DNFD/Berserker

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Overview

Overview

Berserker is a beginner-friendly, well-rounded character that uses his health to deal high damage.

Berserker has strong normals that allow him to poke with the best of them. His 5A and 5B are both excellent pokes that have great range for their speed while remaining safe on block. 2B acts as a strong complement as it lowers his hurtbox significantly and can go under a lot of other character’s pokes. He also has 6S, a projectile wall that can be launched with 6SS. Though it is weak to rolls and low profiles, it works wonders in keeping Berserker safe from projectile zoning. His jump normals are notable for being excellent jump-ins, as the majority can cross up. j.M is a standout button as it summons projectiles upon landing that persist if Berserker is hit.

As if that wasn’t good enough, Frenzy takes all these strengths and amplifies them. His already strong neutral becomes even stronger as his movement speed and jump arc increases. His normals get better for pressure as all of his sword normals gain a second slice, improving normal and guard bar damage. His combos improve as Frenzy strengthens his MP Skills. This comes at a price, as Frenzy slowly turns Berserker’s health into white health. Mis-managing Frenzy means Berserker can take heavy damage from a stray MP Skill from the opponent, but the risk is worth the reward. Frenzy also gives Berserker access to Conversion at will, further strengthening his pressure. As the icing on the cake, 5M in Frenzy becomes Blood TwisterDNFD Berserker Frenzy M.pngGuard:
Mid
Startup:
17
Recovery:
-
Advantage:
+3
, an incredible all-purpose move.

Berserker’s pressure is a contender for the strongest in the game. His ability to keep opponents blocking with his Frenzy normals and pressure resets/instant overheads with Conversion force his opponents to gamble instead of him in most cases. The only major weakness to Berserker's gameplan is his health slowly ticking down in Frenzy, which can spell the end of a round if you make a mistake. If you want a character who uses system mechanics well and pressures opponents into taking action for you, Berserker is for you.
Lore:A warrior that ravages opponents with the power of bloodiness.

The Berserker is a Slayer that has fallen prey to the "Kazan Syndrome" which originated from Kazan, the God of Destruction.
Although physical functions improve to astonishing levels as symptoms progress, those afflicted also become embroiled in a bloody rage and lose all sense of reason, destroying everything in their paths.

The Berserker is searching for a way to control his bloodiness after a brutal massacre which occurred when he'd once lost control.

Now, being chased by soldiers of the De Los Empire, he finds himself headed across the border for the Principality of Bel Myre's forest.
Playstyle
Berserker is classified as a Standard type. He is a well rounded character with many easy-to-use moves, highly aggressive aerial to ground techniques, and can sacrifice HP for enhanced attacks.
Pros Cons
  • Relentless Pressure: Berserker's main trait is that he can always cancel his moves into either Frenzy or Conversion. This allows him to perform extended block pressure, deal massive guard gauge damage, and convert stray hits into highly damaging combo sequences, all while being safe from Guard Cancels.
  • Excellent Normals: Berserker's normals are rather fast for their reach, allowing him to simultaneously beat out longer ranged characters while spaced correctly and keep out shorter ranged characters from approaching him or counterattacking.
  • Anti-air Control: Berserker's 623MDNFD Berserker 623M.pngGuard:
    Mid
    Startup:
    16
    Recovery:
    -
    Advantage:
    -40
    and 2SDNFD Berserker 2S.pngGuard:
    Mid
    Startup:
    16
    Recovery:
    37
    Advantage:
    -17
    are great at hitting airborne opponents. In Frenzy, Blood TwisterDNFD Berserker Frenzy M.pngGuard:
    Mid
    Startup:
    17
    Recovery:
    -
    Advantage:
    +3
    can completely disuade opponents from jumping at all due to it's enormous hitbox and 5BDNFD Berserker 5B.pngGuard:
    Mid
    Startup:
    12
    Recovery:
    18
    Advantage:
    -5
    gains a second hit which acts as another anti air.
  • Frenzy: Frenzy makes Berserker even more oppressive by strengthening his normals and increasing his run speed dramatically. He also gains access to Blood TwisterDNFD Berserker Frenzy M.pngGuard:
    Mid
    Startup:
    17
    Recovery:
    -
    Advantage:
    +3
    , which can skip neutral on hit and block. On top of that, using Frenzy forces Berserker into recieving white life, which lets him abuse conversion.
  • Life Steal: His 214MDNFD Berserker 214M 2.pngGuard:
    Throw (170)
    Startup:
    11
    Recovery:
    23
    Advantage:
    -
    and his Awakening passive allows Berserker to alleviate one of his biggest weaknesses.
  • Volatile: While Frenzy greatly empowers Berserker, the health cost means he can have a lower effective health pool than average if his life steal properties are not succesful. On defense his reversal has lacking horizontal range and poor reward on hit due to it's long recovery, which can make reversing a situation somewhat difficult.
  • Sluggish: Without Frenzy, Berserker is a slower character who can struggle to approach zoning oriented characters such as Ranger.

