Ougon Musou Kyoku/Bernkastel: Difference between revisions

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Health = 1200
Health = 1200


Pros:<br>
+ Powerful zoning tools<br>
+ Extremely good mobility<br>
+ Builds meter for her partner extremely fast<br>
+ Able to declare MetaWorld in the air


Cons:<br>
On paper, Bernkastel can be one of the most dangerous characters in game. Her main tool, ground cats, make her a dangerous zoner. Light version is slow, so Bern can use it to get in on enemy, and easily anti air them if they try to jump over. She can also shoot her fullscreen lasers at the same time, which makes counter zoning Bernkastel borderline impossible. While a great zoner, she also has the best mobility in game, with her having both a douple jump and airdash, and coupled with her great dash speed gives her some decent rushdown abilites too, especially with the threat of ground cat. These cats also act as great oki tool, which adds up on his crazy damage output on corner. All these however pale down in comparison to her best tool; kakeras. These add up to her zoning with 2c, give her more dangerous anti air of 6b, and make her pressure game even more dangerous with fast overhead which not only leads to a combo, is also safe on block. Bernkastel with multiple kakeras on her usage can be nigh impossible to deal against, and can make any character in the game fear her.
- Low health<br>
 
- Short normals<br>
However, all this is on theory, and Bernkastel does have some flaws of her own. Her own normals are quite short, so she can get outpoked in situations where she does not have time to put down ground cat. This also makes her pressure with normals little weaker, usually ending pretty fast. Bern can try ending in cats, but this can be interrupted or jumped out. Her combo game outside of corner is little weak too, either ending in DP if point blank or just to cats. While she does have a great zoning, fast characters can outrun her before she can start it, forcing Bern to play hit and run game, which she can do thanks to her good air movement, but is still dangerous dance on game like this. And her kakeras do take time to generate, so without them Bern can be little weaker and easier to overrun, which can be dangerous given her small stun and health.
- Lacks good meterless combos mid-screen
 
All these can make Bern overall little harder to control, requiring very sharp eye on opponent's aggro to stop it and to be able to put down the cat at the right time, and wise usage of kakeras so you will always have them. With them on and with good timing, Bernkastel will become the absolute terror of the game what was described, and good Bernkastel player can end game in very short time with absolute destruction.


==Ability==
==Ability==

Revision as of 09:58, 5 September 2020

Bernkastel, the Witch of Miracles

Wiki Status

STATUS: UNDER CONSTRUCTION

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

Health = 1200


On paper, Bernkastel can be one of the most dangerous characters in game. Her main tool, ground cats, make her a dangerous zoner. Light version is slow, so Bern can use it to get in on enemy, and easily anti air them if they try to jump over. She can also shoot her fullscreen lasers at the same time, which makes counter zoning Bernkastel borderline impossible. While a great zoner, she also has the best mobility in game, with her having both a douple jump and airdash, and coupled with her great dash speed gives her some decent rushdown abilites too, especially with the threat of ground cat. These cats also act as great oki tool, which adds up on his crazy damage output on corner. All these however pale down in comparison to her best tool; kakeras. These add up to her zoning with 2c, give her more dangerous anti air of 6b, and make her pressure game even more dangerous with fast overhead which not only leads to a combo, is also safe on block. Bernkastel with multiple kakeras on her usage can be nigh impossible to deal against, and can make any character in the game fear her.

However, all this is on theory, and Bernkastel does have some flaws of her own. Her own normals are quite short, so she can get outpoked in situations where she does not have time to put down ground cat. This also makes her pressure with normals little weaker, usually ending pretty fast. Bern can try ending in cats, but this can be interrupted or jumped out. Her combo game outside of corner is little weak too, either ending in DP if point blank or just to cats. While she does have a great zoning, fast characters can outrun her before she can start it, forcing Bern to play hit and run game, which she can do thanks to her good air movement, but is still dangerous dance on game like this. And her kakeras do take time to generate, so without them Bern can be little weaker and easier to overrun, which can be dangerous given her small stun and health.

