BatFan/Deathbringer: Difference between revisions

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{{MoveData
{{MoveData
  |image=BatFan_Deathbringer_2A.png
  |image=BatFan_Deathbringer_2A.png
  |caption=
  |caption=Great "low" poke
  |name=2A
  |name=2A
  |data=
  |data=
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  |damage=250, 70
  |damage=250, 70
  |cancel=
  |cancel=
  |guard=
  |guard=L
  |startup=11
  |startup=11
  |frameAdv=-13
  |frameAdv=-13
  |description=Description
  |description=Much like 5C, 2C hits twice and allows for a juggle follow up. The only real difference is 2C hits low, and the range is shorter. With that said, 2C suffers from the same issues as 5C, and because it's slightly shorter than 5C, getting punished can become easier if the move is successfully Gachi Matched. There's tons of usefulness for 2C in terms of combos, as you'll most likely see some mid-screen Heat Up juggles end in 2C and canceling into Final Strike.
}}
}}
}}
}}
{{MoveData
{{MoveData
  |image=BatFan_Deathbringer_2D.png
  |image=BatFan_Deathbringer_2D.png
  |caption=
  |caption=Safest way to force a Hard Knockdown
  |name=2D
  |name=2D
  |data=
  |data=
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  |damage=350
  |damage=350
  |cancel=
  |cancel=
  |guard=
  |guard=L
  |startup=19
  |startup=19
  |frameAdv=0
  |frameAdv=0
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  |startup=43
  |startup=43
  |frameAdv=+6
  |frameAdv=+6
  |description=Description
  |description=Deceptively safe, 2D is one of those moves that makes opponents think they have the advantage when at best they and Deathbringer are left at neutral. It's a bit longer in reach, and safer than 2C, so using it by itself isn't a bad thing to do. The charged version is not unblockable, but it does net a sizable amount of frame advantage. There are 3 charge levels, which is indicated by the brightness of the sword.
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Revision as of 22:09, 2 May 2015

Deathbringer
BatFan Deathbringer Portrait.png

HP: 5500 (3758)

Damage Scale: 160%

Guts Level: 1

Float Factor: 3

Jump Startup: 6

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Increased dash speed after Warcry
Play-style
Mid range footsies, with self boosting to increase damage and unblockable setups.

Overview

Awoken from his deep slumber in the Abyss, the Incarnation of Darkness walks the human world in search of the Savior of Darkness. His only concerns are gathering souls to offer his lord and finding the next Ruler of the Apocalypse.


Pros/Strengths:

  • Second highest HP
  • Really strong 5A and 2A
  • 5C is the second farthest poke in the game
  • Has a self boosting special that buffs movement speed and specials
  • Contains both safe and damaging options based on the success of a hit confirm


Cons/Weaknesses:

  • Very floaty for a big character
  • Slowest walk speed in the game
  • Can only combo into super under certain conditions
  • 5C and 2C hit twice, but only needs to be Gachi'd once



Heat Up!: Final Strike
Deathbringer gets a sword boost and a new super.

External References:



Move List

Normal Moves

5A
BatFan Deathbringer 5A.png
The real threat
Damage Cancel Guard Startup Active Recovery On Block On Hit
150 - - 6 - - +4 -

5A is really good for Deathbringer, in that it has more strengths than weaknesses. For starters, on block and hit, 5A grants a huge amount of frame advantage. This plays a huge part after a Gachi Match up close. Successfully Gachi Matching up close gives the ability to link 5A to 2C, an easy 3 hit combo with a chance to juggle afterwards. Even without having to Gachi, Deathbringer can link 5A to 2B, c.5C, or his 5B > 5D attack set, which is slightly more difficult but is still very useful. Deathrbinger's jab, like most characters' jabs, make a way to reset the opponent, especially in the corner. Most juggles that end with 5A put the opponent at mid range, which is where Deathbringer needs them to be in order to play the game he needs to play. It's only downside is that some characters can crouch under or low profile this move, to which 2A becomes the move to use.

5B
BatFan Deathbringer 5B.png
Do not use this move by itself!!!
Damage Cancel Guard Startup Active Recovery On Block On Hit
200 - - 10 - - -12 -

Deathbringer hits with a true low, slightly forward moving punt-like kick. While it may look like a good tool, it is far from it. The only real benefit this move has is that it is the first part of his 5B > 5D attack set. Aside from that, the horrible frames on block and the fact that it moves slow should deter anyone from using 5B alone. This is best used in juggles and linking it from 5A up close.

c.C
BatFan Deathbringer cC.png
Good punishing tool
Damage Cancel Guard Startup Active Recovery On Block On Hit
300 - - 7 - - +3 -

c.C only has two good uses: it makes a great punish up close, and it links from 5A. If you do not have Deathbringer's awesome links down enough to punish people with, then this is his next best option. The only downside to this is that c.5C has a 7 frame startup, so moves that 5A could punish, c.5C cannot, essentially diminishing Deathbringer's punishing options and maximum damage potential.

f.C
BatFan Deathbringer fC.png
Best way to keep-away
Damage Cancel Guard Startup Active Recovery On Block On Hit
380, 70 - - 16 - - -12 -

This move is very deceptive. Despite it's -12 frames on block, Deathbringer can actually use this without fear of punishment against most of the cast, provided they block the whole move. The current 3 strongest characters, Face, Ashley, and Cedric, can punish Deathbringer easily on block, even at max range. Some of the other characters might have some ways to punish, but it becomes extremely difficult when f.5C is used at max distance. Typically, f.5C hits twice, but when Gachi Matched, the second part will whiff, giving opponents the chance to dash in and attack accordingly.

