Beserker Combo Discussion Thread

Slade

[14] Master
n.n

214B+G
→ 22B (90)
→ 4(B) (86)

[A]
→ 22B → 66B (119) Unreliable on deep or shallow hit.
→ 4A+B[K] (101) Unreliable on shallow hit.
→ Dash up 2A+G_B+G (85) Opponent can escape throw.
→ 22B (69)

4[A] (On opponent's back)
→ 6K → 2A+G_B+G (114) Opponent can escape throw.
→ Dash forwards 3A+G_B+G(101) Opponent can escape throw.
→ 66B (83)
→ 66K (64)
→ 4B (60)

CH B6K
→ 2A+G_B+G (103) Opponent can escape throw.
→ 66B (81)
→ 66K (69) Good for ring outs.

CH 6B
→ 22K → 22_88B (123) Step counterclockwise for 22_88B.
→ 22B (81)

3B
→ 2A+G_B+G (92) Opponent can escape throw.

CH 3B or 3(B)
→ 2A+G_B+G (101) Opponent can escape throw.
→ 66B (79)
→ 66K (67) Good for ring outs.

22_88B (On opponent's side or back)
→ 66B (104) Does 94 damage on opponent's back.

WR B (On crouching opponent's side)
→ 22B (72)
→ 4(B) (69)

WL B (On opponent's side or back)
→ 66B (92) Does 97 damage on opponent's back.

[K]
→ 2A+G_B+G (83) Only if opponent's back is to the wall. Can escape throw.

CH 6K
→ 2A+G_B+G (86) Opponent can escape throw.
→ 66B (64)
→ 66K (52) Good for ring outs.

66[K]
→ Turn around 22B (106)

CH 1K
→ 66B (68)

33_99[K]
→ Turn around 22K → 22B (166)
→ Turn around 22B (122)
→ Turn around 4(B) (118)

22_88K
→ 22B (99)
→ 4(B) (95)

CH WR K
→ 2A+G_B+G (81) Opponent can escape throw.
→ 22B (65)

3A+B
→ 66B (74)

CH 3A+B
→ 2A+G_B+G (105) Opponent can escape throw.

3[A+B]
→ 2A+G_B+G (106) Opponent can escape throw.

CH 6B+K
→ Dash forwards 2A+G_B+G (96) Opponent can escape throw.
→ 22B (77)

236B+K
→ 22K → Dash forwards 2A+G_B+G (203) Opponent can escape throw.
→ 22K → 22B (187)
→ 2A+G_B+G (164) Opponent can escape throw.
→ 22B (148)
 
NH
4A+B 2A+G_B+G seems to work pretty well.
6K 2A+G_B+G seems to work, but inconsistant. Maybe there is a timing or a range variable.
Anyway 4A+B seems to be totally safe so no need for 6K hahahaha.
 
SClvl2 4A+B~[K] SCClvl2 66 4A+B~[K] SCClvl2 4A+B~[K]

BE careful who sees this. Its the most broken thing in SC2. Do not share.
 
(note: not sure if all of the 'combos' that end in 22_88B are true combos because the training computers can't seem to tech properly)

CH B6K -> 22_88B (86)

6K -> 2A+G_B+G (83) Opponent can escape throw

CH 1K -> 66B (68) for ring-out
CH 1K -> 22_88B (75) for damage
CH 1K -> 44B (68) not worth using except if you want to hold the B and get the unblockable on oki. It's no longer a combo, but it's difficult to avoid. Does 117 total dmg if it connects.

(note: berserker's 7_8B is different from his 9B. Same this with 7_8A and 9A)
7_8B -> 2A+G_B+G (93) Opponent can escape throw
9B -> 2A+G_B+G (110) Opponent can escape throw
9B -> 22_88B (92)
9(B) -> 2A+G_B+G (119) Opponent can escape throw
9(B) -> 22_88B (101)
9(B) guard break -> 3B or 66B or 66K or BB (dmg varies) 3B into 2A+G_B+G is most dmg, BB/66B most guaranteed damage, 66K is ring-out

WL B -> 2A+G_B+G (95) Opponent can escape throw + has to be forward jump and close range
WL B -> 22_88B (77)

4A+B ~ [K] (72)
4A+B -> 22B (66)
4A+B -> dash forward 2A+G_B+G (84) Opponent can escape throw

Also, the CH 3A+B / 3[A+B] into 2A+G_B+G doesn't seem to be a combo (scIIhd / PAL?). I had the training com set to 2nd attack guard, and they always blocked it low for me.

Also LOL at that setup, D.I.N.O
 
I didn't see this mentioned from his
214B+G throw
22K, 22B
134 points of damage
Timing is difficult at first but well worth the practice the damage is insane
 
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