All these can make Bern overall little harder to control, requiring very sharp eye on opponent's aggro to stop it and to be able to put down the cat at the right time, and wise usage of kakeras so you will always have them. With them on and with good timing, Bernkastel will become the absolute terror of the game what was described, and good Bernkastel player can end game in very short time with absolute destruction.

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


BernPH.png
【f.5A】
[ Mid | Damage - 75 | Startup - 4 | Active - 4 ]

Bern swings her arm and a black cat hits with a small punch.

BernPH.png
【c.5A】
[ Mid | Damage - 75 | Startup - 4 | Active - 4 ]

Bern swings her arm upwards and a black cat hits with a small punch.

BernPH.png
【2A】
[ Low | Damage - 60 | Startup - 4 | Active - 4 ]

Bern while crouching swings her arm and a black cat hits with a small punch.

BernPH.png
【f.5B】
[ Mid | Damage - 135 | Startup - 8 | Active - 5 ]

Bern swings her arm and a black cat slashes the opponents with its claws.

BernPH.png
【6B】
[ Mid | Damage - 240 | Startup - 23 | Active - N/A ]

Bern summons a crystal block that faces upwards diagonally.

  • Launches airborne opponents into a juggle state.
  • Costs one kakera.
  • Can block some projectiles.
BernPH.png
【c.5B】
[ Mid | Damage - 150 | Startup - 7 | Active - 5 ]

Bern swings her arm and a black cat slashes the opponents downwards with its claws.

BernPH.png
【2B】
[ Low | Damage - 150 | Startup - 7 | Active - 8 ]

Bern while crouching, swings her arm and a black cat slashes the opponents with its claws.

BernPH.png
【f.5C】
[ Mid | Damage - 240 | Startup - 11 | Active - 6 ]

Bern swings her arm and a black cat bites the opponent.

BernPH.png
【6C】
[ High | Damage - 240 | Startup - 24 | Active - N/A ]

Bern summons a crystal block that comes from above and hits at a downward angle.

  • Overhead
  • Bern can link a 2A after hitting the opponent.
BernPH.png
【c.5C】
[ Mid | Damage - 270 | Startup - 9 | Active - 6 ]

Bern swings her arm and a lower black cat bites the opponent.

BernPH.png
【2C】
[ Low | Damage - 240 | Startup - 10 | Active - 4 ]

Bern swings her arm and a cat bites the opponents with a low.

BernPH.png
【3B】
[ Mid | Damage - 45x3 | Startup - 6 | Active - 5 ]

Bern swings her arm, throwing some crystals towards the ground.

  • Requires one kakera.
BernPH.png
【3C】
[ Mid | Damage - 45x7 | Startup - 8 | Active - 7 ]

Bern swings her arm, throwing some crystals into the air.

  • Requires one kakera.
BernPH.png
【j.A】
[ High | Damage - 60 | Startup - 6 | Active - 6 ]

A cat's leg appears under Bern's dress and hits with a kick.

BernPH.png
【j.B】
[ High | Damage - 135 | Startup - 7 | Active - 6 ]

Bern swings her arm and a black cat hits the opponent with a diagonal slash.

BernPH.png
【j.7/9C】
[ High | Damage - 225 | Startup - 8 | Active - 6 ]

Bern swings her arm and a black cat tackles the opponent.

BernPH.png
【8j.C】
[ High | Damage - 240 | Startup - 10 | Active - 6 ]

Bern swings her arm and a black cat bites the opponent.

BernPH.png
【2j.C】
[ Mid | Damage - 45x7 | Startup - 6 | Active - 4 ]

Bern swings her arm, throwing some crystals towards the ground.

  • Requires one kakera
BernPH.png
【B+C】
[ Throw | Damage - 300 | Whiff - 27 ]

After grabbing the opponent, Bern hits him with a crystal sphere, vacuums the opponent in a black hole and making him/her appear again as she claps her hands.

Special Moves


BernPH.png
Bite him before the elbow「肘から先は
食い千切っていいわ」 ― 236A/B/C

Bernkastel lobs three cats into the air directly in front of her, each at a different distance from her. Halfway through their descent, one of the cats gains an aura and this is the only cat that can hit the enemy.

  • A Version - Middle cat strikes
  • B Version - Farthest cat strikes.
  • C Version - Farthest cat strikes.


