Ougon Musou Kyoku/Bernkastel: Difference between revisions
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*Potentially the Bern team with the most staying power, you’ll be able to trigger Resurrection more often than usual especially as the two can build each other meter with their MetaSupers. Still, you’ll have no issue avoiding getting hit if you’re careful so try to focus on counterplay. Brings out the best in Bern’s patient neutral. | *Potentially the Bern team with the most staying power, you’ll be able to trigger Resurrection more often than usual especially as the two can build each other meter with their MetaSupers. Still, you’ll have no issue avoiding getting hit if you’re careful so try to focus on counterplay. Brings out the best in Bern’s patient neutral. | ||
|- | |- | ||
| | | [[File:BERNBBAT.png|frameless]] || '''<big>Bernkastel/Black Battler</big>''' || health || | ||
*Fantastic neutral and Bern is an okay Massacre user, but this team is unacceptably fragile (pretty much the worst bulk in the game) and Beato is a better option than Bern. | *Fantastic neutral and Bern is an okay Massacre user, but this team is unacceptably fragile (pretty much the worst bulk in the game) and Beato is a better option than Bern. | ||
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*Don’t get greedy, but know when to sustain momentum. | *Don’t get greedy, but know when to sustain momentum. | ||
|- | |- | ||
| | | [[File:BERNCHIE.png|frameless]] || '''<big>Bernkastel/Chiester 410</big>''' || health || | ||
*It hogs MetaWorld very consistently, and it holds onto momentum probably better than any other team in the game. This combined with 15-second GuardBoost Bern means the opponent will find it difficult to actually do anything after the first time you MetaDeclare. | *It hogs MetaWorld very consistently, and it holds onto momentum probably better than any other team in the game. This combined with 15-second GuardBoost Bern means the opponent will find it difficult to actually do anything after the first time you MetaDeclare. | ||
*Teams that are capable of higher damage-dealing probably won’t get much of an opportunity to ever get around to it, similar to with Bat/Rono. Damage can leave a bit to be desired, but this team has some of the best neutral and mixup in the game. | *Teams that are capable of higher damage-dealing probably won’t get much of an opportunity to ever get around to it, similar to with Bat/Rono. Damage can leave a bit to be desired, but this team has some of the best neutral and mixup in the game. | ||
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*The reason this isn’t higher is just that Beato/Bern and Beato/Eva pretty much do the same thing but better. Well, this team has better neutral than Beato/Eva, but it’s not really enough to justify the lower damage, stun, and lack of foolproof setplay. | *The reason this isn’t higher is just that Beato/Bern and Beato/Eva pretty much do the same thing but better. Well, this team has better neutral than Beato/Eva, but it’s not really enough to justify the lower damage, stun, and lack of foolproof setplay. | ||
|- | |- | ||
| | | [[File:BERNGEOR.png|frameless]] || '''<big>Bernkastel/George</big>''' || health || | ||
*It’s hard to justify picking George over someone else for Bern, such as Ronove or Battler. Beato also fills Bern’s role a little better here. Bern also has no use for Patience as blocking is not her favorite thing. | *It’s hard to justify picking George over someone else for Bern, such as Ronove or Battler. Beato also fills Bern’s role a little better here. Bern also has no use for Patience as blocking is not her favorite thing. | ||
*This pair still works though. Bern can do meterless combos off of George’s 6C which is nice, as well as build up some meter for his SP2. | *This pair still works though. Bern can do meterless combos off of George’s 6C which is nice, as well as build up some meter for his SP2. | ||
