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

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

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

Jab forward.

5B

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

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

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.

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.

2A

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

A crouching jab.

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.

2D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 350 - L 19 - - 0 -
Charged 560 - - 43 - - +6 -

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

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.

j.C

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

A sword swing aimed downwards.

j.D

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

An aerial horizontal sword swing.

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

214A/C

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

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

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 - - - - - - -

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

41236B/D

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

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

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 - - - - - - -

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

Final Inferno

236236A/C

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

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

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 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!

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