Unique Mechanic DNFD Frenzy Icon.png Frenzy

Frenzy Cancel Advantages  
Attack On Block Frenzy Cancel oB Difference
5A -4 -7 3F less safe
5AA -6 -5 1f safer
5B -5 -5 None
2B -8 -3 5f, safe
5S -13 -2 11f, safe
2S -17 -1 16f, safe
4S -7 -3 4f, safe
j.2S -? -3 safe

Berserker's 5MDNFD Berserker 5M.pngGuard:
N/A
Startup:
-
Recovery:
Total 23
Advantage:
-
triggers Frenzy state, a unique InstallA move, usually a super, which changes the properties of the character themself, usually for the better.. In this state Berserker's attacks are powered up, with all attacks (except MP Special moves) dealing +10% damage, with improved versions of normals. He also gains a huge boost to his movement speed and higher jump height. This also unlocks access to an additional MP Special, Blood TwisterDNFD Berserker Frenzy M.pngGuard:
Mid
Startup:
17
Recovery:
-
Advantage:
+3
.

However, Berserker will continuously receive 20 White Damage per second. If he has only 1 Red Health remaining, he will instead lose White Health.

Awakening Effect: DNFD Berserker Awakening Icon.png Thirst

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

20% of damage Berserker inflicts is recovered as HP.

  • The healing is based on Berserker's damage dealt before combo scaling is applied. This makes the healing much greater than it may initially seem.
  • While this Awakening is very powerful, it locks off Berserker's Conversion Cancel combo routes which are typically his highest damage routes. It can sometimes also make converting stray neutral hits more difficult.
Berserker
DNFD Berserker Portrait.png
Health:950
Guard Gauge:1050
MP Regen Rate:18
Prejump:4
Backdash:{{{backdash}}}
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623M (16F)

Normal Moves

Normal
DNFD Frenzy Icon.png Frenzy

5A

5A

Damage Guard Startup Active Recovery On-Block Invuln
55 Mid 8 2 19 -4 none

One of Berserker’s fastest buttons and very safe to throw out. This move becomes a decent combo starter at close range, and is a respectable poke. At farther ranges, opt for 5B instead of 5AA as the latter will fall out.

  • Cancels into 5AA on hit, block, and whiff.

Cancel options: 5AA, 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

5AA

5AA

Damage Guard Startup Active Recovery On-Block Invuln
65 Mid 9 5 20 -6 none

Similar range to 5A means this can drop out at max range. Great hit confirm tool and blockstring/combo filler. Whiff cancelling into this makes attempting to whiff punish 5A very difficult.

Cancel options: 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

5B

5B

Damage Guard Startup Active Recovery On-Block Invuln
85 Mid 12 6 18 -5 none

Berserker’s 5B is a fantastic neutral tool. It hits from round start distance and is very safe. Its only real downside is that it typically out-reaches its cancel options at max range, making it difficult to convert from (especially when compared to other, top tier characters).

Cancel options: 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

2A

2A

Damage Guard Startup Active Recovery On-Block Invuln
40 Low 6 3 15 -2 none

Berserker’s fastest low and fastest normal overall. Excellent close range button, but has more limited cancel options than 5A. Immediate cancels into 5B is fast enough to combo and is also safe on block, while still retaining the threat of 2B after. Due to it's speed, its often used to pickup combos from starters with low hitstun, such as from Instant Overhead j.A.

