Fate Unlimited Codes/Berserker
Berserker | |
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Health | 11,500 |
Prejump | 9 |
Backdash | 30F (Invulnerable 1-21) |
Weight | Super Heavy |
Introduction
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.
Pros
- Good reach
- 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
- His command grabs only works when the opponent is standing. It will miss against crouching or jumping opponent.
- He doesn't have a 1 meter ToD (except Grail combo)
- He doesn't have many options to open a guard without grab
- Command Throw doesn't hit crouching tarter
- 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
Berserker wants to keep each round as simple as possible. Abuse his long reach to stay at a safe distance or get into mid-range to grab.
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
Take note that command grabs doesn't hit crouching or jumping opponent. You can bait the opponent into a false sense of security and regular grab on crouching where they can't tech grab. or 6C punish on jumping
His armor is quite niche and isn't as reliable as it should be. Don't rely on it too much
Normals
5A
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2A
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5B
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2B
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6B
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5C
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2C
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6C
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j.A
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j.B
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j.C
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6A+B
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Specials
236X
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623X
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214X
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360X
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22C
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Supers (WIP)
720A
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236236B
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236236C (Grail Super)
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Combos (WIP)
- Estimated Result Format: (HP Damage|Berserker's Meter|Opponent's Meter)
- Every combo does around 150 more damage when you omit the first 5A, or if the first 5A is a Counter hit/Reflect Counter
- for every combo, omit the 5A just before 214C against another Berserker
Quadruple 623C: Basic variant (4133~4272 HP Damage|-0.6396|-1.1) https://youtu.be/MDpuntZKX8Y
(5A) > 2B > 6C > 2C(delay) > [623A > 6239C]x3 > 5A > 2B > [623A > 6239C] > 5A > 214C
- Omit the 2C, or the last 2B, if it's too hard for you
Triple 623C: Basic meter damage variant (4031 HP|-0.044|-0.562)
(5A) > 5B > 6C > 5A > 2B > 6C(delay) > 623A > 6239C > 623A > 6239C > 5A > 623A > 6239C > 5A > 623A > 2147C
Triple 623C: Basic meter gain variant (4082 HP|+0.0547|-0.4513)
(5A) > 5B > 6C > 5A > 2B > 6C > 2C(delay) > 623A > 6239C > 623A > 6239C > 5A > 2B > 623A > 6239C > 5A > 623A > 2147C
Corner combo: You need to reach corner before you use (2C > 623A > 22C)
Double 623C, meter gain variant A(4228 damage|+0.669|+0.0863)
(5A) > 2B > 6C > 2C > 623A > 22C > 5A > 5B > 6C > 5A > 2B > 2C > 6239A > 6239C > 5A > 2B > 623A > 6239C > 5A > 214C
Double 623C, meter gain variant B(4283 damage|+0.8109|+0.1422)
(5A) > 5B > 6C > 5A > 2B > 6C > (2C > 623A > 22C) > 5A > 5B > 2C > 623A > 6239C > 5A > 5B > 623A > 6239C > 5A > 623A > 2147C
Triple 623C, meter damage variant (4337 damage|+0.2374|-0.412)
(5A) > 2B > 6C > 2C > 623A > 22C > 5A > 5B > 6C > 5A > 623A > 6239C > 623A > 6239C > 5A > 2B > 623A > 6239C > 5A > 214C
Triple 623C, HP damage variant (4413~4521 HP damage|+0.2899|-0.3407)
(5A) > 5B > 6C > 5A > 2B > 6C > (2C > 623A > 22C) > 5A > 5B > 2C > 623A > 6239C > 623A > 6239C > 5A > 623A > 6239C > 5A > 214C
Activation combo
Ideally you don't want to do this with more than 1 meter
Damage: around 7,400 to 8,200
- note: don't need to unscale for the most match ups, skip 236A for consistency*
{any combo) > activate > 623C > 2C > [82C]*n > 2369A > 236236B
n represents how many time you can juggle after activation, the more meter you start with, the higher the number