Fate Unlimited Codes/Berserker: Difference between revisions
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Berserker is a grappler with a huge weapon. While he is able to do devestating damage from his weapon alone, he is unable to open up his opponent's defenses with attacks alone. He is able to poke and get in on his opponents from nearly any range and he is much harder to zone against than most other heavy grapplers. 214A lets him get in on his opponent (while being negative) which lets him threaten grab/command grab. He has high jump startup and no double jump, so conversely, he can often be grabbed, since he rarely wants to jump. | Berserker is a grappler with a huge weapon. While he is able to do devestating damage from his weapon alone, he is unable to open up his opponent's defenses with attacks alone. He is able to poke and get in on his opponents from nearly any range and he is much harder to zone against than most other heavy grapplers. 214A lets him get in on his opponent (while being negative) which lets him threaten grab/command grab. He has high jump startup and no double jump, so conversely, he can often be grabbed, since he rarely wants to jump. | ||
== Pros == | |||
*Good reach | |||
*command grabs do good damage | |||
*strong presence | |||
*not very easy to zone against | |||
*relatively easy to execute his combo | |||
*very strong meter damage combo | |||
*Relatively good at pushing the opponent to corner | |||
== Cons == | |||
*Very little combo potential, making him somewhat predictable | |||
*doesn't have a 1 meter ToD | |||
*doesn't have many options to open a guard without grab | |||
*grabs cannot be combo'd off of | |||
*lacks reliable zoning tools | |||
*his armored moves are mostly niche and many character can overcome this quite comfortably | |||
*cannot double jump | |||
== Strategy == | |||
Berserker wants to keep each round as simple as possible. Abuse his long reach to stay at a safe distance or get into mid-range to grab. | |||
His 623C has good combo potential and does meter damage (as well as one of his strongest HP damage moves), he can use it multiple times in a combo to deplete the opponent's meter and limit their options (because Berserker himself doesn't have many options either) | |||
His armor is quite niche and isn't as reliable as it should be. Don't rely on it too much | |||
== Normals== | == Normals== |
Revision as of 20:50, 19 November 2022
Berserker | |
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Health | 11,500 |
Prejump | 9 |
Backdash | 30F (Invulnerable 1-21) |
Weight | Super Heavy |
Introduction
Berserker is a grappler with a huge weapon. While he is able to do devestating damage from his weapon alone, he is unable to open up his opponent's defenses with attacks alone. He is able to poke and get in on his opponents from nearly any range and he is much harder to zone against than most other heavy grapplers. 214A lets him get in on his opponent (while being negative) which lets him threaten grab/command grab. He has high jump startup and no double jump, so conversely, he can often be grabbed, since he rarely wants to jump.
Pros
- Good reach
- command grabs do good damage
- strong presence
- not very easy to zone against
- relatively easy to execute his combo
- very strong meter damage combo
- Relatively good at pushing the opponent to corner
Cons
- Very little combo potential, making him somewhat predictable
- doesn't have a 1 meter ToD
- doesn't have many options to open a guard without grab
- grabs cannot be combo'd off of
- lacks reliable zoning tools
- his armored moves are mostly niche and many character can overcome this quite comfortably
- cannot double jump
Strategy
Berserker wants to keep each round as simple as possible. Abuse his long reach to stay at a safe distance or get into mid-range to grab.
His 623C has good combo potential and does meter damage (as well as one of his strongest HP damage moves), he can use it multiple times in a combo to deplete the opponent's meter and limit their options (because Berserker himself doesn't have many options either)
His armor is quite niche and isn't as reliable as it should be. Don't rely on it too much
Normals
5A
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2A
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5B
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2B
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6B
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5C
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2C
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6C
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j.A
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j.B
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j.C
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6A+B
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Specials
236X
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623X
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214X
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360X
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22C
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Supers (WIP)
720A
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236236B
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236236C (Grail Super)
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Combos (WIP)
Meter Kill A (4272 HP damage and around 1 meter damage) https://youtu.be/_iakUaKQDpg
Omit the last 5A against berserker.
(5A) > 2B > 6C(delay) > [623A and 6239C]x3 > 5A > 2B > [623A > 6239C] > 5A > 214C
Meter Kill B, corner variant (4521 HP damage and about 0.4 meter damage)
You need to reach corner before you use (2C > 623A > 22C)
(5A) > 5B > 6C > 5A > 2B > 6C > (2C > 623A > 22C) > 5A > 5B > 2C > 623A > 6239C > 623A > 6239C > 5A > 623A > 6239C > 5A > 214C
Activation combo
Ideally you don't want to do this with more than 1 meter
Damage: around 7,400 to 8,200
- note: don't need to unscale for the most match ups, skip 236A for consistency*
{any meter kill combo) > activate > 623C > 2C > [82C]*n > 2369A > 236236B
n represents how many time you can juggle after activation, the more meter you start with, the higher the number