  • Does not cancel into itself.

Cancel options: 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

2B

2B

Damage Guard Startup Active Recovery On-Block Invuln
80 Low 16 2 25 -8 none

Another move that hits roundstart, having pretty good range. 2B has its own niche as a counter poke against higher-hitting moves as Berserker’s hurtbox is much lower than 5B, although its long recovery frames makes it vulnerable to whiff punishing. 2B (at least in normal mode) is also slightly more useful in combos as it suffers far less from hitstun decay in longer combos.

This move lowers Berserker's hurtbox significantly, allowing him to low profile many attacks such as Swift Master's 5BDNFD Swift Master 5B.pngGuard:
Mid
Startup:
9
Recovery:
-
Advantage:
-11
.

  • Knocks down on hit.
  • Applies hard knockdown on counterhit.
  • Frame advantage when Frenzy cancelled: -5

Cancel options: 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

j.A

j.A

Damage Guard Startup Active Recovery On-Block Invuln
50 High 8 11 - - none

Berserker reaches out his foot to attack. IASAlso known as a 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.
Conversion allows this to be used as an instant overhead and is particularly hard to see coming when covered by Gore Cross. Aside from this, j.ABS can be looped on standing opponents for style points.

  • Can cross up.

Cancel options: j.B, j.S, j.2S, j.M

j.B

j.B

Damage Guard Startup Active Recovery On-Block Invuln
75 High 12 5 none

Another crossup button, functionally a bigger and slower j.A. Mostly overshadowed by its Frenzy cousin, but is a respectable button nonetheless.

  • Can cross up.

Cancel options: j.S, j.2S, j.M

5A

5A

Damage Guard Startup Active Recovery On-Block Invuln
49, 44 Mid 8 2(14)1 -2 none

With Frenzy, this becomes larger vertically (but with shorter horizontal reach), safer, and much more damaging. The additional hit gives more time for MP to regenerate, conserving MP on offense. At max range the second hit can whiff on both hit and block. However, this can be avoided by cancelling the first hit into another normal like 5B.

  • Can cancel any time after the first hit is blocked or hit.

Cancel options: 5AA, 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

5AA

5AA

Damage Guard Startup Active Recovery On-Block Invuln
49×2 Mid -4 none

Another gigantic, two-hit normal. Shares normal 5AA’s whiff cancel properties, but cancelling into it too fast will lose the damage increase from 5A‘s second hit. Great normal for blockstrings and also useful for catching rolls.

  • Can cancel any time after the first hit is blocked or hit.

Cancel options: 5B, 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

5B

5B

Damage Guard Startup Active Recovery On-Block Invuln
82×2 Mid 12 -8 none

Adds an additional hit to 5B that can also act as an anti air. Excellent as a combo and pressure tool as it consistently combos into 2B. 5B‘s second hit is notable as it behaves like most sweeps do in that it is mostly unaffected by hitstun decay. Whiffing the first hit to use the second is common in Berserker combos as it still combos into 2B for more damage than doing 5S > 4S.

This move is one of the major reasons why Frenzy neutral is so scary. Combined with the massive movement speed increase, Berserker is also equipped with a button which can easily both poke and anti air opponents at a relatively low risk; and unlike the non-frenzy version of this move, it can consistently lead to full combos even at maximum range.

  • Can cancel any time after the first hit is blocked or hit.
  • Second hit is a hard knockdown.
  • The second hit will move Berserker forward, useful for confirming or certain pressure sequences.

Cancel options: 2B, 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

2B

2B

Damage Guard Startup Active Recovery On-Block Invuln
60, 71 Low -5 none

Adds an additional hit to 2B. Another excellent combo and pressure tool with the small bonus of making 2B safer on block. The first hit can whiff when spaced out, which will leave a small gap on block. Unlike the first hit, the second hit is not a gapless string into 5S, but it's always possible to cancel the second hit so long as the first lands.

Thanks to the long gap between hits, Berserker can sneak in a 214M if he times it properly at close range. This is notable for not requiring a Conversion to set up, allowing Berserker to easily heal back his white health.

