Overview
HP: 6580 (4113)
Damage Scale: 160%
Guts Level: 1
Float Factor: 2 (Somewhat Floaty)
Jump Startup:
Backdash Time:
Backdash Startup Invincibility:
- Movement Options
- Command Dash, lacks a normal dash, Increased walk speed (Heat Up)
Donvalve is slow moving grappler with jump baiting options and cornering abilities
- Really high HP
- Able to push and punish with 5C and 2C
- Strongest command throw in the game
- Gains armor with certain moves
- Good anti-air normals
- Very floaty for a big character
- Second slowest walk speed in the game
- Very difficult to build meter effectively
- Some armored moves are easy to stop
- Air grab super can be Gachi Matched in the air
External References:
- Japanese Name: ドンバルブ
- Japanese Wiki
Move List
Normal Moves
5A
5B
c.C or 4C
f.C
5D
2A
Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|
90 | - | ALL | 4 | - | - | -1 | - |
Donvalve's "sitting jabs" have decent range, and can chain to itself 3-4 times depending on the character. This move can quickly be used to create some distance between Donvalve and the opponent. 2A can also chain into 6B and 5D.
2B
2C
2D
6B
6D
j.A
j.B
j.C
Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|
320 | - | High | - | - | - | - | - |
A jumping punch that has many uses. It's great range can make it an air to air move. The hitbox allows it to connect from a deep jump in, and using gachi from a deep jump in can make this move connect really low. j.C works wonders in juggles also.
j.D
Ground Throw
Special Moves
Don Swing
360A/C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|---|
A | 550 | - | - | - | - | - | - | - |
C | 800 | - | - | - | - | - | - | - |
Donvalve picks the opponent, swings them around and then tosses them in the direction he was facing originally. This is Donvalve's main tool. Button strength changes the swing time and wall bounce effect. The C version has a longer animation, but does allow a juggle follow up in Heat Mode only. Make the opponent fear this move at all times!!!
Catapult Hammer
41236B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|---|
Catapult Hammer | 520 | - | High | - | - | - | - | - |
Break Catapult Hammer > A/C
|
- | - | - | - | - | - | - | - |
Donvalve dashes then swings his hammer, doing massive damage. This move hits high, so characters can easily duck under this move. Aside from being a great punish followup after 5D, this move also serves as the best ender for High Gachi Drive combos.
Holding A or C while doing Catapult Hammer will cancel the dashing animation and the rest of the attack, much like Potemkin's Hammerfall Break. This is Donvalve's 2nd movement option on the ground. It's best used after a knockdown, so Donvalve can get close enough to apply pressure.
Catapult Throw
41236D
Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|
480 | - | - | - | - | - | - | - |
Donvalve dashes forward like he his Catapult Hammer move, but he grabs the opponent and slams them to the wall. Catapult throw is an awesome wall carry from any range. This move CANNOT be canceled like Catapult Hammer can!
Hip de Don
214B/D
Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|
0 | - | Low | - | - | - | - | - |
Donvalve flops on the ground, shaking the ground and knocking the opponent down, anywhere on the screen. This move normally can't be canceled into, but you can use a kara technique to do so. This move causes a hard knockdown.
Goldon Swing
Heat Up, 6C
Super Moves
Don Don Swing
720 A/C, spin for more damage
Version | Damage | Cancel | Guard | Startup | Active | Recovery | On Block | On Hit |
---|---|---|---|---|---|---|---|---|
No Spin | 100, 150, 700 | - | - | - | - | - | - | - |
Spin | 100, 150, 1150 | - | - | - | - | - | - | - |
Donvalve does the grab, slam, and swing motion, he swings them like a helicopter and starts flying into the air until Donvalve super tosses the oppponent. The super works just like Catherine's grab super from Arcana Heart; the longer you make 360 motions with the stick, the more damage Donvalve will do with the throw.
Flying DonCake
236236B/D
Heat Up!
Speed Up!
- Donvalve's walk speed increases dramatically, to the point where he has the fastest walk speed in the game.
Super Armor
- In Heat Up, Donvalve becomes a fast walking tank, due to his Super Armor upgrade. This allows him to take multiple hits from any attack, including supers.
6C - Goldon Swing (command throw)
- Donvalve gains an easier way to input a command throw simply by pressing 6C. This move is not only more damaging, it's faster than his regular Don Swing attack.
Increased Combo Potential
- In Heat Up, Don Swing can still be used instead of Goldon Swing. It's still the same speed as regardless of Heat Up, but the C version actually allows Donvalve to combo afterwards. This opens up new ways to do high damaging combos.
