Chaos Breaker/Bernhard: Difference between revisions

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== Combos ==
== Combos ==
'''Mid-screen'''
'''Mid-screen'''
5B>236A/B or 632146B
*Simple 2-in-1. You'll have to do it slightly closer than the max range of 5B in order for the command throw to connect.
2C(1)>236C
*Low to special. You need to cancel 2C on the first hit and you need to be close enough in order for the hits to combo. Do it slightly closer than max range and it should work.
j.C, land, 6D
*Jump-in to blowback. 6D comes out faster than Bernhard's B moves and you can use it to push your opponent towards the corner.


j.B, land, 2B>236C
j.B, land, 2B>236C
*Basic juggle combo that works most effectively against grounded opponents. If you use j.B as an air-to-air you may have to omit the 2B and use a different strength special. Watch your opponent's height and adjust accordingly.
j.C, land, 6321463214X
*Heavy jump-in to super throw. Make sure you hit confirm before doing the super otherwise it'll whiff and you will feel the pain.


'''Corner'''
'''Corner'''


j.B, land, 2B>214X, 2B>236C
j.B, land, 2B>214A, 2B>236C
*Basic corner juggle when you don't have the meter for Blood Barrier. Make sure you don't hit your opponent too high with the second 2B or else the 236C will whiff.


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Revision as of 07:59, 28 July 2011

Introduction

The Basics

Combos

Mid-screen 5B>236A/B or 632146B

  • Simple 2-in-1. You'll have to do it slightly closer than the max range of 5B in order for the command throw to connect.

2C(1)>236C

  • Low to special. You need to cancel 2C on the first hit and you need to be close enough in order for the hits to combo. Do it slightly closer than max range and it should work.

j.C, land, 6D

  • Jump-in to blowback. 6D comes out faster than Bernhard's B moves and you can use it to push your opponent towards the corner.

j.B, land, 2B>236C

  • Basic juggle combo that works most effectively against grounded opponents. If you use j.B as an air-to-air you may have to omit the 2B and use a different strength special. Watch your opponent's height and adjust accordingly.

j.C, land, 6321463214X

  • Heavy jump-in to super throw. Make sure you hit confirm before doing the super otherwise it'll whiff and you will feel the pain.

Corner

j.B, land, 2B>214A, 2B>236C

  • Basic corner juggle when you don't have the meter for Blood Barrier. Make sure you don't hit your opponent too high with the second 2B or else the 236C will whiff.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Mana-Counter

Specials

Spurting Blood: 236A/B/C

  • Dash attack that knocks down on hit.
  • Button strength determines distance.

Distortion: 214A/B/C

  • 3-hit projectile. Last hit launches into juggle state.
  • Hold attack button to send out projectile.
  • Button strength determines speed and how quickly projectile detonates.

Warp: 236D/214D/623D/421D (can be used in air)

  • Teleport with limited invincibility.
  • DP and reverse DP version put you in the air. Using them in the air puts you on the ground.

Energy Drain: 632146A/B/C

  • Command throw
  • A version restores Mana, B restores health, C restores a little of both.
  • Mash attack buttons to add hits.

Mana Bursts

Blood Barrier: 360A/B/C

  • Self-barrier. Worth 5 hits.
  • Can be hit out of.

Bloodsucker: 6321463214A/B/C

  • Super version of command throw.
  • Mash attack buttons to add hits.

Frame Data

Attack Cancel State Total Start-up Active Hit Guard
5A No 21 7 +1 -1
6A No 22 8 +1 -1
2A No 24 7 -2 -1
j.A Yes Overhead 7
5B Yes 41 17 -5 -4
6B Yes 42 17 -6 -4
2B Yes 42 17 Floats -4
j.B Yes Overhead 11 Floats
5C Yes 49 21 -3 -16
6C No 25 -16
2C Yes/No Low/Low 51 15 Knockdown -17
j.C Yes Overhead 17
5D No Overhead 49 25 -5 -14
6D No 48 16 Blowback -22
2D No Low 31 11 -1 -10
j.D Yes Overhead 8