BatFan/Deathbringer

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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
Specializes in using devastating abilities to overpower his opponent; has a self-boost which further enhances his specials and attacks.

Overview[edit]

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[edit]

Normal Moves[edit]

5A[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
150 - - 6 - - +4

[edit]

Jab forward.

5B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
200 - - 10 - - -12

[edit]

Deathbringer hits with a true low, a slightly forward moving punt-like kick.

c.C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
300 - - 7 - - +3

[edit]

A punch that engulfs the opponent's body in fire.

f.C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
380, 70 - - 16 - - -12

[edit]

Long-ranged sword thrust.

5D[edit]

Version Damage Cancel Guard Startup Active Recovery Frame Adv
Normal 320 - - 20 - - -12
Charged 550 - - 80 - - 0

[edit]

A double-handed upward sword swing.

2A[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
120 - HL 6 - - +2

[edit]

A crouching jab.

2B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
190 - L 7 - - -7

[edit]

A low kick.

2C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
250, 70 - L 11 - - -13

[edit]

A crouching sword thrust which engulfs the opponent's body in fire.

2D[edit]

Version Damage Cancel Guard Startup Active Recovery Frame Adv
Normal 350 - L 19 - - 0
Charged 560 - - 43 - - +6

[edit]

A wide sword sweep. There are 3 charge levels, which is indicated by the brightness of the sword.

6D[edit]

Version Damage Cancel Guard Startup Active Recovery Frame Adv
Normal 380 - - 21 - - 0
Charged 430 - - 62 - - 0

[edit]

Plunges his sword into the ground; can be charged.

j.A[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
140 - - - - - -

[edit]

Aerial jab.

j.B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
180 - - - - - -

[edit]

A downward angled kick.

j.C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
290 - - - - - -

[edit]

A sword swing aimed downwards.

j.D[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
360 - - - - - -

[edit]

An aerial horizontal sword swing.

Ground Throw[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
450 - - - - - -

[edit]

Grabs the opponent in a fierce chokehold, then lets loose a burst of fire that engulfs the opponent's body.

Special Moves[edit]

Warcry[edit]

214A/C

Damage Cancel Guard Startup Active Recovery Frame Adv
- - - - - - -

[edit]

A 'charge-up' ability that makes all of Deathbringer's specials and attacks more devastating, engulfing the opponent in fire on hit. The self-boost will wear off if Deathbringer uses an attack or is struck.

Flame Claw[edit]

623A/C (chargeable)

Version Damage Cancel Guard Startup Active Recovery Frame Adv
A 350, 230 - - - - - -
C 320, 200*2 - - - - - -
Charged 180*4, 230 - - - - - -

[edit]

A sword uppercut, with the streak of the blade engulfed in flames. The A version hits twice, while the C version hits 3 times.

The charged version hits 4 times, and engulfs the opponent's body in fire on hit.

Fire Blow[edit]

41236B/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv
B 120, 300 - - - - - -
D 130, 350 - - - - - -
Charged 200, 60*5, 200 - - - - - -

[edit]

A short-ranged hand attack where the opponent is engulfed in flames. B version is fast, while D version is slow, but wall slams the opponent.

The charged version is unblockable, engulfs the opponent's body in fire.

Cursed Destroyer[edit]

63214A/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv
A 140*3, 150 - - - - - -
C 140*4, 250 - - - - - -
Charged 80*5, 100, 150*2 - - - - - -

[edit]

A rushing centaur-like attack where Deathbringer rushes forward, sword first, then leaps up into the air to do an uppercut. Deals chip damage.

The Charged version comes out very quickly, has Super Armor, and dishes out more damage. Also engulfs the opponent's body in fire.

Super Moves[edit]

Final Inferno[edit]

236236A/C

Damage Cancel Guard Startup Active Recovery Frame Adv
800/1280/1680/9999 - - 36+ - - -

[edit]

A devastating downward sword slam which can instant K.O. your opponent at maximum charge. Deals over 1000 chip damage at maximum charge if blocked.

Final Strike[edit]

hit with 3 sword normals during Heat Up

Damage Cancel Guard Startup Active Recovery Frame Adv
950 - - - - - -

[edit]

After the opponent is struck with 3 of Deathbringer's C attacks, they will be surrounded by waves of flames and then the finisher is a massive sword that appears out of Deathbringer's chest, dealing massive damage.

Heat Up![edit]

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[edit]

Offense[edit]

Defense[edit]

Neutral[edit]

Attack Sets[edit]

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[edit]


Battle Fantasia
System Explanations

HUDControlsSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesMisc