BatFan/Deathbringer

From Dustloop Wiki

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

BatFan Deathbringer Portrait.png

HP: 5500 (3758)

Damage Scale: 160%

Guts Level: 1

Float Factor: 3 (Less Floaty)

Jump Startup: 6

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Increased dash speed after Warcry

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

Pros
Cons
  • 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
  • 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

External References:



Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
150 - HL 6 - - +4 -

Jab forward. Big frame advantage (+4). Useful for mixups, and for linking into combos. Some characters can crouch under it though.

5B

Damage Cancel Guard Startup Active Recovery On Block On Hit
200 - L 10 - - -12 -

Deathbringer hits with a standing low, a slightly forward moving punt-like kick. A very strong standing low that attack sets into 5D for a combo, but is significantly negative on block. Do not use flippantly.

c.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
300 - - 7 - - +3 -

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

f.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
380, 70 - - 16 - - -12 -

Long-ranged sword thrust. At max range only the first hit will connect, but all other ranges will get both hits. When both hits connect it vacuums the opponent towards you in an airborne Red Hit state so you can continue to combo.

5D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 320 - - 20 - - -12 -
Charged 550 - - 80 - - 0 -

A double-handed upward sword swing. Knocks the opponent high in the air, but Blue Hits so it cannot be followed up. When done as his 5B > 5D attack set it gains Red Hit and can tack on additional damage after launching them up. The Charged version wallbounces, allowing for a combo.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
120 - HL 6 - - +2 -

A crouching jab. Same speed as 5A, but hits lower and has longer range, but doesn't give as much frame advantage (+2). Combos on counter-hit only.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
190 - L 7 - - -7 -

A low kick.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
250, 70 - L 11 - - -13 -

A crouching sword thrust which engulfs the opponent's body in fire. Extremely long low poke, but needs to be at about half the range to get the second hit to connect. On 2nd hit it vacuums in the opponent in an airborne state, like 5C 2hit, for a combo.

2D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal (lvl 1) 350 - L 19 - - 0 -
Charged (lvl 2) 350 - L - - - +6 -
Charged (lvl 3) 560 - L 43 - - +6 -

A wide sword sweep, has the same range as 2C. A very strong poke as it is even at worst and +6 when charged. There are 3 charge levels, which is indicated by the brightness of the sword. Level 2 charge gives it super armor.

6D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 380 - - 21 - - 0 -
Charged 430 - - 62 - - 0 -

Plunges his sword into the ground; can be charged.

j.A

Damage Cancel Guard Startup Active Recovery On Block On Hit
140 - - - - - - -

Aerial jab.

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
180 - - - - - - -

A downward angled kick. While somewhat tricky due to Deathbringer's mobility, this move has a great cross up hitbox and confirms into combos.

j.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
290 - - - - - - -

A powerful sword stab aimed downwards. Has a large start up, but the hitbox extends to far downward that Deathbringer can jump backwards and hit the opponent, even a crouching Watson.

j.D

Damage Cancel Guard Startup Active Recovery On Block On Hit
360 - - - - - - -

An aerial horizontal sword swing. Comes out fast and is your go-to for air-to-air space control. It can also be a good jump in button, but will whiff on shorter opponents like Marco or Watson so use j.B for those matchups.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
450 - - - - - - -

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

Special Moves

Warcry

214B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
- - - - - - - -

A 'charge-up' ability that is core to Deathbringer's gameplan. He will begin to flash white after a successful Warcry, enhancing his dash speed and replacing his C and D versions of his specials with more powerful variations. This state goes away after being knocked down or after using the enhanced C or D version of a special move. Very, very important move for Deathbringer. Get it out ever single chance you can safely. 41236D is the best setup, others (like throw or 623P) may be unsafe against some characters.

Flame Claw

623A/C (chargeable)

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 350, 230 - - - - - - -
C 320, 200×2 - - - - - - -
Charged 180×4, 230 - - - - - - -

Large uppercut attack, but not invincible. Generally best for combos. It's very unsafe on block, so make sure you hit confirm into it. Can also be used as an anti-air poke to some degree.

  • A version hits twice and is generally better for air juggles.
  • C version hits 3 times and is generally better for ground juggles.
  • Charged version is stronger and can be canceled into super from any hit. It also gives you a juggle or reset potential in most situations.

Fire Blow

41236B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 120, 300 - - - - - - -
D 130, 350 - - - - - - -
Charged 200, 60×5, 200 - - - - - - -

Short range hand attack where the opponent is engulfed in flames. Fully invincible to Throws.

