Fate Unlimited Codes/Berserker: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px;"
===<span class="invisible-header">Overview</span>===
|-
{{2 Column Flex|flex1=90|flex2=10|minwidth2=400px
! align="center" colspan="2" | Berserker
|content2=
|-
{{Content Box|header=<center>'''Berserker'''</center>|content=
| align="center" colspan="2" |[[File:FUC Berserker Profile.png|center|frameless|300px]]
[[File:FUC Berserker Profile.png|center|frameless|300px]]
|-
----
| '''Health''' || 11,500
*'''Health''' = 11,500
|-
*'''Prejump''' = 9F
| '''Prejump''' || 9
*'''Backdash''' = 30F (Invulnerable 1~21F)
|-
*'''Backdash Distance''' = 2.5203
| '''Backdash''' || 30F (Invulnerable 1-21)
*'''Sidestep Type''' = Neutral Inward Spiral
|-
*'''Weight''' = Very Heavy
| '''Weight''' || Super Heavy
}}
|}
<div style="display:flex;flex-direction: column; margin: 0 20px; width:50%">
 
{{TOC limit|2}}
</div>


== Introduction ==
|content1=
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.
{{Content Box|content=
<big><big><center>'''Overview'''</center></big></big>
----
'''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 launch a counterattack with back dash → 214A
* Very high damage with at least 100% meter
* Good reach
* High HP, even characters with TODs can have trouble killing him easily.
* Beginner friendly execution
* Doesn't get punished easily by pushblock
* Command grabs do good damage
* Great corner carry
* Very heavy, rendering some of the opponent's juggle combo less effective
|cons=
* Poor defensive options
* Predictable. Most of his moves are slow, telegraphic and has very little combo potential.
* His unscaled super is niche, requires stage awareness and precision. It is not as consistent as it should be
* Does not have HKD combo ender except his Super
* His damage is significantly less threatening without meter
* Lacks reliable zoning tools
* His armored moves have mostly niche use cases
* Multi-hit projectiles or even multi-hit melee attack can easily negate his advance
* Cannot double jump
* Has a large hitbox that allows him to be hit for better, longer combos from the rest of the cast.
}}
}}
}}


== Pros ==
==Notes==
*Good reach
* '''Full Mana Activation Ability:''' Berserker gains 12 hits of super armor.
 
*Beginner friendly (which also makes him pretty consistent in performance in competitive scenes)
 
*doesn't get punished easily by Advance Guard
 
*command grabs do good damage
 
*Strong meter damage combo
 
*Strong presence
 
*Not very easy to zone against
 
*Relatively good at pushing the opponent to corner
 
*Very heavy, rendering some of the opponent's juggle combo less effective
 
== Cons ==
*Predictable. Most of his moves are telegraphic and he has very little combo potential
 
*His meter damage combo isn't exactly an asset. it's rather a compensation for his lack of options and combo potential, that he needs to limit his opponent's options too
 
*His meter damage combo become less effective against characters who can quickly generate meter from 0
 
*He doesn't have a 1 meter ToD (except Grail combo)
 
*He doesn't have many options to open a guard without grab
 
*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 get 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.
 
*His grabs cannot be combo'd off of
 
*He lacks reliable zoning tools
 
*His armored moves are mostly niche and many character can overcome this quite comfortably
 
*Multi-hit projectiles can negate his advance
 
*He cannot double jump
 
*He is large. enabling some stronger ground combo against himself
 
*He doesn't have many good matchups


== Strategy ==
== Strategy ==
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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 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)


He can get in 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
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
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
Line 78: Line 68:


== Normals==
== Normals==
 
==== Standing Normals ====
===== <span class="invisible-header">5A</span> =====
{{MoveData
{{MoveData
   |name=5A
   |name=5A
Line 90: Line 81:
   | total length =36
   | total length =36
   | blockstun =27
   | blockstun =27
   | advblock =+0
   | advblock =±0
   | description =Berserker jabs the opponent with the pommel of his club.
   | description =Berserker jabs the opponent with the pommel of his club.


