DNFD/Berserker: Difference between revisions

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{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=236M,6M
|input=236M,6M
|description= A multihit attack that slashes forth and explodes, making it useful for combos and gaining distance.
|description=  
* Plus on block, defined as having more priority even when guarded against.
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. Blood Sword does not OTG and is hard to combo into if the first hit whiffs, making it a very situational move in general.
* Causes a wall bounce in Frenzy
* Causes a wall bounce in Frenzy.
* Blood explosion is a projectile and will persist if {{clr|4|236M}} is Conversion cancelled.
}}
}}



Revision as of 03:31, 1 July 2022

Overview
Overview

Berserker is a beginner-friendly character that uses his health to deal high damage. His air-to-ground ability is exceptional, letting him approach easily.

 Berserker  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.pngGuardMidStartup16RecoveryAdvantage-40, 5SDNFD Berserker 5S.pngGuardMidStartup18Recovery33Advantage-13, 2SDNFD Berserker 2S.pngGuardMidStartup16Recovery37Advantage-17 and 6SDNFD Berserker 6S.pngGuardMidStartup15RecoveryAdvantage-5 to an extent, are great at hitting airborne opponents. Thanks to these moves, Berserker is able to efficiently anti-air opponents that are still in their prejump frames.
  • 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.pngGuardMidStartup17RecoveryAdvantage+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.pngGuardThrow (170)Startup11Recovery23Advantage- 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 succesfful.
  • Sluggish: Without Frenzy, Berserker is a slower character who can struggle to approach zoning oriented characters such as Ranger.

Berserker's 5MDNFD Berserker 5M.pngGuardN/AStartup18RecoveryTotal 23Advantage- triggers Frenzy state, a unique install A 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.pngGuardMidStartup17RecoveryAdvantage+3.

However, Berserker will continuously receive 20 White Damage per second, and cannot perform a Guard Cancel. If he has only 1 Red Health remaining, he will instead lose White Health.

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

20% of damage Berserker inflicts is recovered as HP.
Berserker
DNFD Berserker Portrait.png
Health:980
Guard Gauge:1000
MP Regen Rate:18
Prejump:4
Backdash:

Normal Moves

Normal
DNFD Frenzy Icon.png Frenzy

5A

5AA

5B

2A

2B

j.A

j.B

5A

5AA

5B

2B

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.

  • Cannot be used in Frenzy state.
  • Counterhit punishable recovery.
Proration On-Hit Guard Damage MP Gain Level
0% +10 (HKD) 0 - 4
No results

Special Moves

Ghost Slash

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
110 Mid 18 2 33 -13 none

Common combo tool and a really good anti-air. Able to hit at roundstart, although Berserker has better tools for this. Use 5S > 4S to end combos without using mana, as 2S is needed instead to extend combos with 236M.

  • Applies a hard knockdown to airborne opponents.
Proration On-Hit Guard Damage MP Gain Level
80% -4 90 5 5
  • On connect, can be cancelled to available cancel options at any time during recovery
  • Allows for OTG afterward

Upward Slash

Gore Cross

Gore Cross: Expulsion

Mountainous Wheel

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
90 Mid 25 2 26 -7 none

Berserker does a short hop jumping into the air and slams his sword on the ground. This is a common combo ender without resources, 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 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 regardless of height.

  • Forces a hard knockdown on hit.
  • Hits OTG.
  • Can avoid Low Attacks due to being airborne.
    • If Conversion is used during startup, Berserker will be airborne.
Proration On-Hit Guard Damage MP Gain Level
80% 90
No results

Blood Smash

Ashe Fork

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.

  • Second hit ground bounces and knocks opponents away.
Proration On-Hit Guard Damage MP Gain Level
80%×2 - 30,50 3, 2 2, -
No results

MP Special Moves

Frenzy

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
N/A N/A 18 Total 23 none 30

Frenzy is an install A 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 Normals become more damaging, multi hit, and certain normals change in use. Each of his M moves also gain additional properties. His run speed also increases drastically, greatly improving his neutral.

While it may sound bad initially, Berserker’s health slowly turning into white health gives him constant access to Conversion, giving him a cancel on command. His new Frenzy 5MS, 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.
Proration On-Hit Guard Damage MP Gain Level
N/A
No results

Blood Twister

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
20×9, 130 Mid 17 +3 none 80

A nearly fullscreen hitgrab which draws the opponent in on hit or block, allowing Berserker to get a combo or continue pressure. This combines with Conversion to make Berserker’s pressure nearly endless, so long as he has the MP to sustain it. In terms of being a combo tool, Blood Twister is more expensive than options like j.M or 236M while leading to the same options (typically 5S > 4S). It also does not OTG which limits is effectiveness.

  • Wall bounces on hit.
Proration On-Hit Guard Damage MP Gain Level
90%×10 KD 190 total
No results

Raging Fury

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
25×5, 70 Mid 16 4 (8) 8×3 (?) ? -40 0~20 All 60

Berserker's reversal, and a very strong preemptive anti-air. However, it has somewhat lacking horizontal range in exchange for hitting on both sides. Its long recovery also means it's a somewhat poor combo ender, even though it's Berserker's only grounded OTG MP Skill. If it hits, the resulting situation is typically a neutral reset which may be bad against some characters.

  • Hits OTG.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%×6 HKD 180 total - 3, 1, 3
  • reversal

Blood Sword

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50×2, 70 Mid 14 2 (18) 3 (?) ? +9 none 50

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. Blood Sword does not OTG and is hard to combo into if the first hit whiffs, making it a very situational move in general.

  • Causes a wall bounce in Frenzy.
  • Blood explosion is a projectile and will persist if 236M is Conversion cancelled.
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%×3 KD 180 total - 3, 4, 4 (P6)
No results

Blood Lust

Outrage Break

Awakening Moves

Blood Riven

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

Navigation

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