  • B version is fast and leaves you at advantage on block, making it a very useful tool for block strings or combos. It doesn't launch, so you can combo after it on ground hit.
  • D version is slower but wall slams, it does have Blue Hit so there is no possible combo. It is still useful for forcing the opponent into the corner. It is NOT safe on block, so stick to using it during combos.
  • Charged version is unblockable but very slow. It can be useful for mixups, but be careful

Cursed Destroyer

63214A/C

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 - - - - - - -

Long range centaur attack. Wildly unsafe, but can be useful to chip someone to death.

  • A version has no special attributes, but can still hit from full screen.
  • C version can be delayed by holding the button, and has super armor while Deathbringer is rearing back, but not during startup or while moving forward.
  • Charged version is extremely fast and has mega-armor, and does considerably more damage. Very good for a surprise attack or to beat projectiles/pokes.

Super Moves

Final Inferno

236236A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
800/1280/1680/9999 - - 36+ - - - -

Chargeable, deals more damage as it charges up. Deals 9999 damage at max level. Can be blocked either way, but will deal over 1000 chip damage at max level. Has at least 1 Frame of Vulnerable startup, but has full mega-armor during entire duration afterwards. Can be thrown on reaction, however. Safe on block. Doesn't get a whole lot of damage in combos, but still useful. If the Level 1 version connects against a grounded enemy, it is possible to combo off it. Due to the short vulnerable startup, it cannot be used as a Reversal. However, it CAN be used between the hits of a multi-hit move (like Watson or Cedric's supers) if you Gatchi, then do the super. Heat Up

Final Strike

hit with 3 sword normals during Heat Up

Damage Cancel Guard Startup Active Recovery On Block On Hit
950 - - - - - - -

After the opponent is struck with 3 of Deathbringer's sword normals, 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!

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.
    • The only real usage for this Heat Up is big damage combos. You will generally be using it every time you land a High Gatchi Drive or Low Gatchi Drive. The damage potential is huge, so they are well worth learning. See the combo section below for usage examples.

Alternate Normals & Chains

  • While in this mode, Deathbringer's 5C and 2C will only hit once on Normal Hit and Counter Hit, so you can't vacuum in with them.
  • He also loses the ability to chain c.C to 6D, but gains a new chain: c.C f.C

Strategy

Offense

Defense

Neutral

Attack Sets

Standard:

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

2A > 6D [only combos in juggles]

5B > 5D [Produces Red Hit, can juggle afterwards]

c.C > 6D [Cannot be done in Heat Up]

Heat Up Only:

c.C > f.C

Combos

Basics:

  • 2B > 623C
  • c.C > 623C
  • 5A, 2B > 623C
  • 5A, c.C > 623C
  • 5A, 5B > 5D, 41236D
  • 5A, 5B > 5D 66 623A
    • Advanced versions. Timing is very strict. Both hits of 623A must connect for ideal damage.
    • On some characters, you can omit the 66 before the 623A and still connect.
    • On some characters, you must Kara-Walk with the 41236D to connect it. To do this, input the motion right as you are recovering from the 5D, then hold 6 briefly to walk forward a step, then press D to make the move execute.
  • 5B/2B > 41236B, 2C
  • c.C > 41236B, 2C
    • Tough link, but doesn't need to be hit confirmed. Can be used after 5A or CH 2A.
  • CH 2A, 2B > 623C
  • CH 2A, c.C > 623C
  • CH 2A, 2D
    • These only work on Counter Hit, but are very useful!
  • 5B > 5D, 623P or 41236K
  • 5C(2), 623P
  • 2C(2), 623P or 41236K
  • 5C(2) or 2C(2), 5A ...
    • Useful as a reset. You can do a 623P, Dash and Throw, or 2B/2C/2D.
  • [5D] (Max), 623P or 41236K
  • (Corner)
    • [2D] (Max), 5A ...
    • [2D] (Max), 623A
  • [1 MP] (Warcry Charged)... 623C, 236236[P], Release
    • When connecting a charged 623C, cancel into the super. Hold the button and release at the right time to combo.
    • Generally you want to cancel on the last hit of 623C because it causes them to launch straight up.
    • When juggling in the air with 623C, you may not be able to connect the super because the 623C will cause a Blue Hit. You can cancel the 623C early, but you will likely need to be near the corner to make this connect.