Line 97: Line 88:
He might also need it to help build up his meter in some cases
He might also need it to help build up his meter in some cases


  }}
*Proration: 15%
}}
 
 
{{MoveData
  |name=2A
  |image=FUC Berserker 2A.png
  |data=
  {{AttackData-FUC
  | damage =330
  | guard =Low
  | cancel =N, S, R, A
  | startup =10
  | total length =41
  | blockstun =29
  | advblock =-1
  | description =The worse 5A. But it hits low so you can open high guard with it
 
it has poor reach and very bad combo potential. Only use it to open a high guard at close distance


   }}
   }}
}}
}}


 
===== <span class="invisible-header">5B</span> =====
{{MoveData
{{MoveData
   |name=5B
   |name=5B
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   | blockstun =23
   | blockstun =23
   | advblock =-10
   | advblock =-10
   | description =Berserker swings his club over his head and smashes it down straight forward. Very long range and important button.
   | description =Berserker swings his club over his head and smashes it down straight forward. Very long range and important button. Especially when pairing with pushblock to punish a whiff
 
*Proration: 15%
  }}
}}
 
 
{{MoveData
  |name=2B
  |image=FUC Berserker 2B.png
  |data=
  {{AttackData-FUC
  | damage =450
  | guard =Low
  | cancel =N, S, R, A
  | startup =15
  | total length =51
  | blockstun =21
  | advblock =-14
  | description =Berserker sweeps his opponent with a wide arcing slash. Very long range and very important combo starter + extender
 
   }}
   }}
}}
}}


 
===== <span class="invisible-header">5C</span> =====
 
{{MoveData
  |name=6B
  |image=FUC Berserker 6B.png
  |data=
  {{AttackData-FUC
  | damage =500
  | guard =All
  | cancel =N, R, A
  | startup =19
  | total length =46
  | blockstun =21
  | advblock =-6
  | description =Berserker steps-in and attempts to knock the opponent into the air.
 
  }}
}}
 
 
{{MoveData
{{MoveData
|name=5C
|name=5C
Line 191: Line 127:
   | advblock =-12
   | advblock =-12
   | description =  
   | description =  
*Proration: 15%


   }}
   }}
Line 204: Line 141:
   | advblock =
   | advblock =
   | description =Berserker gets into a charging position before unleashing a powerful attack. If charged it is unblockable. This button is bad.  
   | description =Berserker gets into a charging position before unleashing a powerful attack. If charged it is unblockable. This button is bad.  
*Proration: 15%
  }}
}}


==== Crouching Normals ====
===== <span class="invisible-header">2A</span> =====
{{MoveData
  |name=2A
  |image=FUC Berserker 2A.png
  |data=
  {{AttackData-FUC
  | damage =330
  | guard =Low
  | cancel =N, S, R, A
  | startup =10
  | total length =41
  | blockstun =29
  | advblock =-1
  | description =The worse 5A. But it hits low so you can open high guard with it
it has poor reach and very bad combo potential. Other than to get through high guard, it can only be used to stall for the meter exhaustion period with 22C > Reflect Guard in a combo
*Proration: 17%
   }}
   }}
}}


===== <span class="invisible-header">2B</span> =====
{{MoveData
  |name=2B
  |image=FUC Berserker 2B.png
  |data=
  {{AttackData-FUC
  | damage =450
  | guard =Low
  | cancel =N, S, R, A
  | startup =15
  | total length =51
  | blockstun =21
  | advblock =-14
  | description =Berserker sweeps his opponent with a wide arcing slash. Very long range and very important combo starter + extender
*Proration: 15%
  }}
}}
}}


 
===== <span class="invisible-header">2C</span> =====
{{MoveData
{{MoveData
   |name=2C
   |name=2C
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*You can crouch cancel this move over and over during activation, as long as the gravity allows it
*You can crouch cancel this move over and over during activation, as long as the gravity allows it


*Proration: 15%
   }}
   }}
}}
}}


 
==== Aerial Normals ====
{{MoveData
===== <span class="invisible-header">j.A</span> =====
  |name=6C
  |image=FUC Berserker 6C.png
  |data=
  {{AttackData-FUC
  | damage =800
  | guard =All
  | cancel =R*, A
  | startup =29
  | total length =71
  | blockstun =34
  | advblock =-7
  | description =Berserker jumps into the air and smashes down on his opponent. This ground bounces opponents and can be used mid-combo or as a combo-starter.
 
