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As if that wasn’t good enough, [[{{PAGENAME}}#Frenzy|Frenzy]] takes all these strengths and amplifies them. His already strong neutral becomes even stronger as his movement speed increases. His normals get better for pressure as all of his sword normals gain a second slice. His combos improve as Frenzy strengthens his MP Skills. This comes at a price, as Frenzy slowly turns Berserker’s health into white health. Mis-managing Frenzy means Berserker can take heavy damage from a stray MP Skill from the opponent, but the risk is worth the reward. Frenzy also gives Berserker access to Conversion at will, further strengthening his pressure. As the icing on the cake, {{clr|4|5M}} in Frenzy becomes {{MMC|input=5M|label=Blood Twister|type=frenzy}}, an incredible all-purpose move. | As if that wasn’t good enough, [[{{PAGENAME}}#Frenzy|Frenzy]] takes all these strengths and amplifies them. His already strong neutral becomes even stronger as his movement speed increases. His normals get better for pressure as all of his sword normals gain a second slice. His combos improve as Frenzy strengthens his MP Skills. This comes at a price, as Frenzy slowly turns Berserker’s health into white health. Mis-managing Frenzy means Berserker can take heavy damage from a stray MP Skill from the opponent, but the risk is worth the reward. Frenzy also gives Berserker access to Conversion at will, further strengthening his pressure. As the icing on the cake, {{clr|4|5M}} in Frenzy becomes {{MMC|input=5M|label=Blood Twister|type=frenzy}}, an incredible all-purpose move. | ||
Berserker’s pressure is a contender for the strongest in the game. His ability to keep opponents blocking with his Frenzy normals and pressure resets/instant overheads with Conversion force his opponents to gamble instead of him in most cases. If you want a character who uses system mechanics well and pressures opponents into taking action for you, Berserker is for you. | Berserker’s pressure is a contender for the strongest in the game. His ability to keep opponents blocking with his Frenzy normals and pressure resets/instant overheads with Conversion force his opponents to gamble instead of him in most cases. The only major weakness to Berserker's gameplan is his health slowly ticking down in Frenzy, which can spell the end of a round if you make a mistake. If you want a character who uses system mechanics well and pressures opponents into taking action for you, Berserker is for you. | ||
| lore = '''A warrior that ravages opponents with the power of bloodiness.''' | | lore = '''A warrior that ravages opponents with the power of bloodiness.''' | ||
Revision as of 22:04, 14 July 2022
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Berserker is a beginner-friendly, well-rounded character that uses his health to deal high damage.
Berserker has strong normals that allow him to poke with the best of them. His 5A and 5B are both excellent pokes that have great range for their speed while remaining safe on block. 2B acts as a strong complement as it lowers his hurtbox significantly and can go under a lot of other character’s pokes. He also has 6S, a projectile wall that can be launched with 6SS. Though it is weak to rolls, it works wonders in keeping Berserker safe from projectile zoning. His jump normals are notable for being excellent jump-ins, as all of them can cross up. j.M is a standout button as it summons projectiles upon landing that persist if Berserker is hit.
As if that wasn’t good enough, Frenzy takes all these strengths and amplifies them. His already strong neutral becomes even stronger as his movement speed increases. His normals get better for pressure as all of his sword normals gain a second slice. His combos improve as Frenzy strengthens his MP Skills. This comes at a price, as Frenzy slowly turns Berserker’s health into white health. Mis-managing Frenzy means Berserker can take heavy damage from a stray MP Skill from the opponent, but the risk is worth the reward. Frenzy also gives Berserker access to Conversion at will, further strengthening his pressure. As the icing on the cake, 5M in Frenzy becomes Blood TwisterGuardMidStartup17RecoveryAdvantage+3, an incredible all-purpose move.
Berserker’s pressure is a contender for the strongest in the game. His ability to keep opponents blocking with his Frenzy normals and pressure resets/instant overheads with Conversion force his opponents to gamble instead of him in most cases. The only major weakness to Berserker's gameplan is his health slowly ticking down in Frenzy, which can spell the end of a round if you make a mistake. If you want a character who uses system mechanics well and pressures opponents into taking action for you, Berserker is for you.
Berserker Berserker is classified as a Standard type. He is a well rounded character with many easy-to-use moves, highly aggressive aerial to ground techniques, and can sacrifice HP for enhanced attacks.
