Im starting to believe more and more you are trolling. Now you are mentioning balance? On berserker thread? I guess you dont have a problem facing PK which is weird because she can spam lights faster than berserkers infinite combo. And zone flicker...your issue is last in turn to get balancedOriginally Posted by CoyoteXStarrk Go to original post
Oh I have problems with all those issues.Originally Posted by Zv1k0 Go to original post
I chose this one because I literally had it happen to me 4 brawls in a row.
My Shugoki vs a Zerker and despite my PERFECT timing my Shugoki could not move his weapon in time to block.
That is not okay.
Then i guess use your super armor. Wait for his attack and trade lights with followed headbut. That will give you time to get armor back and you drain his stamina to half...you win the trade in damage as well. Or just gb him after first light and throw him to wall for demons embrace or just home run him away. If he gbs first then parry is your best option. And it is possible...i play nobushi which has slow stance change as well and i can parry his first or second attack in chain 100% of the time.Originally Posted by CoyoteXStarrk Go to original post
^^ This.Originally Posted by Zv1k0 Go to original post
Myself, I have little trouble stopping the chain as a Shugo, and can usually punish it if they try to continue for more than two hits. It's the chain cancel with feints into GB or a light that ruin me, so I try to reset the fight after each trade to stop them getting momentum. Zerkers have trouble with defensive players, and will usually rely on feints to open you up - but if you have your armor up, who cares. Don't match their guard direction, cockily make uncomfortable eye contact, answer their bait with a bat to the face and a heabutt, dodge back, then let them digest, or sprint at them.
If they do manage to get in your face and start their beyblade impression, the tendency is to try and parry as soon as you can to stop the onslaught, but trying desperately to parry without thought will often see you hit. Instead, take a deep breath, and get an idea of the rhythm - time the hits in your head, there's a definite rhythm. Be aware that the lights can come at you from any direction (but usually the top for a mixup) but heavies can only come from the sides, as a top heavy ends the chain. Practice enough and it's not too hard to predict. A decent zerker will also try to mix the direction of the hits up, though i've found that most will usually try attack from different directions with each hit, so you can sometimes predict it.
Also, If you yourself have been parried, they'll usually start a chain after the invariable GB with a side heavy, so try blocking up - the next hit will be a light and it will usually come from there.
Really though, avoiding a flurry of attacks is the name of the game, as it's the Shug's main weakness. Use the charge/GB/attack mixup whenever you can; it's fantastic, and lets you start an engagement more or less on your terms. Trade initial lights, headbutt, reset the fight. Don't be afraid to run like a pale eyed little girl if they seem like they're gaining momentum. Range is good, as your range closers and openers are far more powerful than theirs. The Zerker has few options to re-initiate contact, and thought their dashes are fairly quick, they are also predictable as balls, always come from the top, and are pretty easy to punish.
Also, the last hit of the zone attack can be parried, and always comes from the left. *tap tap tap parry*
Or, failing all of that, spawn a level 3 Zerker bot for 99 rounds and practice against that. They're easy to cheese with charged heavies and the fat man express, so don't do that, just stay defensive. They are more than happy to demonstrate the chain, and you'll get the idea of the timing.