Kara-Cancel
Normally, Donvalve can't cancel into his Hip de Don special. It's possible to do this by using a Kara-Cancel however. Unlike Urs, the method is actually very easy. The usefulness of it however, is questionable.
One method is to Kara-Cancel 2A into 5D:
- 2A 5D-Kara Canceled into 214K
The easy method of inputting this is to just do:
- 2A 214D~B
Likewise you can do the same thing with 5A into 4C:
- 5A 214C~B
And similar can be done with canceling 5A into the Catapult moves:
- 5A 4C-Kara Canceled into 41236K
Strategy
Offense
Up close, Donvalve is easily a threat to any opponent. Be weary though, as Donvalve doesn't have a totally flawless offense. The opponent is already going to be aware of Don Swing, and Don Don Swing, so whenever you can, land at least Don Swing as many times as possible. Force the opponent to the corner with f.5C, and 2C. If the opponent gets smart and starts jumping, meet them in the air with j.A or the stronger j.C. Donvalve can't build meter as quickly as characters like Watson, Face, and Coyori, so you want to poke as much as you can, while forcing to the corner.
Donvalve has other ways of throwing aside from Don Swing and Don Don Swing. A simple A+B throw can easily build momentum. It causes a hard knockdown, so Donvalve can close in with Catapult Hammer Break, and apply pressure afterwards. Catapult Throw is great, because it has armor (up to a few hits), and serves as an instant corner carry. Be cautious not to abuse this move, as many characters have moves that beat out Catapult Throw. Rely on setting up the move, so that the opponent becomes limited in options to counter.
Donvalve has some tricks that can sometimes prove risky, but are very rewarding and open up ways for him to gain momemtum. After a few pokes and some Catapult throws, using 2A > 5D~41236B can catch opponents who think Donvalve is doing a Catapult Throw. The caveat to this is that if the opponent Gachi Matches that hit from Catapult Hammer, they have the upper advantage and can counter freely. Depending on how the opponent jumps, Donvalve can use the Catapult Hammer Break, and continue pressure. 2A > 6B can work wonders despite 6B being -4 on block. Upon landing, Donvalve can instantly do Don Swing, or Don Don Swing. This tech works anywhere on screen, but is stronger in the corner. The only option the opponent has is to jump, in which Donvalve can bait the jump, and counter with c.5C, or Flying Don Cake.
In Heat Mode, Donvalve becomes an almost unstoppable tank. Use this in conjunction with 6C to beat out any defensive tactics the opponent may muster up. Take caution, as a single throw can take Donvalve (or any character) out of Heat Mode.
Defense
Knowing what Donvalve can do defensively is vital to stealing the opponent's momentum and winning the match. If the opponent attempts to take to the air, and Donvalve is without meter for Flying Don Cake, 4C (or c.5C) can easily beat out or trade many aerial attempts. If the spacing is right, Donvalve can anti air with 5A, 2A, and sometimes f.5C and 5D. 5A is amazingly strong against jumping attacks despite its short range.
At crucial moments, Catapult Throw can be very useful as a defensive tool. Knowing when to use it is key. Pay attention to the opponent's rushdown style, and look for pauses and holes in their offense. The same can be said about Don Don Swing, and Flying Don Cake.
Entering Heat Mode serves as a defensive tactic to some extent. Even with Super Armor, Donvalve still takes damage, and is still susceptible to knockdowns.
Neutral
At neutral, Donvalve's main goal is to close the gap between him and his opponent. The majority of his standing normals make him move forward, but the main move that will be used at this range is f.5C. 2C is a helpful attack due to range, but it doesn't move Donvalve forward, and it's slightly shorter than f.5C, so be mindful of Donvalve's distance from the opponent. At this range, it is very imperative not to use Catapult Throw, unless the opponent is landing from a jump, or the opponent is doing a move that makes them move forward, and they can't recover right away, like Marco's 214B/D. Typically speaking, if Catapult Throw is used at this range, the opponent has enough time to counter attack. 2D should also not be used at neutral. Depending on how the opponent reads, Hip de Don (214B/D) can be beneficial at this range, since it knocks down the opponent, allowing Donvalve to close the gap between himself and the opponent. Hip de Don should be used sparingly, mainly due to the fact that it's relatively slow, and if anticipated, the opponent can jump on reaction, and possibly punish this move.
If Donvalve has meter at this range, being able to input a Flying DonCake (236236B/D) becomes very crucial to Donvalve's neutral game. Keep in mind that this super, while it's an air throw, it can be gachi matched in the air, and Donvalve can be punished afterwards by everyone in the game. The first anti air move of choice should be 4C, since it can come out fast, and allows for Catapult throw setups. At times, 6D can make a good anti air. Flying DonCake shouldn't be used often, unless the opponent is not good at utilizing gachi in the air, or if the opponent has been trained to jump haphazardly on reaction.