Situational:

  • AA 623C, 623A [Warcry Charge]
  • 236236P, 5C [Far]
  • 236236P, 623A [Very Close]
  • 236236P, 63214C [1 MP, Warcry Charge, Anywhere]
  • 236236P, 623C 236236[P] [2 MP, Warcry Charge, Close]
    • Combos off the Super. Only works vs a grounded enemy and only at Level 1 charge.
  • 5B/2B 41236B, 623C 236236[P] [1 MP, Warcry Charge]
  • c.C 41236B, 623C 236236[P] [1 MP, Warcry Charge]
    • Works anywhere VS Crouching. Works anywhere VS standing against Donvalve, Urs, Watson.
    • Works in the corner VS everyone except Deathbringer.
    • Somewhat finicky. But does an absolute crap top of damage. 5B version is a low starter, but weaker and slower.

Gatchi Counter:

  • AA 623C, 623A [Warcry Charge]
    • You can also finish with 5A for a reset.
  • c.C 623C [1174]
  • 5A, 5B 5D, 41236D or 66 623A
    • Advanced versions. See the Basics section for details on doing these combos.
  • c.C 623C 236236[P] [1 MP, Warcry Charge]
  • c.C 41236B, 623C 236236[P] [1 MP, Warcry Charge]
    • Advanced version, situational. See combo in the Situational section for the rundown.

High Gatchi Drive:

  • Note: [2D] Charge time depends on the character and combo, but generally you are shooting for a full charge for maximum damage.
  • Note: All [5D] Charges are up to Level 2 (Launches them strait up)
  • Jump, late j.D |> j.C |> 623A [Anywhere]
  • Jump, late j.D |> 66 c.C, 66 623A [Anywhere]
  • c.C [5D], 66 623A [Midscreen]
    • Better damage, but may be impossible to hit near the corner.
  • Jump, late j.D |> 623C, 41236D, 214K [Anywhere, Warcry Charge]
  • Heat Up, 44, 5B 5D, 66, c.C [5D], f.C [1 MP, Midscreen]
  • Heat Up, c.C [5D], 66 c.C [5D], f.C [1 MP, Warcry Charge, Midscreen]
  • Heat Up, c.C [5D], 66 c.C, 66 j.A (pause) j.D |> f.C/6D [1 MP, Warcry Charge, Midscreen]
    • Harder, more sensitive to height, but stronger and more flashy.
  • Heat Up, j.B j.D |> j.A j.D |> c.C [2D] [1 MP, Corner]
  • Heat Up, j.A (pause) j.D |> 66 c.C [5D], c.C [2D] [1 MP, Corner]
    • Top combo will work on anyone. Bottom combo will not work on characters who don't float high. Make sure you hold [5D] long enough to get the Level 2 charge.

Low Gatchi Drive:

  • 66 66, 5B c.C f.C 2C(2), 623C [Anywhere]
  • Heat Up, 66 66, 5B c.C f.C 2C 2D [1 Mp, Anywhere]
  • Heat Up, 66 66, 5B c.C f.C 2C 623C, c.C, f.C [1 MP, Warcry Charge, Anywhere]
  • Heat Up, 66, 5B c.C f.C 2C 623C, c.C [2D] [1 MP, Warcry Charge, Corner]
    • Basic, easy combos.
  • 66, 669, j.B j.D |> c.C f.C 2C(1) 623A [Anywhere]
  • 66, 669, j.B j.D |> c.C f.C 2C(1) 623C, 623A or 41236K [Anywhere, Warcry Charge]
    • May need to use j.C instead on Marco for these.
  • 66, 669, j.B j.D |> c.C+B+D f.C 2C 2D [1 MP, Anywhere]
  • 66 jump, j.B j.D |> c.C+B+D f.C 2C 623C, A, f.C [1 MP, Warcry Charge, Anywhere]
  • 66 jump, j.B j.D |> c.C+B+D f.C 2C 623C, c.C [2D] [1 MP, Warcry Charge, Near Corner]
    • Advanced versions. Requires some tight timing to activate Heat Up correctly.
  • Heat Up, 66, c.C f.C 41236B, 2C 2D [1 MP, Deep Corner]

Unpractical:

  • LGD, 236236P, Heat Up f.C 2C 623C, 5A [2D] [2 MP, Warcry Charge, Cornere
  • CH 236236P, 4123[6]D [1 MP, Corner]
    • Kara-Walk needed for this combo.
  • HGD Heat Up, 44 41236B, 669 j.A |> 41236B, 41236D [1 MP, Midscreen]
  • HGD Heat Up, 44 41236B, 669 j.A |> 41236B, 41236D [1 MP, Warcry Charge, Near Corner]
  • HGD Heat Up, 44 41236B(1) Cross Under, 669 j.A j.D |> 41236B, 41236D [1 MP, Warcry Charge, Near Corner]
    • May only work on floaty characters. Hilarious but very inefficient.


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