontal range
- Extremely minus on block
- Hits OTG
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×6 | HKD | 180 total | - | 3, 1, 3 |
- reversal
Blood Sword
A multihit attack that slashes forth and explodes, making it useful for combos and gaining distance.
- Plus on block, defined as having more priority even when guarded against.
- Causes a wall bounce in Frenzy
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. Due to this being a command grab, it's very risky pulling this off. But with high risk comes high reward. Use this to end off Frenzy State and regain all of your health back
- Does more damage in Frenzy
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 30% | HKD | N/A |
Outrage Break
Mostly used to see if the opponent's sleeping on defense. It launches the opponent on hit, allowing for a strong combo extension.
- Berserker slams his sword into the ground creating an explosion of blood where he lands. This has an extending hitbox on both sides of him
- First attack hits overhead, and everything 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
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 •