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*Bern is more competent than Lambda and Beato meterless, so this team is a bit more balanced, but generally less damaging, than Jess/Lam and Beato/Jess which are its closest analogues. Nevertheless, rushdown is probably the best option for these two. Also, 15-second MetaBoost is not to be underestimated and hogging the MetaWorld is an option for these two. | *Bern is more competent than Lambda and Beato meterless, so this team is a bit more balanced, but generally less damaging, than Jess/Lam and Beato/Jess which are its closest analogues. Nevertheless, rushdown is probably the best option for these two. Also, 15-second MetaBoost is not to be underestimated and hogging the MetaWorld is an option for these two. | ||
|- | |- | ||
| | | [[File:BERNKAN.png|frameless]] || '''<big>Bernkastel/Kanon</big>''' || health || | ||
*Plays a lot like Bat/Kan except it has slightly higher damage and has to rushdown a lot more desperately due to the lack of Resurrection and lower health. | *Plays a lot like Bat/Kan except it has slightly higher damage and has to rushdown a lot more desperately due to the lack of Resurrection and lower health. | ||
*You’ll want to spam Bern’s MetaSuper if you can to gain advantage. Kanon doesn’t really add much to Bern’s gameplan though compared to what some others (Beato, Will) can do while also generating meter advantage. Bern doesn’t need help scoring hits. | *You’ll want to spam Bern’s MetaSuper if you can to gain advantage. Kanon doesn’t really add much to Bern’s gameplan though compared to what some others (Beato, Will) can do while also generating meter advantage. Bern doesn’t need help scoring hits. | ||
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*In terms of damage this team is pretty much completely inferior to Beato/Luci (which also has better pressure) and Luci/Will. | *In terms of damage this team is pretty much completely inferior to Beato/Luci (which also has better pressure) and Luci/Will. | ||
|- | |- | ||
| | | [[File:BERNRON.png|frameless]] || '''<big>Bernkastel/Ronove</big>''' || health || | ||
*Similar to Rono/Lam, you’re going to see a lot of emphasis on Bernkastel’s projectiles here (chiefly the cats and kakera series), and the likely effect will be that the opponent becomes afraid to retaliate to them. | *Similar to Rono/Lam, you’re going to see a lot of emphasis on Bernkastel’s projectiles here (chiefly the cats and kakera series), and the likely effect will be that the opponent becomes afraid to retaliate to them. | ||
*Rono can tack some more damage onto the end of Bern’s long juggles that will probably end in stun. This team has a great oppressive presence; the opponent will have trouble approaching or fighting back against either of these characters, and their guard capacity will slowly be driven up. | *Rono can tack some more damage onto the end of Bern’s long juggles that will probably end in stun. This team has a great oppressive presence; the opponent will have trouble approaching or fighting back against either of these characters, and their guard capacity will slowly be driven up. | ||
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*A fairly balanced team, but Rosa would really prefer Will’s more direct neutral and higher damage, and Bern gets nothing special from Rosa as her combos are unburstable and her pressure is hard to escape anyway. | *A fairly balanced team, but Rosa would really prefer Will’s more direct neutral and higher damage, and Bern gets nothing special from Rosa as her combos are unburstable and her pressure is hard to escape anyway. | ||
|- | |- | ||
| | | [[File:BERNSHAN.png|frameless]] || '''<big>Bernkastel/Shannon</big>''' || health || | ||
*It’s hard to fit Shannon into Bernkastel’s gameplan, but Bern does benefit from 15-second AutoGuard more than possibly any other character in the game. | *It’s hard to fit Shannon into Bernkastel’s gameplan, but Bern does benefit from 15-second AutoGuard more than possibly any other character in the game. | ||
*Shannon can also loop her MetaSuper for longer, at least until she stuns. Bern has no trouble approaching, which Shannon struggles with, but she may have relative difficulty actually Attack Touching into Shannon so this adds a bit of awkwardness to their dynamic. | *Shannon can also loop her MetaSuper for longer, at least until she stuns. Bern has no trouble approaching, which Shannon struggles with, but she may have relative difficulty actually Attack Touching into Shannon so this adds a bit of awkwardness to their dynamic. | ||
