DNFD/Berserker/Combos

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 Berserker
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+MS becomes 236M.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
cc/cv = Conversion Cancel
BAT =  Battle Mage
BRZ =  Berserker
MBR =  Brawler
CRS =  Crusader
DRK =  Dragon Knight
ENC =  Enchantress
GHO =  Ghostblade
GRP =  Grappler
HIT =  Hitman
INQ =  Inquisitor
KNO =  Kunoichi
FLA =  Launcher
LOS =  Lost Warrior
MON =  Monk
RNG =  Ranger
SRK =  Striker
SWI =  Swift Master
TRO =  Troubleshooter
VNG =  Vanguard
SPC =  Spectre

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic Gatling

Basic GatlingExcellent combo to start playing
246 damage


(5AA/2A) > 5B > 2B > 5S > 4S > 5M > 6S
Day 1 combo. Excellent beginner combo as it allows Berserker to set up Frenzy into meaty Gore Cross for continued pressure, which is his win condition. The only downside of this combo is that it leaves the opponent with a good amount of white health, which can be solved with j.2S extensions

Ideally, you don't want to do this combo, but it's still a good combo for just messing around with Berserker

  • Does 205 damage with 5AA starter

Simple Poke Confirm

Simple Poke ConfirmHigh damage poke confirms, welcome to DNF
363 damage


(5A) > 5B > 2B > 5S > 5M, IAS j.2S > 236M, dash 5S > 5M, IAS j.M, 5S > 4S
Good poke combo with good damage and great corner carry. Also works as an introduction to j.2S extensions. Don't try to use Conversion after 236M, the wall bounce will only happen later, which can make the combo drop

  • j.2S is harder to land depending on how far the opponent is from you
  • Does 302 damage with 5A starter

Abare Combo

Abare Combo
295 damage


2A > 5B > 2B > 2S > j.S > j.2S(1) > j.M, 5S > 5M, IAS j.M, dl.5S > 4S
2A isn't the best starter there is, so this is mostly useful in defense, when mashing out of the opponent's pressure. Also functions as a good introduction to 2S jump cancels, a pivotal part of Berserker's combos at close range

Corner 236M Extension

Corner 236M ExtensionFinicky and highly distance dependent, but very MP efficient damage.
354 damage


2B > 2S > dl.4S > 236M > 662B > 5S > 4S
This is more an introduction to Berserker’s 236M than a good combo, but it’s a decent place to start. Should you be close enough for 2S to connect, this route is Berserker’s highest damage for the least amount of MP. Adding more normals may make the ender after 236M fall out.

Simple 214M Confirm

Simple 214M confirmBudget Pot Buster
~400 damage


214M > 623M/AS
Simple corner confirm in order to squeeze out a bit more damage from 214M. These options are always available, regardless of whether or not you were in Frenzy before landing 214M. This is mostly useful in Awakening, since 214M > AS does around as much damage as landing a raw super (400 damage)

  • 214M > 623M does between 220 and 252 damage

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

236M Loops

Frenzyless Corner 236M LoopsEasy to route into, and doesn't hurt you!
Easy


... > 2S > dl.4S > [236M > 5S > 4S]*n
Very common corner combo routing. With A or B starters, you can typically get two loops, while larger starters (such as 5S) allow you to get 3. This routing is great for when you don't want to spend health, or if you aren't in frenzy. If you have extra mana with this routing, you can cut the combo off after 5S and go into j.M Loops.. This routing still works while in frenzy, but will require a delay on 5S after 236M, due to the higher bounce.

Frenzy Starter Refrenzy Loops

Frenzy Starter Refrenzy LoopsHigh-damage, meter dump combo.
Easy


... > 2S > dl.4S > [236M(2) > Conversion > 5M > 5B (2nd hit) > 2B > 4S]*n
Starters worse than two hits will require less loops, but the combo is easy to cut short depending on how much MP is available. This combo doesn’t have to use 2S either, fr.2B > 4S provides enough launch height without a delay for 236M to connect properly.