  • Can cancel any time after the first hit is blocked or hit.
  • First hit knocks down, second hit does not.
  • Second hit has forward momentum, useful for combos and pressure.

Cancel options: 5S, 2S, 6S, 4S, 5M, 623M, 236M, 214M

j.B

j.B

Damage Guard Startup Active Recovery On-Block Invuln
99 High none

Gigantic air normal that is difficult to contest. While not having as much horizontal range as j.S, it boasts a significant hitbox both in front and behind Berserker, making it a stronger option in close range situations. Unlike the rest of his Frenzy normals, this one only hits once.

Frenzy j.B can be used as an instant overhead from any jump versus Vanguard, Crusader, Hitman, or Lost Warrior. This lets Berserker confirm into j.B > j.2S > 236M, allowing him to route into OTG j.M loops2S > 4S > 5M > TK j.M > 5S > 5M > TK j.M....

Cancel options: j.S, j.2S, j.M

Universal Mechanics

Throw

A+B

Damage Guard Startup Active Recovery On-Block Invuln
150 Throw 5 2 22 - none

Berserker stabs his opponent and then flings them half a screen's length away. This throw provides next to no okizeme midscreen and very limited plus frames in the corner. Use 214M instead when possible as even though it costs MP it gives a much better knockdown.

  • +2 on hit.

Guard Cancel

B+S

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 18 3 40 -30 1~20 Strike

Berserker's Guard Cancel sharing its animation with 2S gives it generous vertical range at the cost of some horizontal reach. Berserker may not want to have very much space between him and his opponent, but going back to neutral is infinitely better than getting Guard Crushed into a combo.

  • Counterhit punishable recovery.

Special Moves

Ghost Slash

5S DNFD Knockdown Icon.pngForces a hard knockdown against airborne opponents

Damage Guard Startup Active Recovery On-Block Invuln
110 Mid 18 2 33 -13 none

An overall very versatile button, being used as a counterpoke, pressure extender, combo filler and anti-air. It's able to hit at round start, but Berserker has other buttons which hits round start, namely 5B and 2B. Is very rewarding on Counter Hit (this can lead to a Touch of DeathA single combo that will immediately defeat the opponent even from full health. against Enchantress, Inquisitor and Swift Master) while remaining mostly safe on block, despite the terrible frame advantage. 5S shines later in combos as it is mostly unaffected by hitstun decay when it hits airborne opponents.


Cancel options: 6S, 4S, 5M (normal and Frenzy), 623M, 236M, 214M

Upward Slash

2S

Damage Guard Startup Active Recovery On-Block Invuln
100 Mid 16 3 37 -17 none

Very tall anti-air that kisses the lifebars. Makes a good alternative to 5S for extending combos instead of ending them and leads to big damage if confirmed into early on.

Cancel options: 6S, 4S, 5M (normal and Frenzy), 623M, 236M, 214M

Gore Cross

6S DNFD Projectile Icon.pngIs a projectile property attack

Damage Guard Startup Active Recovery On-Block Invuln
50×2 Mid 15 -5 none

Set this up anytime Berserker gets a hard knockdown. Usually his hard knockdowns are advantageous enough that the projectile will CH mashing and snuff out DPs, ensuring it’s Berserker’s turn. Gore Cross also functions as a defensive projectile wall in neutral thanks to its two hits.

Ending a combo with 4S's hard knockdown allows for an easy set up of 5M into 6S, which starts Berserker's suffocating pressure. Berserker can always combo into this using 5S's air hit properties.

Strangely enough, despite being considered a projectile, some moves such as Crusader's 6SDNFD Crusader 6S.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
-6
or Dragon Knight's j.SDNFD Dragon Knight jS 1.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
-
will pass over and not interact with Gore Cross while it is stationary.

Cancel options: 6SS

Gore Cross: Expulsion

S after Gore Cross DNFD Projectile Icon.pngIs a projectile property attack

Damage Guard Startup Active Recovery On-Block Invuln
80 Mid -12 none

Gore Cross, part 2. Turns the stationary, two hit projectile into a decently quick single-hit one. This may seem spammable on the surface, but it’s long total duration makes it particularly vulnerable to rolls and causes it to often lose in fireball wars against projectiles with shorter recovery. Technically adds a third projectile hit to Gore Cross, which can cancel out an extra projectile at the last minute.