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*InfinitySP can pair well with Bern’s patient approach as well as enable both to hog MetaWorld, and she can also build SP for Lia’s somewhat costly corner plays, but spending all your SP on this is ill-advised as the two have few answers for sustained pressure, lacking either practical pokes or a good reversal. | *InfinitySP can pair well with Bern’s patient approach as well as enable both to hog MetaWorld, and she can also build SP for Lia’s somewhat costly corner plays, but spending all your SP on this is ill-advised as the two have few answers for sustained pressure, lacking either practical pokes or a good reversal. | ||
|- | |- | ||
| | | [[File:BERNWILL.png|frameless]] || '''<big>Bernkastel/Willard</big>''' || health || | ||
*Bernkastel’s ability to score hits and drive up guard capacity with her oppressive neutral is the perfect support for Will’s highly damaging playstyle. MetaBoost has good synergy with his MetaSuper and SPCancel can be used to restand combos with Bern’s cats, one of its more useful applications. | *Bernkastel’s ability to score hits and drive up guard capacity with her oppressive neutral is the perfect support for Will’s highly damaging playstyle. MetaBoost has good synergy with his MetaSuper and SPCancel can be used to restand combos with Bern’s cats, one of its more useful applications. | ||
*It can also bolster Bern’s solo damage, which is useful due to the difficulty she can have with touching (Will doesn’t share this issue; a 6C into Bern is totally comboable, letting him score damage even once he’s out of meter). | *It can also bolster Bern’s solo damage, which is useful due to the difficulty she can have with touching (Will doesn’t share this issue; a 6C into Bern is totally comboable, letting him score damage even once he’s out of meter). |
Revision as of 12:44, 14 March 2023
Background
Bernkastel, the Witch of Miracles is an extremely powerful witch that has lived a thousand years. It is said that she lives in a world where concepts like fate and possibility can be visualized. She can give birth to all kinds of miracles with her immense power but, in compensation for that, her heart ends up breaking a bit each time she uses them.
Introduction
Main antagonist of the series, she offers oppressive tools expected from a villain: oppressive zoning what both offer pure zoning and as a tool to get in, oppressive pressure and oppressive damage, which all are improved with her kakeras what she generates passively. She has almost everything, only lacking good reversal and long normals. Learning to live with those, Bernkastel offers very versatile and rewarding gameplay and gives great taste of top tier life.
Strengths | Weaknesses |
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Ability
MetaBoost - Speeds up the regeneration of the Meta gauge and also increases the length of the activated MetaWorld.
Changes
Patch 2.31:
+ Health has been adjusted from 1000 to 1200.
+ 214A+B no longer has any gaps between each cat.
Move List
Normal Moves
Standing
c.5A
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f.5A
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c.5B
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f.5B
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6B
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c.5C
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f.5C
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6C
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Crouching
2A
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2B
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3B
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2C
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3C
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Jumping
j.A
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j.8B
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j.7/9B
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j.8C
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j.7/9C
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j.2C
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Throw
Throw
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Special Moves