*If used against grounded opponent, this move cann't be cancelled and he can only use 5A to connect his combo.
 
*If used against airborne target, he can cancel right after he lands.
 
*This move has ground bounce limit in a combo: You can only apply ground bounce once from grounded target, and then another time to airborne target. After this, it will knock down instead, even if you re-stand with 22C
 
6C has armor during its startup.
 
  }}
}}
 
 
{{MoveData
{{MoveData
   |name=j.A
   |name=j.A
Line 269: Line 221:
   | advblock =
   | advblock =
   | description =
   | description =
 
*Proration: 15%
   }}
   }}
}}
}}


 
===== <span class="invisible-header">j.B</span> =====
{{MoveData
{{MoveData
   |name=j.B
   |name=j.B
Line 287: Line 239:
   | advblock =
   | advblock =
   | description =
   | description =
 
*Proration: 15%
   }}
   }}
}}
}}


 
===== <span class="invisible-header">j.C</span> =====
{{MoveData
{{MoveData
   |name=j.C
   |name=j.C
Line 305: Line 257:
   | advblock =
   | advblock =
   | description =
   | description =
*Proration: 15%
  }}
}}


==== Command Normals ====
===== <span class="invisible-header">6B</span> =====
{{MoveData
  |name=6B
  |image=FUC Berserker 6B.png
  |data=
  {{AttackData-FUC
  | damage =500
  | guard =All
  | cancel =N, R, A
  | startup =19
  | total length =46
  | blockstun =21
  | advblock =-6
  | description =Berserker steps-in and attempts to knock the opponent into the air.
*Proration: 15%
   }}
   }}
}}
}}


===== <span class="invisible-header">6C</span> =====
{{MoveData
  |name=6C
  |image=FUC Berserker 6C.png
  |data=
  {{AttackData-FUC
  | damage =800
  | guard =All
  | cancel =R*, A
  | startup =29
  | total length =71
  | blockstun =34
  | advblock =-7
  | description =Berserker jumps into the air and smashes down on his opponent. This ground bounces opponents and can be used mid-combo or as a combo-starter.
*If used against grounded opponent, this move cann't be cancelled and he can only use 5A to connect his combo.
*If used against airborne target, he can cancel right after he lands.
*This move has ground bounce limit in a combo: You can only apply ground bounce once from grounded target, and then another time to airborne target. After this, it will knock down instead, even if you re-stand with 22C
6C has armor during its startup.
*Proration: 15%
  }}
}}


== Universal Mechanics ==
===== <span class="invisible-header">Throw</span> =====
{{MoveData
{{MoveData
   |name=6A+B
   |name=6A+B
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   | advblock =
   | advblock =
   | description = Berserker picks up his opponent and throws them onto the ground. This is a hard knockdown that leaves the opponent close to Berserker.
   | description = Berserker picks up his opponent and throws them onto the ground. This is a hard knockdown that leaves the opponent close to Berserker.
   }}
   }}
}}
}}


==Specials==
==Specials==
 
===== <span class="invisible-header">236X</span> =====
{{MoveData
{{MoveData
|name=236X
|name=236X
Line 336: Line 334:
  {{AttackData-FUC
  {{AttackData-FUC
   | version =236A
   | version =236A
   | damage =1181
   | damage =1350
   | guard =All
   | guard =All
   | cancel =R, A
   | cancel =R, A
Line 344: Line 342:
   | advblock =-4
   | advblock =-4
   | description =  
   | description =  
   }}
   }}
  {{AttackData-FUC
  {{AttackData-FUC
   | version =236B
   | version =236B
   | header =no
   | header =no
   | damage =1377
   | damage =1650
   | guard =All
   | guard =All
   | cancel =R, A
   | cancel =R, A
Line 357: Line 354:
   | advblock =-3
   | advblock =-3
   | description =  
   | description =  
   }}
   }}
  {{AttackData-FUC
  {{AttackData-FUC
   | version =236C
   | version =236C
   | header =no
   | header =no
   | damage =1553
   | damage =1950
   | guard =All
   | guard =All
   | cancel =R, A
   | cancel =R, A
Line 369: Line 365:
   | blockstun =35
   | blockstun =35
   | advblock =-8
   | advblock =-8
   | description =Berserker's 3 flavour of fireball. He smashes the ground and sends out a shockwave of varying strengths based on the button used.  
   | description =
 