- Relentless Pressure: Berserker's main trait is that he can always cancel his moves into either Frenzy or Conversion. This allows him to perform extended block pressure, deal massive guard gauge damage, and convert stray hits into highly damaging combo sequences, all while being safe from Guard Cancels.
- Excellent Normals: Berserker's normals are rather fast for their reach, allowing him to simultaneously beat out longer ranged characters while spaced correctly and keep out shorter ranged characters from approaching him or counterattacking.
- Anti-air Control: Berserker's 623MGuardMidStartup16RecoveryAdvantage-40, 5SGuardMidStartup18Recovery33Advantage-13, 2SGuardMidStartup16Recovery37Advantage-17 and 6SGuardMidStartup15RecoveryAdvantage-5 to an extent, are great at hitting airborne opponents. Thanks to these moves, Berserker is able to efficiently anti-air opponents that are still in their prejump frames.
- Frenzy: Frenzy makes Berserker even more oppressive by strengthening his normals and increasing his run speed dramatically. He also gains access to Blood TwisterGuardMidStartup17RecoveryAdvantage+3, which can skip neutral on hit and block. On top of that, using Frenzy forces Berserker into recieving white life, which lets him abuse conversion.
- Life Steal: His 214MGuardThrow (170)Startup11Recovery23Advantage- and his Awakening passive allows Berserker to alleviate one of his biggest weaknesses.
- Volatile: While Frenzy greatly empowers Berserker, the health cost means he can have a lower effective health pool than average if his life steal properties are not succesful. On defense his reversal has lacking horizontal range and poor reward on hit due to it's long recovery, which can make reversing a situation somewhat difficult.
- Sluggish: Without Frenzy, Berserker is a slower character who can struggle to approach zoning oriented characters such as Ranger.
Berserker's 5MGuardN/AStartup18RecoveryTotal 23Advantage- triggers Frenzy state, a unique install A move, usually a super, which changes the properties of the character themself, usually for the better.. In this state Berserker's attacks are powered up, with all attacks (except MP Special moves) dealing +10% damage, with improved versions of normals. He also gains a huge boost to his movement speed and higher jump height. This also unlocks access to an additional MP Special, Blood TwisterGuardMidStartup17RecoveryAdvantage+3.
However, Berserker will continuously receive 20 White Damage per second, and cannot perform a Guard Cancel. If he has only 1 Red Health remaining, he will instead lose White Health.20% of damage Berserker inflicts is recovered as HP.
- The healing is based on Berserker's damage dealt before combo scaling is applied. This makes the healing much greater than it may initially seem.
- While this Awakening is very powerful, it locks off Berserker's Conversion Cancel combo routes, which can make converting stray neutral hits more difficult.
Normal Moves
5A
5A
One of Berserker’s fastest buttons and very safe to throw out. This move becomes a decent combo starter at close range, and is a respectable poke. At farther ranges, opt for 5B instead of 5AA as the latter will fall out.
- Gatlings into 5AA on hit, block, and whiff.
Cancel options: 5AA, 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -1 | 40 | 1 | 0 |
5AA
5AA
Similar range to 5A means this can drop out at max range. Great hit confirm tool and blockstring/combo filler. Whiff cancelling into this makes attempting to whiff punish 5A very difficult.
Cancel options: 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -4 | 50 | 1 | 2 |
5B
5B
Berserker’s 5B is a fantastic neutral tool. It hits from round start distance and is very safe. It’s only real downside is that it typically out-reaches it’s cancel options at max range, making it difficult to convert from at times. However this is usually a non-issue as Berserker’s goal is to be in his opponent’s face.
Cancel options: 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -3 | 55 | 3 | 2 |
2A
2A
Berserker’s fastest low and fastest normal overall. Excellent close range button, but has more limited gatling options than 5A. Immediate gatlings into 5B is fast enough to combo and is also safe on block, while still retaining the threat of 2B after.
- Does not self-Gatling.
Cancel options: 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | 0 | 30 | 1 | 1 |
2B
2B
Another move that hits roundstart, having pretty good range. 2B has its own niche as a counter poke against higher-hitting moves as Berserker’s hurtbox is much lower than 5B, although its long recovery frames makes it vulnerable to whiff punishing. 2B (at least in normal mode) is also slightly more useful in combos as it suffers far less from hitstun decay in longer combos.
This move lowers Berserker's hurtbox significantly, allowing him to low profile many attacks such as Swift Master's 5BGuardMidStartup9Recovery29Advantage-17.