Bite him before the elbow「肘から先は
食い千切っていいわ」
236A/B/C |
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Come, black cats「おいで、黒猫たち」
(j.)623A/B/C |
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Bite him below the knee「膝から下は
食い千切っていいわ」
214A/B/C |
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Come, devil cat kings「おいで、猫の魔王たち」
41236A/B/C |
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SP Moves
Concerto of black cats「黒猫協奏曲」
236A+B |
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Rondo of black cats「黒猫輪舞曲」
(j.)623A+B |
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Parade of black cats「黒猫行進曲」
214A+B |
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Black cat symphony「猫魔王交響曲」
41236A+B |
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Level 2 Supers
Mystery that pierces everything without mercy「全てを穿つ無慈悲なるミステリ」
(j.)236236C |
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Meta Super
Leviathan that swallows everything without mercy「全てを呑み込む
無慈悲なるリヴァイアサン」 (j.)641236C during MetaWorld |
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Frame Data
| Frames | Frame Advantage | Attack | Damage|Startup*| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | 300 | 0-1 | ? | ? | UKD | |27 Duration on Whiff Normals ------------------------------------------------------------------ c.5A | 75 | 4 | 4 | 6 | +0 | +0 | f.5A | 75 | 4 | 4 | 7 | -1 | -1 | 2A | 60 | 4 | 4 | 7 | -1 | -1 | c.5B | 150 | 7 | 5 | 14 | -2 | -4 | f.5B | 135 | 8 | 5 | 7 | +4 | +2 | 2B | 150 | 7 | 8 | 6 | +2 | +0 | c.5C | 270 | 9 | 6 | 15 | +4 | +1 | f.5C | 240 | 11 | 6 | 15 | +4 | +1 | 2C | 240 | 10 | 4 | 15 | UKD | +3 | j.5A | 60 | 6 | 6 | 6 | | | j8.5B | 150 | 6 | 6 | 6 | | | j8.5C | 240 | 10 | 6 | 7 | | | j(7/9).5B | 135 | 7 | 6 | 10 | | | j(7/9).5C | 225 | 8 | 6 | 9 | | | Command Normals ------------------------------------------------------------------ 6B | 240 | 23 | - | 13 | +12 | +9 |Consumes Kakera; See Note N 6C | 240 | 24 | - | 16 | +10 | +7 |Consumes Kakera; See Note O 3B | 45x3 | 6 | 5 | 19 | | |Consumes Kakera; See Note P 3C | 45x7 | 8 | 7 | 17 | | |Consumes Kakera; See Note Q j.2C | 45x7 | 6 | 4 | 9 | | |Consumes Kakera; See Note R Specials ------------------------------------------------------------------ 236A | ? | ? | ? | ? | ? | ? | 236B | ? | ? | ? | ? | ? | ? | 236C | ? | ? | ? | ? | ? | ? | j.623A | ? | ? | ? | ? | KD | ? | j.623B | ? | ? | ? | ? | KD | ? | j.623C | ? | ? | ? | ? | KD | ? | 623A | ? | ? | ? | ? | KD | ? | 623B | ? | ? | ? | ? | KD | ? | 623C | ? | ? | ? | ? | KD | ? | 41236A | ? | ? | ? | ? | ? | ? | 41236B | ? | ? | ? | ? | ? | ? | 41236C | ? | ? | ? | ? | ? | ? | SPs and Meta ------------------------------------------------------------------ 236A+B |+-540 | ? | ? | ? | ? | ? | 623A+B | ? | ? | ? | ? | KD | ? | j.623A+B | ? | ? | ? | ? | KD | ? | 41236A+B |+-525 | ? | ? | ? | ? | ? | 214A+B |+-450 | ? | ? | ? | ? | ? | 236x2C | 696 | ? | ? | ? | KD | ? | 641236C |+-849 | ? | ? | ? | KD/? | ? | Note N: If Bernkastel has no Kakera, goes into a 34F whiff animation. Kakera Projectile is independant from Bernkastel. Projectile animation starts on frame 13, has 10F start-up and is active for 10F(?; unverified). Note O: If Bernkastel has no Kakera, goes into a 37F whiff animation. Kakera Projectile is independant from Bernkastel. Projectile animation starts on frame 15, has 10F start-up and is active for 10F(?; unverified). Note P: If Bernkastel has no Kakera, goes into a 30F whiff animation. Kakera Projectiles are independant from Bernkastel. Projectiles come out with a 1F gap between them. They are active until they hit either the ground or the opponent. Note Q: If Bernkastel has no Kakera, goes into a 32F whiff animation. Kakera Projectiles are independant from Bernkastel. One Projectile comes out every frame. They are active until they hit the opponent or exit the screen. Note R: If Berncastel has no Kakera, goes into a 20F whiff animation. Kakera Projectiles are independant from Bernkastel. First Projectile comes out alone; the next six come out in pairs, one on either side every frame. They are active until they either exit the screen or hit the opponent or the ground. On Kakera Comsumption, allows the move's recovery to be cancelled into any available air action (except blocking).