BernPH.png
Come, black cats「おいで、黒猫たち」 ― 623A/B/C

Bernkastel jumps upwards spins forwards, cats spinning around her, dealing damage and knocking back the opponent.

  • Can be used in the air.
  • Some characters can crouch under the attack.
  • A Version - Bernkastel hops forwards slightly.
  • B Version - Bernkastel jumps an average distance forwards.
  • C Version - Bernkastel jumps a larger distance forwards.
BernPH.png
Bite him below the knee「膝から下は
食い千切っていいわ」 ― 214A/B/C

Bernkastel commands three black cats to run towards the opponent.

  • Cannot summon more cats until the first ones leaves the screen.
  • A Version - Cats walk slowly forwards.
  • B Version - Cats run at a decent speed.
  • C Version - Cats sprint at their top speed.


BernPH.png
Come, devil cat kings「おいで、猫の魔王たち」 ― 41236A/B/C

Bernkastel summons several caped cats who, after a short delay, fire lasers at the opponent.

SP Moves


BernPH.png
Rondo of black cats「黒猫協奏曲」 ― 236A+B

Bernkastel lobs six cats forwards, each cat is lobbed in a slightly different arc.

BernPH.png
「黒猫輪舞曲」 ― 623A+B

Bernkastel jumps forwards with black cats surrounded by green auras.

  • Invincible on startup.
  • Some characters can crouch under the attack.
BernPH.png
Parade of black cats「黒猫行進曲」 ― 214A+B

Bernkastel commands 5 cats to rush the opponent down.

  • Each cat moves at a different speed.
BernPH.png
Rondo of devil cat kings「猫魔王交響曲」 ― 41236A+B

Bernkastel summons six cats all sporting their own snazzy cape and magic circle. After a short delay, they each fire a laser at the opponent, all of the lasers bar the Blue and Red will strike the opponent full screen.

Level 2 Supers


BernPH.png
Mystery that pierces everything without mercy「全てを穿つ無慈悲なるミステリ」 ― 236236C

Bernkastel summons eight snakes the arc out behind her before lashing out at the opponent from different angles. When a snake hits, the opponent is launched up against the wall while the rest of the snakes keeps them there.

  • Can be used in the air.
  • Can launch lying opponents off the ground.

Meta Super


BernPH.png
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」 ― 641236C

Bern conjures a green mist that covers the entire floor, which then has a giant Leviathan jumps from the mist and dives back down, knocking down the opponent. The mist then hits the opponent 12 times.

  • Leviathan does not have to hit the opponent in order for the mist to do its damage.
  • Can be used in the air.
  • Can hit lying opponents.

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.

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.

Launching:

  • 2B > 2C > 5C ... (Most simple launch, but difficult to land, as it has to be started right next to the opponent) - 1485 Damage without finisher (all finisher damages are measured from this launch)
  • 5A > 5B > 5C > DC > 2B > 2C > 5C ... (Easier to land, but decreases damage due to dash cancel) - 1584 Damage
  • (Starting with partner) 2C > Attack Touch > 5C ... (Easiest to land, allows for a long launching combo from the partner)- ~1272 Damage
  • (Opponent in corner, 1 Kakera) Airdash at head level > j.9B > j.3C > 5A > 5B > 5C > DC > 5B > 2C > 5C ... (Unexpected launcher, almost always results in a stun. It's also possible to jump into this and hit twice with j. 3C.) - 2168 Damage

Finishing:

With the appropriate delays, any of the following can be used after Dj. 9C to finish the combo:

  • 623C (No SP, standard finisher, Oki) - 1704 Damage
  • 623AB (1 SP, typically a bad use of SP, as the damage isn't much of an increase from 623C, Oki) - 1789 Damage
  • 623C > 236236C (2 SP, very high damage and a high chance of a stun) - 2351 Damage
  • Meta Declaration > 641236C (1 SP+, 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) - 2196 Damage
  • Meta Declaration > Airdash > Dj. 9B > Dj. 9C > 236236C > 641236C (3 SP+, 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
  • 623c 236236c 236236c *meta declare* 641236c (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
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