Berserker's 3 flavors of fireball. He smashes the ground and sends out a shockwave of varying strengths based on the button used. Each hit does the same damage, heavier buttons only adds more hits at the cost of a longer animation.  
*each hit does the same damage, heavier button only adds more hits at the cost of longer animation
 
*if used in a corner, the extra hits will not connect as they go off screen. keep this in mind as you corner the opponent


If used in a corner, the extra hits will not connect as they go off screen. Keep this in mind as you corner the opponent.
----
;236A
*This attack has 4 hits: The slam does 450 base damage, then the debris deal 300 per hit (up to 3 hits)
*Proration: 10%
----
;236B
*This attack has 5 hits: The slam does 450 base damage, then the debris deal 300 per hit (up to 4 hits)
*Proration: 10%
----
;236C
*The C version has 6 hits: The slam does 450 base damage, then the debris deal 300 per hit (up to 5 hits)
*Proration: 10%
   }}
   }}
}}
}}


 
===== <span class="invisible-header">623X</span> =====
{{MoveData
{{MoveData
|name=623X
|name=623X
Line 413: Line 418:
   | version =623C
   | version =623C
   | header =no
   | header =no
   | damage =1050
   | damage =600+500
   | guard =All
   | guard =All
   | cancel =R, A
   | cancel =R, A
Line 420: Line 425:
   | blockstun =21
   | blockstun =21
   | advblock =-16
   | advblock =-16
   | description =Berserker performs anti-air slashes. A and C version can be used to start or continue combos.
   | description =Berserker performs anti-air slashes. A and C version can be used to start or continue combos. Every version has 10% proration.
 
----
Startup on B and C version are armored on startup.
;623A
 
* Jump cancellable on hit
*C version costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.
Fastest baseball swing. Used in combos for either fastfall loops or TKC 623C loops.
 
----
*C version has ground bounce property, and a very important combo extender. It also brings the target down to a manageable altitude, if they get launched too high by other moves.
;623B
* Armored on startup
----
;623C
* Costs 30% meter, second hit drains 50% meter from the opponent
* 2 hit slash
* Has very weak Armor during the startup, which can easily be broken by any attack that has 2 hits. for example, any of Salter's normal attack except 5A/2A
* Has ground bounce property, and a very important combo extender. It also brings the target down to a manageable altitude, if they get launched too high by other moves.


   }}
   }}
Line 432: Line 444:
}}
}}


 
===== <span class="invisible-header">214X</span> =====
{{MoveData
{{MoveData
|name=214X
|name=214X
Line 448: Line 460:
   | advblock =-4
   | advblock =-4
   | description =  
   | description =  
   }}
   }}
  {{AttackData-FUC
  {{AttackData-FUC
   | version =214B
   | version =214B
   | header =no
   | header =no
   | damage =1040
   | damage =500, 600
   | guard =All
   | guard =All
   | cancel =R, A
   | cancel =R, A
Line 461: Line 472:
   | advblock =-17
   | advblock =-17
   | description =  
   | description =  
   }}
   }}
  {{AttackData-FUC
  {{AttackData-FUC
   | version =214C
   | version =214C
   | header =no
   | header =no
   | damage =1040
   | damage =500, 600
   | guard =All
   | guard =All
   | cancel =R, A
   | cancel =R, A
Line 473: Line 483:
   | blockstun =33
   | blockstun =33
   | advblock =-15
   | advblock =-15
   | description =Berserker rushes forward with a shoulder bash. B and C versions have follow-up attacks.
   | description =
 
