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.
2B>214B j.B 2B>214A 2B>360X(2 hits), (jump back, Barrier 1 hit, j.B, j.B)x2, 2B>214A...
- One of many ways to start Bernhard's 100% combo. The trick to keeping this loop going is to hit your opponent with the Blood Barrier as you jump back but doing it in such a way as to only connect with one of the hits. From there, all one needs to do is jump in j.B and then jump out j.B, all the while making sure the Barrier doesn't hit the opponent until the 3rd hit. It can be difficult to find the correct spacing at first, but the Japanese Wiki suggests being about half a character away. Another thing to watch out for if you're using 214A to maintain the juggle is performing it too close to the corner. If you end up under your opponent while you perform this move, it will appear off-screen and miss completely. Pay VERY close attention to where you are in relation to your opponent at all times.
Strategy
Item Compatibility
Blood Sword
- Beefs up Bernhard's attacks and opens up more ways to start his Blood Barrier loop by making use of the Blood Sword IB.
Mana Potion
- Keeps Bernhard fuelled for when he wants to pull out his great supers. You can even pop a Mana Potion while Blood Barrier is active to keep your opponent from interfering.
Character Chemistry
Matchups
Move Analysis
Normals and Command Normals
Standing
5A
- Relatively-quick, mid-level slash with very little range.
5B
- Upwards swipe that doesn't reach nearly as far horizontally as it looks. Decent poke and good for stuffing jumps.
5C
- Slow overhead slash with a misleading hitbox. Despite the animation, the vertical hitbox is practically non-existent and only starts after the sword is level with Bernhard. This makes it useless as an anti-air, so use 5B instead.
5D
- Horrendously slow axe kick that distinguishes itself from most other 5Ds as being one of the few that does not involve jumping. It's unsafe as hell on block and can't be comboed from, making it a pretty useless move. You'll use this move so infrequently that the one time you do use it, your opponent might not even realize what's going on before it's too late. Consider that the one and only time this move might be useful.
Crouching
2A
- Typical anti-clashing 2A that looks like it might hit low but actually hits mid.
2B
- Upward slash that works as an anti-air but is most reliably used as a launcher or to continue a juggle after j.B. 2B is an essential tool to master for Bernhard's Blood Barrier loop and is excellent for pushing your opponent towards the corner.
2C
- Slashing sweep that hits twice and is cancellable on the first hit. Has a lot of range and is also incredibly useful as a meaty. As a C move, it is not particularly safe on block and it also extends Bernhard's hitbox, placing him in danger when he otherwise wouldn't be.
2D
- Spinning low kick that comes out fairly quickly, but cannot be comboed from. This move is in the same boat as 5D in that the only reason it's useful is because people won't expect it. You can use as a pursuit if you time it properly, but unless you know the hit will kill your opponent, it isn't really worth it; Bernhard's oki game is weak enough as is.
Command
6A
- Almost identical to 5A, the difference being it has slightly more horizontal and vertical range, making it slightly more effective for use as a close-ranged poke and better for clashing.
6B
- Lunging stab with a late cancel point. Has a fair amount of startup (like most of Bernhard's moves), so it's not a good idea to use it closer than max range. Decent for applying pressure.
6C
- Similar to 5C, except Bernhard moves forward as he swings, giving this move more range. There is also more recovery (he swings the sword harder, apparently) and this move is not cancellable, making it completely useless.
6D
- Blowback kick that comes out faster than one might expect. It's not cancellable, but it is possible to link 236X off of a wall-bounce. Unfortunately, this requires perfect spacing and incredibly strict timing and is not really worth the effort. 6D is best used for pushing your opponent into the corner, since that's where the real fun starts for Bernhard.
Jumping
j.A
- Quick mid-level slash that has a reverse hitbox.
j.B
- Upward slash that launches foes into the air. It is actually possible to jump towards an opponent, launch them with j.B, land, then jump and hit them again. This move also plays a very important part in the Blood Barrier loop and can be used to keep an opponent airborne for far longer than normally possible.
j.C
- Heavy downward slash that can cross-up at the back of the hitbox.
j.D
- Downward angled kick that works well as an anti-clashing jump-in.
Normal Throws
Forward Throw: 6D (when close)
- Bernhard grabs the opponent by the head and slams them down into the ground in front of him.
Back Throw: 4D (when close)
- Bernhard grabs the opponent by the head and slams them down into the ground behind him.
Mana-Counter
A forward kick that's the same animation as Bernhard's 6D. Near the corner it can easily be linked into 236X and can also be used to start Bernhard's Blood Barrier loop with the help of the Blood Sword IB.
Specials
Spurting Blood: 236A/B/C
- Dash attack that knocks down on hit.
- Button strength determines distance.
- Can be burst-cancelled.
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.
- Cannot be activated during Blood Barrier.
Frame Data
Attack | Cancel | State | Total | Start-up | Active | Hit | Guard | |
5A | No | Mid | 21 | 7 | +1 | -1 | ||
6A | No | Mid | 22 | 8 | +1 | -1 | ||
2A | No | Mid | 24 | 7 | -2 | -1 | ||
j.A | Yes | Overhead | 7 | |||||
5B | Yes | Mid | 41 | 17 | -5 | -4 | ||
6B | Yes | Mid | 42 | 17 | -6 | -4 | ||
2B | Yes | Mid | 42 | 17 | Floats | -4 | ||
j.B | Yes | Overhead | 11 | Floats | ||||
5C | Yes | Mid | 49 | 21 | -3 | -16 | ||
6C | No | Mid | 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 | Mid | 48 | 16 | Blowback | -22 | ||
2D | No | Low | 31 | 11 | -1 | -10 | ||
j.D | Yes | Overhead | 8 |
Characters | Ramda • Sandra • Curse Head • Elion • Fina • Evetta • Dorgan • Vargan • GerhardsenII • Vritra • Nagar • Mara • Orc • Troll • Goblin • Bernhard • Nsidor • Zon | |
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Items | Healing Potion • Mana Potion • Power Bracelet • Scroll of Mana • Protection Ring • Amulet • Holy Symbol • Invisible Mantle • Wind Boots • Medal of Strength • Master Ring • Fortunate Coin • Talisman • Mutation Stone • Hellfire Sword • Magic Shield • Earth Hammer • Spike Mace • Demon Club • Goblin Spear • Ice Blade • Shining Staff • Shining Bow • Rune Ax • Extra Bullet • Draconic Figurine • Nightmare Blade • Evil Staff • Death Staff • Blood Sword • Naught Weapon • Dark Staff • Elixir • Demonic Figurine • Seven Keys • Book of Disaster • Magistery • Chaos Ring • Fang of Manticore • Dragon Scale |