BatFan/Donvalve

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Donvalve

Overview

Character biography here.

Health: 6580
Play-style: Grappler, Jump baiting
Movement Options: Super Jump, Command Dash, Walk Speed Increase (Heat Mode)

Heat Up
Donvalve gains super armor, and can input a command grab with 6C, vice the 360+A/C command.

Move List

Normal Moves

5A
BatFan Donvalve 5A.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
100 - HLF 9 - - +1 -

A mid range poke that can whiff some crouching characters depending on how close Donvalve is to the opponent. 5A can also chain into either c.5C or 4C.

5B
BatFan Donvalve 5B.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
180 - HLF 7 - - +1 -

A standing kick that can chain into 2B. This normal moves Donvalve forward 1/2 a character's length.

c.C or 4C
BatFan Donvalve 4C.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
360 - HLF 9 - - 0 -

A standing uppercut that has great vertical range, making it a great anti air move, and a tool for 41236B/D combos and setups.

f.C
BatFan Donvalve fC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
340 - HLF 14 - - -10 -

Also known as "Hands" or "Push", f.C is a long range poke with a huge hitbox, making it relatively safe despite it being -10 on block. This normal slightly moves Donvalve forward.

5D
BatFan Donvalve 5D.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
360 - HLF 11 - - -15 -

Donvalve's "hip thrust" normal. 5D by itself isn't great, but 5D~41236B can be used as a really good punish combo. This normal moves Donvalve forward at least 1 character distance.

2A
BatFan Donvalve 2A.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
90 - HLF 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
BatFan Donvalve 2B.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
305 - L 6 - - -3 -

Donvalve's "sitting kick". Causes a hard knockdown if 2B connects with the opponent.

2C
BatFan Donvalve 2C.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
450 - L 11 - - -5 -

Spinning low hit. Its range makes it one of the best low hitting moves in the game. Good for ranged poking.

2D
BatFan Donvalve 2D.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
430 - HF 26 - - -11 -

5D is one of Donvalve's few grounded overhead attacks. It's slow, but causes a hard knockdown if it connects. Use this move sparringly.

6B
BatFan Donvalve 6B.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
- - H - - - - -

Donvalve's "drop kick". This move is the ender for his 2A > 6B attack set. Hits overhead, and actually works as a legit Don Swing/Don Don Swing set up.

6D
BatFan Donvalve 6D.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
350 - HLF 16 - - -4 -

Donvalve blows steam out of the mechanism on his back. This mainly servers as an anti air move despite it's slight delay. 6D can also use this move in a juggle.

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

A jumping chop similar to 5A. Okay range, but the hitbox makes the move more suitable in air to air situations.

j.B
BatFan Donvalve jB.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
140 - H - - - - -

The flying butt attack similar to Honda's jumping MK. Can sometimes connect from a deep jump in.

j.C
BatFan Donvalve jC.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
320 - H - - - - -

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
BatFan Donvalve jD.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
320 - H - - - - -

This move is similar to Zangief's flying chest attack, except the hitbox is way bigger, and really long. It also has high priority, so it does beat out many normals.

Ground Throw
BatFan Donvalve throw.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
300 - - - - - - -

Donvalve picks the opponent up, and then tosses them. This throw does not cause a hard knockdown. The animation varies with each character.

Special Moves

Don Swing
360A/C
BatFan Donvalve donSwing.png
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
BatFan Donvalve catapultHammer.png
Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Catapult Hammer 520 - H - - - - -

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.

Break
Catapult Hammer > A/C
- - - - - - - -

Holding A or C while doing Catapult Hammer will cancel the dashing animation and the rest of the attack. 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
BatFan Donvalve catapultThrow.png
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
BatFan Donvalve hipDeDon.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
0 - L - - - - -

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
BatFan Donvalve goldonSwing.png
Damage Cancel Guard Startup Active Recovery On Block On Hit
787 - Throw - - - - -

Goldon Swing is basically a quicker version of Don Swing. While it is fast, the hitbox is a bit smaller, so there is a chance to whiff the throw.

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 - - - - - - -

Donvalve grabs, slams, swings the opponent then throws them.

Spin 100, 150, 1150 - - - - - - -

Donvalve does the grab, slam, and swing motion, but the swinging continues 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
Damage Cancel Guard Startup Active Recovery On Block On Hit
950 - - 3 - - - -

Donvalve grabs the opponent from the air, flies off the screen, and does a super slam. This air grab is unblockable, but the opponent can defend with gachi.

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. At this range, it is very imperative that Catapult Throw is not used, unless the opponent is landing from a jump. Any other time this is used at this range, the opponent has enough time to counter attack.

Combos

Normal Hit

5B > 2B

5D ~ 41236A

Gachi Counter

High Gachi Drive

Low Gachi Drive

Heat Mode