CH Starter Refrenzy Loops

CH Starter Refrenzy LoopsCan be used for any 5S CH but is hard to raw confirm.
Easy


CH 5S > 5M > 2S > ...
High damage, mid-combo Frenzy switch. Leads neatly into the main re-Frenzy route but deals much more damage thanks to 5S.

Mid-Frenzy CH Refrenzy Loops

Mid-Frenzy CH Refrenzy LoopsAlready being in Frenzy adds a wrinkle.
Easy


CH 5S > Conversion > 2S > 5M, fr.5B > ...
Alternate combo for when Frenzy is already active. Conversion takes Berserker out of Frenzy and the minimal hitstun decay enables the 2S > 5M, fr.5B link. This also neatly routes back into Refrenzy loops, simply gatling into fr.2B and go from there.

High Hitstun Decay j.M Extension

High Hitstun Decay j.M ExtensionSqueeze out a hair more damage.
Easy


high air hit [5S > 5M > IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.M]*n > 5S > 4S

Eventually, given enough hitstun decay, fr.5B and fr.2B will fail to combo. When that happens, this is the best route to eek out a little more damage.

Combo Theory

At a basic level, Berserker wants to end all his combos with 4S for a hard knockdown. This allows him to safely enter Frenzy and either safejump or set up a meaty 6S. All of your combo extensions as Berserker should end with these unless you are trying to kill with Blood Riven or 623M, which sacrifice okizeme for damage. Both of these can be added after any hard knockdown but it can be hard to judge if they will kill depending on the health bar. Blood Riven is especially bad if it does not KO as Berserker loses his life steal AND any potential okizeme. It is also generally recommended against ending combos with 623M outside of the corner, as it will force a reset to neutral due to the poor advantage on hit. In the corner, Berserker gets a workable knockdown, although it is significantly worse than his usual 5S > 4S knockdowns.

5S > 4S is Berserker’s go-to knockdown sequence, where 2S > j.S is used early in combos to extend them. These are very different situations, as only the former can combo into 236M or Blood Twister. Frenzy 2B > 4S works in a similar way to normal 2S > dl.4S in that it gives enough height for 4S‘s ground bounce to properly combo into 236M.

Berserker’s non-Frenzy MP Skills are sub-par for extending combos past one usage as they all suffer heavily from hitstun decay. His Frenzy MP Skills have much higher hitstun and functionally do not suffer from hitstun decay at all. He also has some buttons that are minimally affected by hitstun decay: fr.5B’s second hit, both normal and Frenzy 2B, air hit 5S, and 4S.

Using Frenzy MP Skills and Conversion to extend combos will mean that at some point outside Awakening, Berserker will deal more self damage than damage to the opponent. Combo damage scales, but Frenzy’s self-damage is constant. Make sure to adjust your routes accordingly.

This self-damage is somewhat of a blessing in disguise however. With more advanced routing (such as with Refrenzy Loops , Berserker can easily bring himself down into the Awakening threshold and finish a combo with Blood Riven to add an extra 200 minimum damage to any combo. This unique freedom of access to his Awakening Skill allows Berserker to very consistently two or three touch most opponents, assuming the Berserker player is consciously aware of how much damage they need to kill and how much health they need to lose. While it is generally advised not to dump too much health on hits that won't kill, always remember that if your enemy is dead your health doesn't matter.

At it's core, Berserker's health is a resource. You can choose to be conservative or go absolutely wild and let loose the floodgates. Whichever you choose, always remember that it is a resource to be used and expended.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Awakening Frenzyless j.M Loops

Awakening Frenzyless j.M LoopsNo conversion, no problem.
Easy


... > 2S > dl.4S > [5M > IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.M > 5S]*n > 4S

This should look familiar, as it’s functionally the same as the high hitstun decay route. Awakening heals Berserker enough that access to Conversion becomes unreliable, limiting 236M(2) routes.