- Knocks down on hit.
- Applies hard knockdown on counterhit.
- Frame advantage when Frenzy cancelled: -5
Cancel options: 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | KD | 60 | 3 | 2 |
j.A
j.A
Berserker reaches out his foot to attack. IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. Conversion allows this to be used as an instant overhead and is particularly hard to see coming when covered by Gore Cross. Aside from this, j.ABS can be looped on standing opponents for style points.
- Can crossup.
Cancel options: j.B, j.S, j.2S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | - | 30 | 1 | 1 |
- Berserker does not recover until landing
j.B
j.B
Another crossup button, functionally a bigger and slower j.A. Mostly overshadowed by its Frenzy cousin, but is a respectable button nonetheless.
- Can crossup.
Cancel options: j.S, j.2S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 70 | 3 | 2 |
- Berserker does not recover until landing
5A
5A
With Frenzy, this becomes larger, safer, and much more damaging. The aditional hit gives more time for MP to regenerate, conserving MP on offense.
- Second hit is proximity based and will not activate if the first hit would whiff horizontally.
Cancel options: 5AA, 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%, 80% | 0 | 40,10 | 1, 1 | 1, 2 |
5AA
5AA
Another gicantic, two-hit normal. Shares normal 5AA’s whiff cancel properties, but gatling-ing too fast will lose the damage increase from 5A‘s second hit.
- Second hit is proximity based and will not activate if the first hit would whiff horizontally.
Cancel options: 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%, 80% | -1 | 40,10 |
5B
5B
Adds an additional hit to 5B that can also act as an anti air. Excellent as a combo and pressure tool as it consistently combos into 2B. 5B‘s second hit is notable as it behaves like most sweeps do in that it is mostly unaffected by hitstun decay. Whiffing the first hit to use the second is common in Berserker combos as it still combos into 2B for more damage than doing 5S > 4S.
- Second hit is a hard knockdown.
Cancel options: 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | HKD | 55,20 |
2B
2B
Adds an additional hit to 2B. Another excellent combo and pressure tool with the small bonus of making 2B safer on block. The first hit can whiff when spaced out, which will leave a small gap on block.
- First hit knocks down, second hit does not.
Cancel options: 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | KD | 60,20 |
j.B
j.B
Gigantic air normal that is difficult to contest. While not having as much horizontal range as j.S, it boasts a significant hitbox both in front and behind Berserker, making it a stronger option in close range situations. Unlike the rest of his Frenzy normals, this one only hits once.
Frenzy j.B can be used as an instant overhead from any jump versus Vanguard, Crusader, Ghostblade, Hitman, or Lost Warrior. This lets Berserker confirm into j.B > j.2S > 236M, allowing him to route into OTG j.M loops2S > 4S > 5M > TK j.M > 5S > 5M > TK j.M....
Cancel options: j.S, j.2S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 70 |
Universal Mechanics
Throw
A+B
Berserker stabs his opponent and then flings them half a screen's length away. This throw provides next to no okizeme midscreen and very limited plus frames in the corner. Use 214M instead when possible as even though it costs MP it gives a much better knockdown.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+2) | - | - |
Guard Cancel
B+S
Berserker's Guard Cancel sharing its animation with 2S gives it generous vertical range at the cost of some horizontal reach. Berserker may not want to have very much space between him and his opponent, but going back to neutral is infinitely better than getting Guard Crushed into a combo.
- Cannot be used in Frenzy state.
- Counterhit punishable recovery.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +10 (HKD) | 0 | - | 4 |
Special Moves
Ghost Slash
5S
An overall very versatile button, being used as a counterpoke, pressure extender, combo filler and anti-air. It's able to hit at round start, but Berserker has other buttons which hits round start, namely 5B and 2B. Is very rewarding on Counter Hit (this can lead to a Touch of Death A single combo that will defeat the opponent even from full health. against Enchantress, Inquisitor and Swift Master) while remaining mostly safe on block, despite the terrible frame advantage
- Causes a hard knockdown on airborne hit
- Frame advantage when Frenzy cancelled: -2
Cancel options: 6S, 4S, 5M (normal and Frenzy), 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | -4 | 90 | 5 | 5 |
- On connect, can be cancelled to available cancel options at any time during recovery
- Allows for OTG afterward
Upward Slash
2S
Very tall anti-air that kisses the lifebars. Makes a good alternative to 5S for extending combos instead of ending them.