5D
BatFan Deathbringer 5D.png
Potential Ant-air
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 320 - - 20 - - -12 -
Charged 550 - - 80 - - 0 -

Utilizing 5D at it's max potential is key for Deathbringer's success. While it's not always op-tune, 5D can serve as a decent anti-air attack, albeit slow. The charged version is NOT unblockable, but it does make a good juggle filler, mainly in Heat Up juggles after a Gachi Drive. The hitbox for 5D acts strange around his head, so it can allow for unique Heat Up juggles that lead to a massive amount of damage. Given the fact that this move cannot cancel into anything, if anticipated, Gachi Matching 5D will render Deathbringer defenseless.

2A
BatFan Deathbringer 2A.png
Great "low" poke
Damage Cancel Guard Startup Active Recovery On Block On Hit
120 - HL 6 - - +2 -

Like 5A, 2A is a great tool for Deathbringer. It has the same startup as 5A, and still nets a fair amount of frame advantage, although slightly less. On Counter Hit, the 2A > 2D attack set becomes an actual combo that produces a Hard Knockdown, so Counter Hit phishing becomes a viable strategy. Given that 2A is Deathbringer's fastest crouching attack, this and Gachi are his only real defenses against characters who are rushdown oriented.

2B
BatFan Deathbringer 2B.png
Decent low poke with cancelling options
Damage Cancel Guard Startup Active Recovery On Block On Hit
190 - L 7 - - -7 -

At the mid to close range, 2B can become the tool to use when rushing down, and cornering opponents. Even though it's -7 on block, it can cancel into 41236B/D to keep Deathbringer safe from retaliation. On a successful hit confirm, cancelling into 623C or even 41236B will do a considerable amount of damage. If you happen to have a charge handy, 2B can go into 63214D up close.

2C
BatFan Deathbringer 2C.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
250, 70 - L 11 - - -13 -

Much like 5C, 2C hits twice and allows for a juggle follow up. The only real difference is 2C hits low, and the range is shorter. With that said, 2C suffers from the same issues as 5C, and because it's slightly shorter than 5C, getting punished can become easier if the move is successfully Gachi Matched. There's tons of usefulness for 2C in terms of combos, as you'll most likely see some mid-screen Heat Up juggles end in 2C and canceling into Final Strike.

2D
BatFan Deathbringer 2D.png
Safest way to force a Hard Knockdown
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 350 - L 19 - - 0 -
Charged 560 - - 43 - - +6 -

Deceptively safe, 2D is one of those moves that makes opponents think they have the advantage when at best they and Deathbringer are left at neutral. It's a bit longer in reach, and safer than 2C, so using it by itself isn't a bad thing to do. The charged version is not unblockable, but it does net a sizable amount of frame advantage. There are 3 charge levels, which is indicated by the brightness of the sword.

6D
BatFan Deathbringer 6D.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 380 - - 21 - - 0 -
Charged 430 - - 62 - - 0 -

Description

j.A
BatFan Deathbringer jA.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
140 - - - - - - -

Description

j.B
BatFan Deathbringer jB.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
180 - - - - - - -

Description

j.C
BatFan Deathbringer jC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
290 - - - - - - -

Description

j.D
BatFan Deathbringer jD.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
360 - - - - - - -

Description

Ground Throw
BatFan Deathbringer throw.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
450 - - - - - - -

Description

Special Moves

Warcry
214A/C
BatFan Deathbringer warcry.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
- - - - - - - -

Description

Flame Claw
623A/C (chargeable)
BatFan Deathbringer flameClaw.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 350, 230 - - - - - - -
C 320, 200*2 - - - - - - -
Charged 180*4, 230 - - - - - - -

Description

Fire Blow
41236B/D
BatFan Deathbringer fireBlow.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 120, 300 - - - - - - -
D 130, 350 - - - - - - -
Charged 200, 60*5, 200 - - - - - - -

Description

Cursed Destroyer
63214A/C
BatFan Deathbringer cursedDestroyer.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 140*3, 150 - - - - - - -
C 140*4, 250 - - - - - - -
Charged 80*5, 100, 150*2 - - - - - - -

Description

Super Moves

Final Inferno
236236A/C
Damage Cancel Guard Startup Active Recovery On Block On Hit
800/1280/1680/9999 - - 36+ - - - -

Description

Final Strike
hit with 3 sword normals during Heat Up
Damage Cancel Guard Startup Active Recovery On Block On Hit
950 - - - - - - -

Description

Heat Up!

Final Strike

  • If Deathbringer successfully hits the opponent three times with his sword attacks [f.5C, 2C, 5D, 2D, 6D], he will activate Final Strike, which has a really big hit box, and always connects after the third hit. Deathbringer's 5C and 2C will only hit once on Normal Hit and Counter Hit. Lastly, while he loses the c.5C > 6D attack set, he gains c.5C > f.5C.

Strategy

Offense

Defense

Neutral

Attack Sets

2A 2D [will only combo on Counter Hit]

2A 6D [only combos in juggles]

5B 5D

c.C 6D [only works in Heat Up]

Combos