Fate Unlimited Codes/Berserker: Difference between revisions
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===<span class="invisible-header">Overview</span>=== | |||
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| | {{Content Box|header=<center>'''Berserker'''</center>|content= | ||
| | [[File:FUC Berserker Profile.png|center|frameless|300px]] | ||
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*'''Health''' = 11,500 | |||
*'''Prejump''' = 9F | |||
*'''Backdash''' = 30F (Invulnerable 1~21F) | |||
*'''Backdash Distance''' = 2.5203 | |||
*'''Sidestep Type''' = Neutral Inward Spiral | |||
*'''Weight''' = Very Heavy | |||
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== | {{Content Box|content= | ||
Berserker is a grappler with great reach and "armor". While he is able to do decent damage from his combo, he is unable to open up his opponent's defenses with just his attacks. On top of that, he requires at least 2 interactions to win a round because he has low combo potential. But this also somewhat makes him beginner friendly. | ===<big><big><center>Overview</center></big></big>=== | ||
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'''Berserker''' is a grappler with great reach and "armor". While he is able to do decent damage from his combo, he is unable to open up his opponent's defenses with just his attacks. On top of that, he requires at least 2 interactions to win a round because he has low combo potential. But this also somewhat makes him beginner friendly. | |||
He is relatively slow, but still considered fast for a grappler. 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. | He is relatively slow, but still considered fast for a grappler. 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. | ||
{{ProConTable|width=100 | |||
{| | |pros= | ||
* Has great back dash that can easily luanch a counterattack with back dack → 214A | |||
* Has good Reflect Cancel option in a combo | |||
* Very high damage with at least 100% meter | |||
| | * Good reach | ||
*Has great back dash that can easily luanch a counterattack with back dack → 214A | * High HP. very few characters can defeat him in 1 combo even if he has 0% meter when the combo starts | ||
*Has good Reflect Cancel option in a combo | * Beginner friendly (which also makes him pretty consistent in performance in PVP) | ||
*Very high damage with at least 100% meter | * Doesn't get punished easily by Advancing Guard (AKA pushblock) | ||
*Good reach | * Command grabs do good damage | ||
*High HP. very few characters can defeat him in 1 combo even if he has 0% meter when the combo starts | * Decent meter damage combo | ||
*Beginner friendly (which also makes him pretty consistent in performance in PVP) | * Good at pushing the opponent to corner in a combo | ||
*Doesn't get punished easily by Advancing Guard (AKA pushblock) | * Very heavy, rendering some of the opponent's juggle combo less effective | ||
*Command grabs do good damage | |cons= | ||
*Decent meter damage combo | * Poor defensive manuveurs | ||
*Good at pushing the opponent to corner in a combo | * The majority of the roster is his bad matchup | ||
*Very heavy, rendering some of the opponent's juggle combo less effective | * Predictable. Most of his moves are slow, telegraphic and has very little combo potential. | ||
* Glass Cannon. His combo maybe strong, but it's hard to get the combo off. His defense is lackluster: he has too many openings and he practically has no Reversal that can work | |||
* His unscaled super is niche. it requires stage awareness and precision. It is not as consistent as it should be | |||
| | * Does not have HKD combo ender except his Super (bad idea, unless it kills - in which case HKD no longer matters anyways) | ||
*Poor defensive | * His damage is significantly less threatening without starting meterl, unless the opponent also has no meter | ||
*The majority of the roster is his bad matchup | * He doesn't have many options to open a guard without grab | ||
*Predictable. Most of his moves are slow, telegraphic and has very little combo potential. | * The opponent can easily hold low guard once he starts to pressure and wait it out to potentially punish him once he's done if he gets careless. He has to be very careful and end his pressure with a -4 so he wouldn't get punished, but even then, the opponent can still pressure him back. | ||
*Glass Cannon. His combo maybe strong, but it's hard to get the combo off. His defense is lackluster: he has too many openings and he practically has no Reversal that can work | * His grabs cannot be combo'd off of and requires at least 8 frames of inputs | ||
*His unscaled super is niche. it requires stage awareness and precision. It is not as consistent as it should be | * He lacks reliable zoning tools | ||
*Does not have HKD combo ender except his Super (bad idea, unless it kills - in which case HKD no longer matters anyways) | * His armored moves are mostly niche and many character can overcome this quite comfortably | ||
*His damage is significantly less threatening without starting meterl, unless the opponent also has no meter | * Multi-hit projectiles or even multi-hit melee attack can easily negate his advance | ||
*He doesn't have many options to open a guard without grab | * He cannot double jump | ||
*The opponent can easily hold low guard once he starts to pressure and wait it out to potentially punish him once he's done if he gets careless. He has to be very careful and end his pressure with a -4 so he wouldn't get punished, but even then, the opponent can still pressure him back. | * He is large. enabling some stronger ground combo against himself | ||
*His grabs cannot be combo'd off of and requires at least 8 frames of inputs | }} | ||
*He lacks reliable zoning tools | }} | ||
*His armored moves are mostly niche and many character can overcome this quite comfortably | }} | ||
*Multi-hit projectiles or even multi-hit melee attack can easily negate his advance | |||
*He cannot double jump | |||
*He is large. enabling some stronger ground combo against himself | |||
==Notes== | ==Notes== |
Revision as of 16:18, 26 May 2024
Overview
Overview
Berserker is a grappler with great reach and "armor". While he is able to do decent damage from his combo, he is unable to open up his opponent's defenses with just his attacks. On top of that, he requires at least 2 interactions to win a round because he has low combo potential. But this also somewhat makes him beginner friendly.