It's important to be aware of Gore Cross' flaws as a projectile before attempting to use it as a typical fireball. During the startup frames, Berserker extends his hurtbox significantly which can often lead to the move being easily stuffed. Projectiles with a large number of multi-hits can also break through the Gore Cross and hit Berserker during it's long recovery, such as Kunoichi's 6SDNFD Kunoichi 6S.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-16
and Ranger's 5M[[File:|130x200px]]Guard:
Mid
Startup:
-
Recovery:
-
Advantage:
-10
. Curiously, certain explosive projectiles such as Ranger's j.SDNFD Ranger jS.pngGuard:
Mid
Startup:
183
Recovery:
-
Advantage:
-
and Launcher's 5SDNFD Launcher 5S.pngGuard:
All
Startup:
22
Recovery:
34
Advantage:
-4
will also explode on 6SS' extended hurtbox, punishing Berserker in some cases.

Despite all this, 6SS still finds some use in discouraging safe zoning with single hit projectiles, especially effective against moves like Ranger's 5ADNFD Ranger 5A.pngGuard:
Mid
Startup:
12
Recovery:
-
Advantage:
-10~-3
. A handy trick is to Conversion the recovery of 6SS and run behind it, using it to cover an approach, though this takes Berserker out of Frenzy and costs some health.

Not quite as versatile as your typical shoto fireball, but useful in certain situations and matchups.

Mountainous Wheel

4S DNFD OTG Icon.pngCan hit a knocked down opponent off the ground DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage Guard Startup Active Recovery On-Block Invuln
90 Mid 25 2 26 -7 none

Berserker does a short hop jumping into the air and slams his sword on the ground. Cannot be cancelled into on block without a gap. This is a common combo ender but it can extend combos if opponents are higher up and MP/Conversion is available. Having some juggle height beforehand allows 236M to combo, and having Conversion allows Berserker to use IASAlso known as a 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 regardless of height.

Always leads to a Hard Knockdown on hit, which leads this to be Berserker's best combo ender, allowing for a safe and easy 5M into 6S setup.

  • Can avoid low attacks and grabs due to being airborne.
  • Can be Conversion Canceled during startup to leave Berserker airborne, allowing an instant overhead with j.A. If this is performed off fr.5B on block, the instant overhead will be gapless.
  • Frame advantage when Frenzy cancelled: -3

Cancel options: 5M (normal and Frenzy), 623M, 236M, 214M

Blood Smash

j.S DNFD Overhead Icon.pngOverhead attack. Must be guarded standing

Damage Guard Startup Active Recovery On-Block Invuln
95 High 16 6 - - none

Another very big air button for Berserker. Can hit very high up in a jump but cannot be used as a crossup like j.A or j.B. In frenzy, an instant dashjump j.S can hit fullscreen distance.

Cancel options: j.2S, j.M

Ashe Fork

j.2S

Damage Guard Startup Active Recovery On-Block Invuln
112 Mid 16 Until L, (1) 4 35 - none

A divekick that temporarily halts air momentum before quickly traveling to the ground at a 45 degree angle. Provides Berserker a way to change his jump arc and mess with anti-air timings against characters with poor anti-airs, but will usually die to characters with designated AA buttons. Can also be used to confirm hits from his other air normals, mainly j.B and j.S, into full combos. Very unsafe on whiff or if not cancelled into another move.

  • Second hit ground bounces and knocks opponents away.
  • Frame advantage when Frenzy cancelled: -3

First Hit Cancel options: j.M

Second Hit Cancel options: 5M (normal and Frenzy), 623M, 236M, 214M

MP Special Moves

Frenzy

5M DNFD Frenzy Icon.pngBuff granted by Frenzy. Greatly increases Berserker's movement speed, powers up his normals, and grants access to Blood Twister.