Berserker rushes forward with a shoulder bash. B and C versions have follow-up attacks.
*B and C versions will only continue into a combo on hit by using Reflect Guard or Activate to cancel the recovery.  
----
 
;214A
*A version can continue to combo (not cancel) into 5A if Berserker rushes under the opponent and hit them on top of his head
* 15% proration
 
Shortest bash but is safe on block. Can link into 5A for a combo on normal hit if it hits high enough, or into most other things if it Counter Hits. Otherwise, requires an RC to combo on hit.
----
;214B
* 2 hits
* 10% proration
Further but unsafe. Only continues into a combo on hit with RC or Burst.
----
;214C
* 2 hits
* 10% proration
Also unsafe. Only continues into a combo on hit with RC or Burst.
   }}
   }}
}}
}}


 
===== <span class="invisible-header">360X</span> =====
{{MoveData
{{MoveData
|name=360X
|name=360X
Line 499: Line 518:
   | advblock =
   | advblock =
   | description =  
   | description =  
   }}
   }}
  {{AttackData-FUC
  {{AttackData-FUC
Line 512: Line 530:
   | advblock =
   | advblock =
   | description =  
   | description =  
   }}
   }}
  {{AttackData-FUC
  {{AttackData-FUC
Line 524: Line 541:
   | blockstun =
   | blockstun =
   | advblock =
   | advblock =
   | description =Berserker's command grab. This grab has the same range as normal grab, and causes a hard knockdown.
   | description =
 
Berserker's command throw. All versions have the same animation after a successful grab and cause a hard knockdown.
*The A version is the fastest but provides no protection
----
*The B version has invincibility from frame 11 to frame 12 during startup
;360A
*The C version has armor from frame 9 to frame 12 during startup
Fastest command throw, but has the same reach as normal throw and deals the least damage.
 
----
;360B
* Invincible on frames 11~12
Much slower than the A grab, but has much more range and deals more raw damage.
----
;360C
* Invincible on frames 9~24
C grab also has longer reach than A version, and now has respectable armor frames.
   }}
   }}
}}
}}


 
===== <span class="invisible-header">22X</span> =====
{{MoveData
{{MoveData
   |name=22C
   |name=22C
Line 547: Line 570:
   | blockstun =31
   | blockstun =31
   | advblock =-4
   | advblock =-4
   | description = Berserker shouts and forces his opponent to the ground and into blockstun. This can combo into 5A if performed while his opponent is high in the air and close to corner.
   | description = Berserker shouts and forces his opponent to the ground and into blockstun (not actually blocking). This can combo into 5A if performed while his opponent is high in the air and close to corner.


*You can tkc into this move during activation, for example: 2C > 228C
*You can tkc into this move during activation, for example: 2C > 228C


*You can also 623C > 22C > RC if the the opponent has been hit with 12 hits or less after the first launch
   }}
   }}
}}
}}
Line 585: Line 609:
   | startup =20 + 10  
   | startup =20 + 10  
   | total length =101
   | total length =101
   | blockstun =
   | blockstun =40
   | advblock =-33
   | advblock =-33
   | description = Berserker charges up and slams his sword on top of his opponent.
   | description = Berserker charges up and slams his sword on top of his opponent.
 
*This attack is actually combo-able if it hits a grounded opponent. 236236A > 2A > perfect activate > etc. But there's no practical use in the PS2 and Arcade versions.
This costs 100 meter.
This costs 100 meter.
   }}
   }}

Latest revision as of 20:59, 30 June 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
  • Has great back dash that can easily launch a counterattack with back dash → 214A
  • Very high damage with at least 100% meter
  • Good reach
  • High HP, even characters with TODs can have trouble killing him easily.
  • Beginner friendly execution
  • Doesn't get punished easily by pushblock
  • Command grabs do good damage
  • Great corner carry
  • Very heavy, rendering some of the opponent's juggle combo less effective
  • Poor defensive options
  • Predictable. Most of his moves are slow, telegraphic and has very little combo potential.
  • His unscaled super is niche, requires stage awareness and precision. It is not as consistent as it should be
  • Does not have HKD combo ender except his Super
  • His damage is significantly less threatening without meter
  • Lacks reliable zoning tools
  • His armored moves have mostly niche use cases
  • Multi-hit projectiles or even multi-hit melee attack can easily negate his advance
  • Cannot double jump
  • Has a large hitbox that allows him to be hit for better, longer combos from the rest of the cast.