He is relatively slow, but still considered fast for a grappler. 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.
Strengths | Weaknesses |
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Notes
- Full Mana Activation Ability: Berserker gains 12 hits of super armor.
Strategy
Berserker wants to keep each round as simple as possible. Abuse his long reach to stay at a safe distance or get close to grab, keep in mind most opponents will see this coming and prepare countermeasures.
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)
Keep in mind you never want him to get Hard Knocked Down, because his 623C will not protect him. Don't be stingy with the meter and use Reflect Guard or Activate Wake Up when necessary
He can get in quickly with 214A. This move is slightly negative if guarded and allows for counterattack if the opponent is fast enough. But he can mitigate that by using command grab with 360B or C. However, this is telegraphic so be sure not to use it excessively.
The most reliably use of his 214A is with Back Dash. His Back Dash has long iframes and his 214A is reliably fast. If it lands as a Counter Attack, he can perform a very strong combo.
Take note that command grabs don't hit jumping opponent. You can bait the opponent into a false sense of security of jumping and 6C to punish them
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)
- Estimated Result Format: (HP Damage|Berserker's Meter|Opponent's Meter)
- Every combo does less damage when you start with 5A, unless first 5A is a Counter hit/Reflect Counter
- for every combo, omit the 5A just before 214C against another Berserker
Basic BnB (4133~4282 HP Damage|-0.6396|-1.1)
Start with 5A - [show video example]
Start with 2B - [show video example]
(5A) > 2B > 6C > 2C(delay) > [623A > 62369C]x3 > 5A > [623A > 62369C] > 5A > 214A
Advanced BnB - triple 623C variant (5004 Damage|-0.0828|-0.5522)
5B > 623A > 62369C > [623A > hj(fast fall) > j.B > landing jump cancel]x3 > 623A > 62369C > 5A > 623A > 62369C > 5A > 214A
Advanced BnB - RC variant (6371 HP damage|-0.3846|-0.26)
5B > [623A > hj(fast fall) > j.B > landing jump cancel]x2 > 623A > 62369C > 2B > 623A > 62369C > 5A > 2B > 623A > 62369C > 22C > Reflect Cancel > 5A > 2A > 5B > 2C > [623A > hj(fast fall) > j.B > landing jump cancel] > 623A > 62369B > 5A > 2B > 623A > 62369C > 5A > 214A
Activation combo (Video Demonstration) ~9183 Damage
Ideally you don't want to do this with more than 1 meter
5B > 623A > 62369C > 2B > [623A > hj(fast fall) > j.B > landing jump cancel]x2 > 623A > 62369B > 5A > 2B > 623A > 62369C > 22C > 5A > 2A > 5B > 2C > [623A > hj(fast fall) > j.B > landing jump cancel] > 623A > 62369B > 5A > 2B > 623A > 62369C > activate > sidestep > 623C > 5A > 2B > 623A > (82)623A > (82)236C > 236236B
Activation combo v.2
~9286 Damage
Ideally you don't want to do this with more than 1 meter
5B > 623A > 62369C > [623A > hj(fast fall) > j.B > landing jump cancel]x4 > 623A > 62369C > 22C > 5A > 2A > 5B > 2C > [623A > hj(fast fall) > j.B > landing jump cancel] 623A > 62369B > 5A > 2B > 623A > 62369C > activate > sidestep > 623C > 5A > 2B > 623A > (82)623A > (82)623A > 2369C > 236236B