Strategy
MetaBoost
Meta boost is a unique ability, as it has numerous functions. Outside of the Meta World, it causes the meta bar to regenerate extremely quickly. Within the meta world, this regeneration acts against the meta bar's gradual depletion, extending the duration of the meta world. Now, despite all of this MetaBoost still expires when her partner's ability expires when triggered via Meta World. This means, that the shorter the duration of her partner's ability, the sooner MetaBoost expires, and thus you receive less overall time in the metaworld. For example, with a character like Ronove, who has a short duration ability that with any other character, generally expires a good chunk of the way before meta expires naturally, will cause Bernkastel's MetaBoost to expire earlier too, causing the Meta Bar to begin depleting itself at the standard rate much sooner. On the other hand, if you pair Bernkastel with Jessica, who has an extremely long duration ability, the boosted Meta World actually expires before MetaBoost does. This means that in these pairings, After meta ends, the Meta Bar will enjoy MetaBoosts standard effect, regenerating extremely quickly, even right after a meta expires.
MetaBoost allows for some other interesting things to occur. Willard's ability to land three Meta Supers per Meta Declaration is expanded to four, Beatrice's towers last much longer and can be used to much more brutal punishment, Eva Beatrice can land two grabs per meta, now (She can already, but the timing between opponent wake-up and meta expiration is extremely strict and easily countered by the opponent) and Chiester410 can land a second Meta Super after the first expires.
Mobility Tools
Bernkastel has the most aerial mobility in the game, with access to both Erika's double Jump and Eva's air dash, granting her the ability to stay air borne for a hilarious amount of time. couple this with her variety of air usable abilities, such as her Meta Super, 236236C and 623 Series, and she is extremely dangerous in the air. you can use her air mobility to bait some attacks that would normally hit if it were not for her air mobility.
The Meta World
Bernkastel has the unique ability to declare meta whilst airborne, allowing her to extend her air combos dramatically and even end them with a Meta Super. This allows her some unique freedom with air combos, as she now has 3 different ways to cancel and extend them and this also allows her to immediately cancel any touch into a meta declaration, allowing her to save herself from any oki or even punish with her meta super or 236236C. after a meta declare in the air you can do an air dash and combo a bit further but this is slightly hard.
Kakera
Bernkastel has a "Kakera" [Fragment(s)] mechanic system that allows her to use certain projectile attacks; each use of such attacks takes away one of her stored up Kakera pieces. For every 1.5 seconds of idle standing/crouching, walking, or running animation, Bernkastel generates 1 Kakera piece. The time adds up in parts, so you don't have to be completely idle for a full 1.5 seconds in a row to get a piece; you'll still acquire one piece for three separate half-second intervals of idling, for example. She can store up to a maximum of 8 pieces.
3B, 3C, 6B, 6C, and j.1/2/3C are all such inputs to execute a move that uses these pieces. Using any of these moves without any pieces left has no effect other than leaving Bernkastel open to counter attacks; with Kakera, though, these attacks are lightning fast ranged attacks that deal very good damage and combo efficiently, it is important to attempt to generate Kakera if you are attempting a rushdown. You can buy yourself time to generate these when facing extreme pressure through use of your 623AB to counterattack the foe or your 214AB to lock the opponent in blockstun long enough to generate some.
All fragment projectiles are positive on block.
Oki and Mixup options
Bernkastel's ability to set up oki, mixup, and general pressure is absolutely stupid.
The first thing to note is that her overhead Kakera, 6C, has enough + on hit to allow linking into 2A, allowing for Bern to do full combos off of her overhead mixup. In addition to this, while harder than other games, Bern has the option of Instant Air Dashing off of the ground into J.B for a combo. She can utilize her j.623A to cross up, and can do a deep J.C into double jump J.ABC for a fuzzy guard setup.
After landing any combos that end in J.623, Bern has the option to set up oki with 2b 2c 214x cats, similar to Battler's 3b 2c 236C set, giving her plenty of time to try and IAD, dash forward 2A, overhead, or anything else you may please.
if you get a deep j9c you can do a double jump and j9a j9b j9c for a annoying little air block string. you can do j623a but that moves you really far away and so destroys leading in plans without using kakera, meta or dash cancelling.