Awakening Frenzy j.M Loops

Awakening Frenzy j.M LoopsNo Conversion needed here.
Easy


... > fr.2B > 4S > 236M > 5S > [5M > IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.M > 5S]*n > 4S

Functionally the same route as above, but adjusted to exit Frenzy. Blood Twister can be used instead of 236M but it’s more costly in terms of MP.

Miscellaneous Combos

Corner fr.214M Loop

Corner fr.214M LoopBudget Wild Throw
322 damage


fr.214M, IAS j.2S > [236M, 5S > 4S]*2 > 5M/AS
It's possible to get a full combo off fr.214M, thanks to j.2S's OTG properties. Delay either the first 236M or the first 5S

Corner 6SS Confirm

Corner 6SS Confirm
375 damage


6SS, 2A > 5B > 2B > 2S > j.S > j.2S(1) > j.M, 5S > 4S > 236M, 5S > 5M > IAS j.M, 5S > 4S > 5M/AS
Due to the 6SS changes of version 1.09, Berserker can now get a full combo off of it, by hitconfirming it into 2A. This is mostly used in pressure

Combo List

Notes:

  • Berserker combos are easy for the most part, so difficulty won't be listed.
  • fr.X refers to the Frenzy variant of a move (such as Berserker's B normals)


A Starter Combos
Combo Position Damage Works on: Notes
(5AA/2A) > 5B > 2B > 5S > 4S Anywhere 246 Everyone Day 1 combo. Does 205 damage with 5AA starter
2A > 5B > 2B > 2S > j.S > j.2S(1) > j.M, 5S > 5M, IAS j.M, dl.5S > 4S Anywhere 295 Everyone Abare combo. Requires the opponent to be close
5A > 5B > 2B > 5S > 5M, IAS j.2S > 236M, dash 5S > 5M, IAS j.M, 5S > 4S Midscreen 305 Everyone
5A > 5B > 2B > 5S > 5M, IAS j.2S > 236M(2) > Conversion > 5M, dash fr.5B(2) > fr.2B > 4S > 236M, 5S > 4S Midscreen to Corner 313 Everyone More optimal variant of the previous combo when closer to the corner


B Starter Combos
Combo Position Damage Works on: Notes
5B > 5S > 4S~j.2S > 5M, fr.5A(1) > fr.5B > fr.2B > 5S >4S~j.2S > [fr.236M] or [fr.5M], (dash) 5S > 4S > (CV 4S) > 214M, (AS) Anywhere 386/424 Everyone* BnB off of 5B that works at far range Has great corner carry and mana economy for decent damage. Doesn't work at round start distance against  Enchantress,  Kunoichi,  Striker and  Ghostblade
5B > 5S > 4S~j.2S > 236M(2) > kara jc 5M, run fr.5B > fr.2B > 5S >4S~j.2S > [fr.236M] or [fr.5M], (dash) 5S > 4S > (CV 4S) > 214M, (AS) Anywhere 426/473 Everyone Advanced variant of the previous combo. Has full corner carry and great economy. Using fr.5M at the end is only recommended if Berserker is in Awakening.


S Starter Combos
Combo Position Damage Works on: Notes
CH 5S > death Anywhere you die Everyone Placeholder, meme-y row that is to be removed once proper CH 5S combos are added
6SS, 2A > 5B > 2B > 2S > j.S > j.2S(1) > j.M, 5S > 4S > 236M, 5S > 5M > IAS j.M, 5S > 4S > 5M/AS Corner 375 Everyone


M Starter Combos
Combo Position Damage Works on: Notes
214M, 623M Corner ~240 Everyone Basically just bonus damage, at the cost of a hard knockdown
214M, AS Corner ~400 Everyone Same as the previous combo, but more damaging
fr.214M, IAS j.2S > [236M, 5S > 4S]*2 > (AS) Corner 322 Everyone Go-to combo if you land 214M while in Frenzy


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