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 |
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 |