Chaos Breaker/Bernhard

From SuperCombo Wiki

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

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.

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