In addition, if Bernkastel starts doing her generic xx>J.b>J.c>Double jump cancel, if the opponent is cornered, she can go for 7j.b 7j.c 623A, which puts her at crazy positive frames, giving her enough time to do her 236A or 236B for pressure rather than the walking cats. Demonstration.
Characters whom this setup works on: Bernkastel, Dlanor, Lambdadelta, Willard, Kanon, Rosa, Eva Beatrice, and George. If the second 7j.c is omitted, it should work on the other characters.
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for Will to use. Remember I'm watching you.
The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.
Reasons to pick Bernkastel for your team
- Bern's amazing zoning and pressure, as well as her powerful Meta centric playstyle are really powerful. She can be hard to hit and avoid getting hit by her opponent. Her kakeras only add to this, giving her overheads, plus frames for days, or even better zoning than before. However, if the opponent manages to get to a close-to-mid distance from her, her stubby pokes, bad defensive options, and lack of health will be felt
- She benefits from partners that can either snowball quickly while in MetaWorld thanks to MetaBoost, or that let her instigate even more neutral dominance.
Combos
Bern's aerials and air mobility provide her with a powerful series in the air:
Sj.9B > Sj.9C > Dj.9B > Dj.9C
Which can be entered into and finished in a couple of different ways.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 2C > 5C ... | 660 | 0 | 30% | Anywhere |
Most simple launch combo, but difficult to land, as it has to be started right next to the opponent. | ||||
5A > 5B > 5C > DC > 2B > 2C > 5C ... | 909 | 0 | 80% | Anywhere |
Easier to land, but decreases damage due to dash cancel | ||||
Airdash at head level > j.9B > j.3C > 5A > 5B > 5C > DC > 5B > 2C > 5C ... | 1451 | 0 | 101% | Corner |
Unexpected launcher, almost always results in a stun. It's also possible to jump into this and hit twice with j. 3C.
| ||||
Partner's 2C > Attack Touch > 5C > ... | 0 | |||
Easiest to land, allows for a long launching combo from the partner | ||||
Launcher > j.9B > j.9C > j.9B > j.9C > 623C | 890 | 0 | 80% | |
standard finisher, Oki. | ||||
Launcher > j.9B > j.9C > j.9B > j.9C > 623A+B | 966 | 1SP | 80% | |
Typically a bad use of SP, as the damage isn't much of an increase from 623C, Oki. | ||||
Launcher > j.9B > j.9C > j.9B > j.9C > 623C > 236236C | 1482 | 2SP | 101% | |
Very high damage and a high chance of a stun. | ||||
Launcher > j.9B > j.9C > j.9B > j.9C > MetaDeclare > 641236C | 1323 | 1SP | 105% | |
High damage, unreliable due to the fact that the opponent might argue your Meta Declaration, but giving up on the metaworld argument will still allow a different finisher and will waste more of the opponent's SP. | ||||
Launcher > j.9B > j.9C > j.9B > j.9C > MetaDeclare > Airdash > Dj. 9B > Dj. 9C > 236236C xx 641236C | 2133 | 3SP | ||
Unreasonably high damage and extremely frustrating for the opponent, practically guarantees a stun, but doesn't seem to work on every character, and is rather unreliable and expensive, especially against opponents with at least 2 SP. Overall, this is more satisfying than elaborate revenge, but is expensive, difficult, and situational. 3414 Damage | ||||
Launcher > j.9B > j.9C > j.9B > j.9C > 623C xx 236236C xx 236236C xx (MetaDeclare) 641236C | 2568 | 5SP | 190% | |
5 SP and decent amount of damage. it is easy practical and it guarantees a stun. if you only have 3 or 4 SP you can 236236c meta world 641236c for 2900 damage for a high chance of a stun as well. 3200 Damage | ||||