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
N/A N/A Total 23 30 none

Frenzy is an InstallA move, usually a super, which changes the properties of the character themself, usually for the better.-type buff that dramatically increases Berserker's performance at the cost of slowly draining health. While in Frenzy, his sword normals become more damaging, gaining a hit (except for j.B), and consequently dealing more guard gauge damage. Each of his M moves also gain additional properties. His run speed and jump arc also increases drastically, greatly improving his neutral.

Berserker’s health slowly turning into white health is a blessing in disguise as it gives him constant access to Conversion. His new Frenzy 5M, Blood Twister, vacuums opponents on hit and block (which he can then make plus with Conversion). This combined with his improved and double-hitting sword normals turns him into a guard crushing pressure monster.

  • Passively drains Berserker's health in the form of white health while active.
  • Automatically ends when Berserker is hit, uses another MP Skill, or uses Conversion.

Blood Twister

5M during Frenzy DNFD Projectile Icon.pngIs a projectile property attack

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
20×9, 130 Mid 17 +3 80 none

If Frenzy is Berserker’s character-defining move, then Blood Twister is a close second. Blood Twister is an incredible move that rounds out Berserker’s pressure and neutral. It’s massive hitbox reaches around 3/4ths of the screen and is quite tall, effectively stopping aggressive jumps altogether. It’s vacuum pulls opponents close on hit and block, making it a strong confirm option and pressure reset. Even though it has high pushback, Blood Twister is naturally plus on block (and can be made more so with Conversion) and leaves Berserker in 5A range for continued pressure. Blocking Blood Twister also shreds the guard gauge. The vortex itself is considered a projectile, which means that moves such as Grappler's Shoulder TackleDNFD Grappler 236M.pngGuard:
Mid
Startup:
19~26
Recovery:
-
Advantage:
-8~+1
will blow right through the initial vortex.

As good as Blood Twister is, there are some downsides to it. Blood Twister is subpar as a combo tool up close, given the high MP cost and the presence of better, cheaper combo tools (in the form of j.M and 236M) that also lead into the same routes. Sometimes useful very late into health-dump routes, due to its high minimum damage. It’s main use is to enhance Berserker’s neutral and pressure, and it does that very well.

  • Vacuums opponents on the first 9 hits.
  • First 9 hits cause a restand.
  • Final hit causes a wallbounce.

Raging Fury

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
25×5, 70 Mid 16 4 (8) 8x3 (?) ? -40 70 1~?? All

Berserker's invincible reversal, and a very strong preemptive anti-air. However, it has lacking horizontal range despite hitting on both sides. If it hits, the resulting situation is typically a neutral reset which may be bad against some characters, especially since Berserker can't safely set up 5M after. It can also be used to punish guard cancel on reaction when Conversion is not available.

Due to it's OTG properties, it can sometimes be worth using as a combo ender to close out a round. Due to the long recovery afterwards however, it does not give a workable knockdown, meaning one should be careful about using it in this way.

  • It hits multiple times, so it can beat out armored moves like Grappler's Charged Low FlingDNFD Grappler 5S Charge 1.pngGuard:
    Throw
    Startup:
    32
    Recovery:
    -
    Advantage:
    N/A
    .
  • Does increased damage in Frenzy.

Blood Sword

6M or 236M DNFD Projectile Icon.pngIs a projectile property attack

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
50×2, 70 Mid 14 2 (18) 3 (?) ? +9 50 none

Berserker performs a slash with his sword into an explosion of blood. Plus on block, but pushes Berserker too far out to effectively leverage the frame advantage. More often than not the first hit will whiff, leaving a large gap in blockstrings and also leaving Berserker wide open for a punish.

Blood Sword shines in corner combos and when Conversion is available. On airborne opponents, Frenzy Blood Sword can lead to loops with more MP and Conversion available. Even though it doesn’t OTG, the first hit can still connect if the opponent bounces high enough. Most of Berserker’s extended combos use Conversion to cancel the second hit of the Frenzy version to give enough time to re-enter Frenzy.

Though somewhat expensive, 236M>Conversion>5M can be an effective way to reset pressure and set up Frenzy without much risk, thanks to the delayed blood explosion persisting when conversion is performed. This leaves Berserker massively plus even after running in, allowing him to easily beat most attempts to contest it.

