Fate Unlimited Codes/Berserker: Difference between revisions
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===<span class="invisible-header">Overview</span>=== | |||
| | {{2 Column Flex|flex1=90|flex2=10|minwidth2=400px | ||
|content2= | |||
| | {{Content Box|header=<center>'''Berserker'''</center>|content= | ||
| | [[File:FUC Berserker Profile.png|center|frameless|300px]] | ||
---- | |||
*'''Health''' = 11,500 | |||
*'''Prejump''' = 9F | |||
*'''Backdash''' = 30F (Invulnerable 1~21F) | |||
*'''Backdash Distance''' = 2.5203 | |||
*'''Sidestep Type''' = Neutral Inward Spiral | |||
*'''Weight''' = Very Heavy | |||
}} | |||
|} | <div style="display:flex;flex-direction: column; margin: 0 20px; width:50%"> | ||
{{TOC limit|2}} | |||
</div> | |||
== | |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. | |||
}} | |||
}} | |||
}} | |||
== | ==Notes== | ||
* | * '''Full Mana Activation Ability:''' Berserker gains 12 hits of super armor. | ||
== Strategy == | == Strategy == | ||
Line 71: | Line 57: | ||
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 = | | 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% | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | {{MoveData | ||
|name=5B | |name=5B | ||
Line 134: | Line 107: | ||
| advblock =-10 | | advblock =-10 | ||
| 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 | | 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% | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5C</span> ===== | |||
{{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 | ||
Line 226: | Line 202: | ||
*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 ==== | |||
===== <span class="invisible-header">j.A</span> ===== | |||
{{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 | ||
Line 323: | Line 322: | ||
| 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 = | | 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 = | | 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 = | | 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 | | 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. | |||
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 = | | 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. | ||
---- | |||
;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. | |||
}} | }} | ||
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 = | | 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 = | | 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. | |||
* | ---- | ||
;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. | |||
}} | }} | ||
}} | }} | ||
===== <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 | | description = | ||
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. | |||
}} | }} | ||
}} | }} | ||
===== <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
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 |
---|---|
|
|
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
|
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5B
5B
|
---|
5C
5C
|
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Crouching Normals
2A
2A
|
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2B
2B
|
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2C
2C
|
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Aerial Normals
j.A
j.A
|
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j.B
j.B
|
---|
j.C
j.C
|
---|
Command Normals
6B
6B
|
---|
6C
6C
|
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Universal Mechanics
Throw
6A+B
|
---|
Specials
236X
236X
|
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623X
623X
|
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214X
214X
|
---|
360X
360X
|
---|
22X
22C
|
---|
Supers (WIP)
720A
|
---|
236236B
|
---|
236236C (Grail Super)
|
---|
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