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

Standing Normals

5A
5A
FUC Berserker 5A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
350 All N, S, R, A 8 36 27 ±0

Berserker jabs the opponent with the pommel of his club.

It has good reach and decent damage for an A attack, making not so bad in a combo, especially when you need it to compensate for the other moves' speed in a combo.

He might also need it to help build up his meter in some cases

  • Proration: 15%
5B
5B
FUC Berserker 5B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
500 All N, S, R, A 15 49 23 -10

Berserker swings his club over his head and smashes it down straight forward. Very long range and important button. Especially when pairing with pushblock to punish a whiff

  • Proration: 15%
5C
5C
FUC Berserker 5C.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
5C 650 All N, R, A 23 68 32 -12
  • Proration: 15%
5[C] 650 None N, R, A 65 - - -

Berserker gets into a charging position before unleashing a powerful attack. If charged it is unblockable. This button is bad.

  • Proration: 15%

Crouching Normals

2A
2A
FUC Berserker 2A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
330 Low N, S, R, A 10 41 29 -1

The worse 5A. But it hits low so you can open high guard with it

it has poor reach and very bad combo potential. Other than to get through high guard, it can only be used to stall for the meter exhaustion period with 22C > Reflect Guard in a combo

  • Proration: 17%
2B
2B
FUC Berserker 2B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
450 Low N, S, R, A 15 51 21 -14

Berserker sweeps his opponent with a wide arcing slash. Very long range and very important combo starter + extender

  • Proration: 15%
2C
2C
FUC Berserker 2C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
600 All J, N, R, A 20 61 25 -15

Berserker's launcher. This can be used to start or continue combos and has large range. It's rather slow so it has some limit in a combo outside activation. experiment to get a full use of it

  • You can crouch cancel this move over and over during activation, as long as the gravity allows it
  • Proration: 15%

Aerial Normals

j.A
j.A
FUC Berserker j.A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
350 High N, A 7 - 27 -
  • Proration: 15%
j.B
j.B
FUC Berserker j.B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
550 High N, A 15 - 26 -
  • Proration: 15%
j.C
j.C
FUC Berserker j.C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
700 High A 20 - 27 -
  • Proration: 15%

Command Normals

6B
6B
FUC Berserker 6B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
500 All N, R, A 19 46 21 -6

Berserker steps-in and attempts to knock the opponent into the air.

  • Proration: 15%
6C
6C
FUC Berserker 6C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
800 All R*, A 29 71 34 -7

Berserker jumps into the air and smashes down on his opponent. This ground bounces opponents and can be used mid-combo or as a combo-starter.

  • If used against grounded opponent, this move cann't be cancelled and he can only use 5A to connect his combo.
  • If used against airborne target, he can cancel right after he lands.
  • This move has ground bounce limit in a combo: You can only apply ground bounce once from grounded target, and then another time to airborne target. After this, it will knock down instead, even if you re-stand with 22C

6C has armor during its startup.

  • Proration: 15%

Universal Mechanics

Throw
6A+B
FUC Berserker 6A+B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
1000 None A 4 46 - -

Berserker picks up his opponent and throws them onto the ground. This is a hard knockdown that leaves the opponent close to Berserker.

Specials

236X
236X
FUC Berserker 236X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
236A 1350 All R, A 22 56 29 -4
236B 1650 All R, A 26 64 34 -3
236C 1950 All R, A 29 73 35 -8

Berserker's 3 flavors of fireball. He smashes the ground and sends out a shockwave of varying strengths based on the button used. Each hit does the same damage, heavier buttons only adds more hits at the cost of a longer animation.