- Launches grounded opponents.
- Frame advantage when Frenzy cancelled: -1
Cancel options: 6S, 4S, 5M (normal and Frenzy), 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | Launch | 80 | 4 |
- Launches on ground hit
Gore Cross
6S
Set this up anytime Berserker gets a hard knockdown. Usually his hard knockdowns are advantageous enough that the projectile will CH mashing and snuff out DPs, ensuring it’s Berserker’s turn. Gore Cross also functions as a defensive projectile wall in neutral thanks to its two hits.
Ending a combo with 4S's hard knockdown allows for an easy set up of 5M into 6S, which starts Berserker's suffocating pressure.
Cancel options: 6SS
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | +2 | 30,30 | 3 | 3 |
Gore Cross: Expulsion
S after Gore Cross
Gore Cross, part 2. Turns the stationary, two hit projectile into a decently quick single-hit one. This may seem spammable on the surface, but it’s long total duration makes it particularly vulnerable to rolls. Technically adds a third projectile hit to Gore Cross, which can cancel out an extra projectile at the last minute.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 80 |
Mountainous Wheel
4S
Berserker does a short hop jumping into the air and slams his sword on the ground. Cannot be gatlinged into on block without a gap. This is a common combo ender but it can extend combos if opponents are higher up and MP/Conversion is available. Having some juggle height beforehand allows 236M to combo, and having Conversion allows Berserker to use IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.M regardless of height.
Always leads to a Hard Knockdown on hit, which leads this to be Berserker's best combo ender, allowing for a safe and easy 5M into 6S setup.
- Forces a hard knockdown on hit.
- Hits OTG.
- Can avoid Low Attacks due to being airborne.
- If Conversion is used during startup, Berserker will be airborne.
- Frame advantage when Frenzy cancelled: -3
Cancel options: 5M (normal and Frenzy), 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | 90 |
Blood Smash
j.S
Another very big air button for Berserker. Can hit very high up in a jump but cannot be used as a crossup like j.A or j.B.
Cancel options: j.2S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | - | 80 | 5 | 4 |
- Berserker does not recover until reaching the ground
Ashe Fork
j.2S
A divekick that temporarily halts air momentum before quickly traveling to the ground at a 45 degree angle. Provides Berserker a way to change his jump arc and mess with anti-air timings against characters with poor anti-airs, but will usually die to characters with designated AA buttons. Can also be used to confirm hits from his other air normals, mainly j.B and j.S, into full combos.
- Second hit ground bounces and knocks opponents away.
- Frame advantage when Frenzy cancelled: -3
Second Hit Cancel options: 5M (normal and Frenzy), 623M, 236M, 214M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | - | 30,50 | 3, 2 | 2, - |
MP Special Moves
Frenzy
5M
Frenzy is an install A move, usually a super, which changes the properties of the character themself, usually for the better.-type buff that dramatically increases Berserker's performance at the cost of slowly draining health. While in Frenzy, his sword normals become more damaging, gaining a hit (except for j.B), and consequently dealing more guard gauge damage. Each of his M moves also gain additional properties. His run speed and jump arc also increases drastically, greatly improving his neutral.
Berserker’s health slowly turning into white health is a blessing in disguise as it gives him constant access to Conversion. His new Frenzy 5M, Blood Twister, vacuums opponents on hit and block (which he can then make plus with Conversion). This combined with his improved and double-hitting sword normals turns him into a guard crushing pressure monster.
- Passively drains Berserker's health in the form of white health while active.
- Automatically ends when Berserker is hit, uses another MP Skill, or uses Conversion.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
N/A |
Blood Twister
5M during Frenzy
If Frenzy is Berserker’s character-defining move, then Blood Twister is a close second. Blood Twister is an incredible move that rounds out Berserker’s pressure and neutral. It’s massive hitbox reaches around 3/4ths of the screen and is quite tall, effectively stopping aggressive jumps altogether. It’s vacuum pulls opponents close on hit and block, making it a strong confirm option and pressure reset. Even though it has high pushback, Blood Twister is naturally plus on block (and can be made more so with Conversion) and leaves Berserker in 5A range for continued pressure. Blocking Blood Twister also shreds the guard gauge. The vortex itself is considered a projectile, which means that moves such as Grappler's Shoulder TackleGuardMidStartup24RecoveryAdvantage-8~+1 will blow right through the initial vortex.
