DNFD/Berserker

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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 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.

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

5A

5AA

5AA

5B

5B

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
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. It’s only real downside is that it typically out-reaches it’s cancel options at max range, making it difficult to convert from at times. However this is usually a non-issue as Berserker’s goal is to be in his opponent’s face.

Proration On-Hit Guard Damage MP Gain Level
75% -3 55 3 2
No results

2A

2A

2B

2B

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
80 Low 16 2 25 -8 none

Another move that hits roundstart, pretty good range. 5B is typically a better poke overall, but 2B has its own niche. It’s good as a counter poke to higher-hitting moves as Berserker’s hurtbox is much lower than 5B. 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.pngGuardMidStartup9Recovery29Advantage-17.

  • Knocks down on hit.
  • Applies hard knockdown on counterhit.
Proration On-Hit Guard Damage MP Gain Level
75% KD 60 3 2
No results

j.A

j.A

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
50 High 8 11 Until landing+2 - none

Berserker reaches out his foot to attack. 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.
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 crossup.
Proration On-Hit Guard Damage MP Gain Level
70% - 30 1 1
  • Berserker does not recover until landing

j.B

j.B

5A

5A

5AA

5AA

5B

5B

2B

2B

j.B

j.B

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
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 on both sides, 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,  Ghostblade,  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....

Proration On-Hit Guard Damage MP Gain Level
80% 70
No results

Universal Mechanics

Throw

A+B

Guard Cancel

B+S

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

5S

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

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 Death A single combo that will defeat the opponent even from full health. against  Enchantress,  Inquisitor and  Swift Master) while remaining mostly safe on block, despite the terrible frame advantage

  • Causes a hard knockdown on airborne hit
  • Frame advantage when Frenzy cancelled: -2


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

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

2S

Gore Cross

6S

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
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.

Proration On-Hit Guard Damage MP Gain Level
80%×2 +2 30,30 3 3
No results

Gore Cross: Expulsion

S after Gore Cross

Mountainous Wheel

4S

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.

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.

  • 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

j.S

Ashe Fork

j.2S

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

5M

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 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.
Proration On-Hit Guard Damage MP Gain Level
N/A
No results

Blood Twister

5M during 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.
20×9, 130 Mid 17 +3 none 80

A hitgrab that covers around 2/3 to 3/4 of the screen. Its enormous hitbox allows it to function as a very effective neutral skip, anti-air, and whiff punish option, leading to full combo on hit or pressure on block. As a pressure reset, it's very good, thanks to the vacuum effect on the earlier hits (and the fact that you're generally plus after connecting). However, it's pretty subpar as a combo tool, 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 as Blood Twister

  • Has a vacuum effect on the first 9 hits
  • The first 9 hits causes a restand on hit
  • Final hit causes a wallbounce on hit
Proration On-Hit Guard Damage MP Gain Level
90%×10 KD 190 total
No results

Raging Fury

2M or 623M

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 invincible reversal, and a very strong preemptive anti-air. However, it has somewhat lacking horizontal range in exchange for hitting on both sides. If it hits, the resulting situation is typically a neutral reset which may be bad against some characters. 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.pngGuardThrowStartup32RecoveryAdvantageN/A.

  • Does increased damage in Frenzy.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%×6 HKD 180 total - 3, 1, 3
  • reversal

Blood Sword

6M or 236M

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. More often than not the first hit will whiff, leaving a large gap in blockstrings and also leaving Berserker wide open for a punish.

In exchange for not being the greatest move in blockstrings, Blood Sword shines in corner combos and when Conversion is available. On airborne opponents, Blood Sword loops into itself if the first hit connects. Even though it doesn’t OTG, the first hit can still connect if the opponent bounces high enough. The first hit can also be Conversion cancelled to make Berserker obscenely plus on hit and block.

  • 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

4M or 214M

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.
180 Throw (170) 11 2 23 none 50

A close range command grab which heals all of Berserker's current white health on hit. 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 Gore Cross.

  • Does more damage in Frenzy (200).
  • Cannot be Conversion cancelled at all.
  • Has slightly more range than a regular grab, allowing for dashless tick throws in more circumstances.
Version Proration On-Hit Guard Damage MP Gain Level
214M 30% HKD N/A
No results

Outrage Break

j.M

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.
70, 35×4 High, Mid 27 +4 none 50

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.

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.

  • Hits OTG.
  • When in Frenzy, has a higher launch and more unconscious time, allowing for more combo follow-ups
Proration On-Hit Guard Damage MP Gain Level
90%×5 KD 130 total
No results

Awakening Moves

Blood Riven

AS

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