Berserker
|
|
Health |
11,500
|
Prejump |
9
|
Backdash |
30F (Invulnerable 1-21)
|
Backdash Distance |
2.5203
|
Sidestep Type |
Neutral Inward Spiral
|
Weight |
Very 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.
Strengths |
Weaknesses
|
- Has great back dash that can easily luanch a counterattack with back dack → 214A
- Has good Reflect Cancel option in a combo
- Very high damage with at least 100% meter
- Good reach
- High HP. very few characters can defeat him in 1 combo even if he has 0% meter when the combo starts
- Beginner friendly (which also makes him pretty consistent in performance in PVP)
- Doesn't get punished easily by Advancing Guard (AKA pushblock)
- Command grabs do good damage
- Decent meter damage combo
- Good at pushing the opponent to corner in a combo
- Very heavy, rendering some of the opponent's juggle combo less effective
|
- Poor defensive manuveur
- The majority of the roster is his bad matchup
- Predictable. Most of his moves are slow, telegraphic and has very little combo potential.
- Glass Cannon. His combo maybe strong, but it's hard to get the combo off. His defense is lackluster: he has too many openings and he practically has no Reversal that can work
- His unscaled super is niche. it requires stage awareness and precision. It is not as consistent as it should be
- Does not have HKD combo ender except his Super (bad idea, unless it kills - in which case HKD no longer matters anyways)
- His damage is significantly less threatening without starting meterl, unless the opponent also has no meter
- 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 gets 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 and requires at least 8 frames of inputs
- He lacks reliable zoning tools
- His armored moves are mostly niche and many character can overcome this quite comfortably
- Multi-hit projectiles or even multi-hit melee attack can easily negate his advance
- He cannot double jump
- He is large. enabling some stronger ground combo against himself
|
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
5A
|
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
|
|
2A
|
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
|
|
5B
|
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
|
|
2B
|
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
|
|
6B
|
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.
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|
5C
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
5C
|
650
|
All
|
N, R, A
|
23
|
68
|
32
|
-12
|
|
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.
|
|
2C
|
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
|
|
6C
|
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.
|
|
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
350
|
High
|
N, A
|
7
|
-
|
27
|
-
|
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
550
|
High
|
N, A
|
15
|
-
|
26
|
-
|
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
700
|
High
|
A
|
20
|
-
|
27
|
-
|
|
|
6A+B
|
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.
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|
Specials
236X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
236A
|
1350
|
All
|
R, A
|
22
|
56
|
29
|
-4
|
- 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
|
1650
|
All
|
R, A
|
26
|
64
|
34
|
-3
|
- 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
|
1950
|
All
|
R, A
|
29
|
73
|
35
|
-8
|
Berserker's 3 flavour of fireball. He smashes the ground and sends out a shockwave of varying strengths based on the button used.
- 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%
- 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
|
|
623X
|
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
|
1100
|
All
|
R, A
|
22
|
83
|
21
|
-16
|
Berserker performs anti-air slashes. A and C version can be used to start or continue combos.
Startup on B and C version are armored on startup.
- Proration: 10% for every version
- C version 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
- C version has 2 hits, dealing 600 damage and 500 damage.
- C version costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.
- 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.
|
|
214X
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Total Length
|
Blockstun
|
Block Adv
|
214A
|
700
|
All
|
R, A
|
12
|
41
|
23
|
-4
|
|
214B
|
1100
|
All
|
R, A
|
13
|
96
|
34
|
-17
|
- This attack has 2 hits, dealing 500 and 600 base damage
- Proration: 10%
|
214C
|
1100
|
All
|
R, A
|
13
|
91
|
33
|
-15
|
Berserker rushes forward with a shoulder bash. B and C versions have follow-up attacks.
- C version has 2 hits, dealing 500 and 600 base damage
- Proration: 10% for C version
- B and C versions will only continue into a combo on hit by using Reflect Guard or Activate to cancel the recovery.
- A version can be combo-able if it hits as a Counter Hit
- You can Reflect Cancel the A version if it hits normally or blocked, and combo off of it.
- A version can continue to combo (not cancel) into 5A if Berserker rushes under the opponent and hit them on top of his head
|
|
360X
|
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. The A version has the same reach as normal throw, while the B and C version has longer reach. 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 and has shorter reach
- The B version has invincibility from frame 11 to frame 12 during startup
- The C version has armor from frame 9 to frame 24. meaning he still has 6 frames of protection even if it whiffs
|
|
22C
|
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
|
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
|
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)
|
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