  • Causes a soft knockdown normally and a wall bounce in Frenzy.
  • Normal version suffers notably from hitstun decay, Frenzy version does not.
  • Blood explosion is a projectile and will persist if 236M is Conversion cancelled on the second hit only.

Blood Lust

4M or 214M DNFD Grab Icon.pngThrow property attack. Cannot be guarded

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
180 Throw (170) 11 2 23 50 none

A close range command grab which heals all of Berserker's current white health on hit. Has slightly more range than a regular grab, allowing for dashless tick throws in more circumstances. Synergizes very well with the rest of Berserker's kit, especially in Frenzy. Berserker has a relatively easy time conditioning his opponents to block with his normals, which allows him to cash out in this once they start to sit still. Along with healing his white health, Blood Lust also gives a workable knockdown. It’s best in the corner as it also sets up a meaty 6S or 5M.

Unfortunately, due to it's lack of throw invincibility, opponents inputting throw to tech your regular throw will also beat this throw, despite it being untechable. Use with caution and be sure to observe your opponent's habits.

  • Frenzy increases its damage (200) and allows it to combo into 623M or Blood Riven in the corner.
    • fr.214M > 623M deals 240 damage total.
    • fr.214M > Blood Riven deals 400 damage total, the same as a raw Awakening Skill.
  • Cannot be Conversion cancelled at all.
  • Can be kara cancelled (2B(1)~214M) for extended range in pressure strings.

Outrage Break

j.M DNFD Overhead Icon.pngThe descending slash cannot be guarded while crouching DNFD Projectile Icon.pngThe explosions after the sword impact are considered projectile property DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
70, 35×4 High, Mid 27 +4 50 none

Berserker slams his sword into the ground creating an explosion of blood where he lands, which hits on both sides of him. Combo extender and a pretty slow and impractical overhead. Usually needs conversion to be comboed into, which makes it perfect as a way to safely exit Frenzy. Used as an extension in corner combos as well as to convert pokes in neutral. It also provides high life gain in awakening, since Berserker's lifesteal is calculated before combo scaling resulting in j.M's multihits healing back a tonne of health.

Also functions as an oppressive jump-in option due to it's huge hitbox, generous plus frames, and the massive number of active frames that persist even if Berserker is hit, making it difficult to contest

  • First hit is an overhead, the blood explosions are mids.
  • Frenzy version launches higher with more untech time, which allows it to be a fantastic late combo piece.
  • Blood explosions will persist even if Berserker is hit, so long as he reaches the ground.

Awakening Moves

Blood Riven

AS DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block Invuln
400[200] Mid 2+16 -37 none

Awakening Skill that turns Berserker into the Blood Majin. Only used as a combo ender when going for the kill, as not worth losing the passive lifesteal bonus otherwise. Comes with very short reach and only hits the area immediately surrounding Berserker.

Berserker has the unique ability to trigger his own Awakening mid combo fairly easily with refrenzy combo routes, due to the self damage from 5M and Conversion. This can be a useful method for closing out a round, burning health to improve combo damage with superior conversion routing and ending in Blood Riven for massive damage off any starter. Be careful with doing this though, as you'll want to be absolutely sure this kills since Blood Riven leads to poor oki.

Situationally useful to remove Berserker's Awakening lifesteal and re-enable use of Conversion combo routes that are disabled in Awakening due to outhealing white health, but the value of lifesteal is almost always more beneficial.

  • Hits opponents OTG, easily combos out of pretty much anything thanks to this.
  • Relatively short range, but hits all around Berserker. Extremely easy to include in corner combos, especially with Berserker's great corner carry.

Colors

DNFD Berserker Color 1.png
DNFD Berserker Color 2.png
DNFD Berserker Color 3.png
DNFD Berserker Color 4.png
1
2
3
D-Type Color (DFO)
4
C-Type Color (DFO)
DNFD Berserker Color 5.png
DNFD Berserker Color 6.png
DNFD Berserker Color 7.png
DNFD Berserker Color 8.png
5
B-Type Color (DFO)
6
7
8
Original Slayer palette (DFO)

Navigation

Berserker
Ambox notice.png To edit frame data, edit values in DNFD/Berserker/Data.