I like the changes made to him so far but his defensive stance is close to useless in terms of risk vs reward. Celtic curse is nice where it's at but i still find times where i go for it and it completely whiffs
Then in offensive stance the lights will whiff even when it tracks and when it does track it whiffs right in front of the persons face point blank... i think offense lights need a slight increase in how much distance it covers so it's more consistent in landing.
His defense stance, he needs some type of foot stomp opener which confirms into offensive light that could get his offense going, 500ms start up that if you whiff, it's just as much lag as missing a caber toss so people that try and rely on it won't get far, and the reward for landing it isn't minimal for 10dmg on OF light. It will also help him deal with people that's in his face PK/Berserker that completely shut him down when they are close up in his face. Also his offense unblockable should have armor so he can actually use that in 1v2 1v3 scenarios and the unblockable to kick mix up would actually be useful rather then the same kick to grab mix up...
I don't think Berserker needs armor on his 400ms lights, it's kinda ridiculous. Also why are we giving fast characters armor while slower characters can't even use them for the life of them? Highlander, Lawbringer, Shugoki, Warlord are the only characters deserving of armor on majority of their moves. Berserker over here has it on his lights, heavies, unblockables. It's just too much.
Conqueror Zone is the safest BS i've seen.
Kenseis zone doesn't make any sense... The man literally roller bounces full screen and hits you, it needs a range reduction. Even watching the animation doesn't make hardly any sense, he literally does a moon walk.
Unlock tech is cancer.
back dodge meta is cancer.
I can show clips of highlander whiffing OF light point blank, but yeah it's just terrible. Moves that I should be hitting with don't register. Slight increase in range should do the trick while keeping it's same intended balance of the move.