If Donvalve activates Heat Mode in neutral, the opponent is usually going to either run in fear, hoping Heat Mode will wear off, or get gutsy and attempt to force a hard knockdown. Just simply close the gap if they run, but if the opponent decides to get a hard knockdown, be mindful of their approach and counter accordingly. Always remember that the opponent has to be grounded in order for Goldon Swing (6C) to actually work. Using Catapult Hammer Cancel (41236B~A/C) at neutral can sometimes force the opponent to jump, since they would rather get hit with the hammer, which can be easy to gachi match, and jumping can force Donvalve to whiff his Catapult Throw (41236D), giving them a chance to punish. Canceling Catapult Hammer early enough to capitalize on the opponent's mistakes can often make matches end quickly, as the opponent will be forced to make wrong decisions constantly and sometimes they can get caught with an actual Catapult Throw.
Attack Sets
Standard:
2A > 2A > 2A [Chains up to 3 hits max]
2A > 5D [Does not combo]
2A > 6B [Only combos in a juggle]
5A > 4C
5B > 2B [Causes a Soft Knockdown]
Heat Up Only:
2A > 5D [Now will combo]
Combos
Basics:
- 2A > 2A > 2A
- 5B > 2B
- Can connect off of a deep jumping D
- 5D ~ 41236A
- (anti air) 4C ~ 236236B/D [1 MP]
- (Near Corner)
- AA 6D, 2C (Best Damage)
- 6D, 4C (Will work at any height)
- 6D, 236236K (Super version)
- 6D, 2A 6B (wiff) (Throw Setup)
- AA 6D, f.C (41236B~P) [Midscreen]
- Situational, but useful
Gatchi Counter:
- 2C [Far]
- 360A/C [Close]
- 5D ~ 41236B
- Fairly finicky combo, but the most damage you can get.
- Generally, if you GC it's best to just use the first combo if you are far, or the last combo if you are close.
- 720A/C [1 MP, Close]
- Anti Air 4C ~ 236236B/D
High Gatchi Drive:
- j.D |> 6, 2C 236236K [1 MP]
- 6D, 4C ~ 236236B/D [1 MP, Midscreen]
- Much harder for only a little damage, and doesn't work near the corner.
- Heat Up, j.D, |> 2C ~ 41236B, 2A > 4C ~ 41236B [2 MP, Corner]
- Only works on Cedric, Freed, and Ashley. Possible but very hard on Donvalve
- Heat Up, j.D, |> 2C 41236B, 2A 4C 41236B [1 MP, Corner]
- Heat Up, j.D, |> 6D, 4C, 6B, 2C ~ 236236K [2 MP, Corner]
- j.C, |> 4C ~ 41236[B], 2A ~ 41236B, 236236B [1 MP]
Low Gatchi Drive:
- Super jump, 360A/C [Midscreen]
- Super jump, 720A/C [1 MP, Midscreen]
- Super jump, j.D |> (5A) 5B 2B 236236K [1 MP, Midscreen]
- For the corner, replace the Superjump with a regular jump. Or for the 360C, don't bother jumping at all.
Heat Up:
- 5A 4C
- 6D, 5D 236236K [Corner]
- Can also skip the super and use it as a reset.
- 360C, 2C [Corner]
- 360C, 236236K [1 MP, Corner]
- 360C, 5D 236236K [1 MP, Deep Corner]
- 360C, 6D, 2C [Corner]
- 360C, 6D, 236236K [Corner]
- Only works on characters who are at least a Little Floaty. Doesn't work on Face.
- 41236D, 2A 6B (whiff) (Throw reset)
- 41236D, 2A 236236K [1 MP]
- 41236D, 2A, 236236K [1 MP]
- For the last one, you can reset instead of directly comboing the Pancake. It gets you ~300 extra damage and will be difficult to Gatchi, so worth a try.
• HUD •
Controls •
System Data •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Misc •
- Attack Sets
- Air Recovery
- Blue Hit
- Dash Jump
- Delay
- Double Jump
- Gatchi Match
- Gatchi Drive
- Ground Recovery
- Guts
- G-Counter
- Hard Knockdown
- Heat Up
- High Gatchi Drive (HGD or 6G)
- High Jump
- HP
- Instant Air Dash
- Instant Heat Up
- Juggle
- Jump Cancel
- Low Gatchi Drive (LGD or 3G)
- MP
- Red Hit
- Same Move Penalty
- Super Armor
- Super Cancel