If used in a corner, the extra hits will not connect as they go off screen. Keep this in mind as you corner the opponent.


236A
  • This attack has 4 hits: The slam does 450 base damage, then the debris deal 300 per hit (up to 3 hits)
  • Proration: 10%

236B
  • This attack has 5 hits: The slam does 450 base damage, then the debris deal 300 per hit (up to 4 hits)
  • Proration: 10%

236C
  • The C version has 6 hits: The slam does 450 base damage, then the debris deal 300 per hit (up to 5 hits)
  • Proration: 10%
623X
623X
FUC Berserker 623X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
623A 750 All J, R, A 18 56 24 -13
623B 900 All R, A 22 61 23 -15
623C 600+500 All R, A 22 83 21 -16

Berserker performs anti-air slashes. A and C version can be used to start or continue combos. Every version has 10% proration.


623A
  • Jump cancellable on hit

Fastest baseball swing. Used in combos for either fastfall loops or TKC 623C loops.


623B
  • Armored on startup

623C
  • Costs 30% meter, second hit drains 50% meter from the opponent
  • 2 hit slash
  • Has very weak Armor during the startup, which can easily be broken by any attack that has 2 hits. for example, any of Salter's normal attack except 5A/2A
  • Has ground bounce property, and a very important combo extender. It also brings the target down to a manageable altitude, if they get launched too high by other moves.
214X
214X
FUC Berserker 214X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
214A 700 All R, A 12 41 23 -4
214B 500, 600 All R, A 13 96 34 -17
214C 500, 600 All R, A 13 91 33 -15

Berserker rushes forward with a shoulder bash. B and C versions have follow-up attacks.


214A
  • 15% proration

Shortest bash but is safe on block. Can link into 5A for a combo on normal hit if it hits high enough, or into most other things if it Counter Hits. Otherwise, requires an RC to combo on hit.


214B
  • 2 hits
  • 10% proration

Further but unsafe. Only continues into a combo on hit with RC or Burst.


214C
  • 2 hits
  • 10% proration

Also unsafe. Only continues into a combo on hit with RC or Burst.

360X
360X
FUC Berserker 360X.png
Version Damage Guard Cancel Startup Total Length Blockstun Block Adv
360A 1500 None A 5 46 - -
360B 2000 None A 18 46 - -
360C 2000 None A 18 46 - -

Berserker's command throw. All versions have the same animation after a successful grab and cause a hard knockdown.


360A

Fastest command throw, but has the same reach as normal throw and deals the least damage.


360B
  • Invincible on frames 11~12

Much slower than the A grab, but has much more range and deals more raw damage.


360C
  • Invincible on frames 9~24

C grab also has longer reach than A version, and now has respectable armor frames.

22X
22C
FUC Berserker 22C.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
- None R, A 14 50 31 -4

Berserker shouts and forces his opponent to the ground and into blockstun (not actually blocking). This can combo into 5A if performed while his opponent is high in the air and close to corner.

  • You can tkc into this move during activation, for example: 2C > 228C
  • You can also 623C > 22C > RC if the the opponent has been hit with 12 hits or less after the first launch

Supers (WIP)

720A
FUC Berserker 720A.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2800 None - 5 + 0 41 - -

Berserker reaches out with an extremely long range grab.

This costs 100 meter.


236236B
FUC Berserker 236236B.png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
2100 All - 20 + 10 101 40 -33

Berserker charges up and slams his sword on top of his opponent.

  • This attack is actually combo-able if it hits a grounded opponent. 236236A > 2A > perfect activate > etc. But there's no practical use in the PS2 and Arcade versions.

This costs 100 meter.


236236C (Grail Super)
FUC Berserker 236236C (Grail Super).png
Damage Guard Cancel Startup Total Length Blockstun Block Adv
4000 All - 10 + 9 61 - -15

Berserker hits his opponent with 100 fast strikes. Short range, needs to be rather close to connect the hit.

This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter.

This reduces your meter to 0.

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)

- [show video example]

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)

- [show video example]

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


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