As good as Blood Twister is, there are some downsides to it. Blood Twister is subpar as a combo tool up close, given the high MP cost and the presence of better, cheaper combo tools (in the form of j.M and 236M) that also lead into the same routes. It’s main use is to enhance Berserker’s neutral and pressure, and it does that very well.
- Vacuums opponents on the first 9 hits.
- First 9 hits cause a restand.
- Final hit causes a wallbounce.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×10 | KD | 190 total |
Raging Fury
2M or 623M
Berserker's invincible reversal, and a very strong preemptive anti-air. However, it has somewhat lacking horizontal range in exchange for hitting on both sides. If it hits, the resulting situation is typically a neutral reset which may be bad against some characters. It can also be used to punish guard cancel on reaction when Conversion is not available.
Due to it's OTG properties, it can sometimes be worth using as a combo ender to close out a round. Due to the long recovery afterwards however, it does not give a workable knockdown, meaning one should be careful about using it in this way.
- It hits multiple times, so it can beat out armored moves like Grappler's Charged Low FlingGuardThrowStartup32RecoveryAdvantageN/A.
- Does increased damage in Frenzy.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×6 | HKD | 180 total | - | 3, 1, 3 |
- reversal
Blood Sword
6M or 236M
Berserker performs a slash with his sword into an explosion of blood. Plus on block, but pushes Berserker too far out to effectively leverage the frame advantage. More often than not the first hit will whiff, leaving a large gap in blockstrings and also leaving Berserker wide open for a punish.
In exchange for not being the greatest move in blockstrings, Blood Sword shines in corner combos and when Conversion is available. On airborne opponents, Frenzy Blood Sword can lead to loops with more MP and Conversion available. Even though it doesn’t OTG, the first hit can still connect if the opponent bounces high enough. Most of Berserker’s extended combos use Conversion to cancel the second hit of the Frenzy version to give enough time to re-enter Frenzy.
- Causes a soft knockdown normally and a wall bounce in Frenzy.
- Normal version suffers notably from hitstun decay, Frenzy version does not.
- Blood explosion is a projectile and will persist if 236M is Conversion cancelled on the second hit only.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×3 | KD | 180 total | - | 3, 4, 4 (P6) |
Blood Lust
4M or 214M
A close range command grab which heals all of Berserker's current white health on hit. Synergizes very well with the rest of Berserker's kit, especially in Frenzy. Berserker has a relatively easy time conditioning his opponents to block with his normals, which allows him to cash out in this once they start to sit still. Along with healing his white health, Blood Lust also gives a workable knockdown. It’s best in the corner as it also sets up a meaty Gore Cross.
Unfortunately, due to it's lack of throw invincibility, opponents inputting throw to tech your regular throw will also beat this throw, despite it being untechable. Use with caution and be sure to observe your opponent's habits.
- Frenzy increases its damage (200) and allows it to combo into 623M or Blood Riven in the corner.
- Cannot be Conversion cancelled at all.
- Has slightly more range than a regular grab, allowing for dashless tick throws in more circumstances.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 30% | HKD | N/A |
Outrage Break
j.M
Berserker slams his sword into the ground creating an explosion of blood where he lands, which hits on both sides of him. Combo extender and a pretty slow and impractical overhead. Usually needs conversion to be comboed into, which makes it perfect as a way to safely exit Frenzy. Used as an extension in corner combos as well as to convert pokes in neutral. It also provides high life gain in awakening, since Berserker's lifesteal is calculated before combo scaling resulting in j.M's multihits healing back a tonne of health.
Also functions as an oppressive jump-in option due to it's huge hitbox, generous plus frames, and the massive number of active frames that persist even if Berserker is hit, making it difficult to contest
- Hits OTG.
- When in Frenzy, has a higher launch and more unconscious time, allowing for more combo follow-ups
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×5 | KD | 130 total |
Awakening Moves
Blood Riven
AS
Awakening Skill that turns Berserker into the Blood Majin. Only used as a combo ender when going for the kill, as not worth losing the passive lifesteal bonus otherwise. Comes with very short reach and only hits the area immediately surrounding Berserker.
- Hits OTG.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | KD | 40 |
Colors
D-Type Color (DFO) |
C-Type Color (DFO) | ||
B-Type Color (DFO) |
Original Slayer palette (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •