Deathbringer

Normals
5A - Big frame advantage (+4). Useful for mixups, and for linking into combos. Some characters can crouch under it though.
2A - 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.

c.C - Very fast, very strong, frame advantage on block (+3). Great normal all around.
f.C - Launches and Vacuums if both hits connect. At bad disadvantage on block (-12), so use with care against characters with long range punishes.
2C - Launches and Vacuums if both hits connect. At bad disadvantage on block (-13), so use with care against characters with long range punishes.

5D - Chargeable. Very punishable on block without charge (-12) Gains mega armor and launches at level 2, and safer on block (-6). Causes wall slam at level 3, becomes safe on block (-0), and will retain mega armor through the swing if held to full charge.
2D - Chargeable. Gains super armor at level 2. Damage greatly enhanced at Level 3. Safe on block at level 1 (-0), gives frame advantage at higher charge levels (+6).
6D - Chargeable. Overhead. Becomes unblockable at full charge. Safe on block. Also very good at catching jumps.

j.B - Very large Cross Up.

Super Jump - Deathbringer's Super Jump has an extra long arc, allowing him to cover distance very fast. Combine this with Warcry and a Running Jump for extreme jump distances!
Chains
2A 2D
2A 6D
5B 5D

c.C 6D
Can't be done in Heat Up.
Specials
214K - Warcry
Charges you up. Dash speed is enhanced. Causes the C or D versions of moves to have different properties. Charge is lost if knocked down, or used.
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.
623A/C - Flame Claw
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.
41236B/D - Fire Blow
Short range hand attack. 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 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
63214A/C - Cursed Destroyer
Long range centaur attack. Wildly unsafe, but can be useful to chip someone to death.
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.

Supers

236236P - Final Inferno
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

While in Heat Up mode, Deathbringer can perform a special 'combo finisher attack'. To do this, you must land 3 normals from the following list before your Heat Up runs out:
f.C, 2C, j.C, 5D, 2D, 6D, j.D

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 loses the second hit to his f.C and 2C, 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
Combos
Note: For air juggle finishers, generally 623P is generally ideal for damage. 623A will deal more damage than 623C if not charged up, during air juggles.
41236B/D is a better finisher if you need to charge up, because it recovers fast and gives you plenty of time to charge.

Basics

(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.

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 ...
(Corner)
[2D] (Max), 623A

Situational

(Charged)
AA 623C, 623A

236236P, 5C
(Far)
236236P, 623A
(Very Close)

(1 Charged)
236236P, 63214C
(Anywhere)
(2 Charged)
236236P, 623C 236236[P]
(Close)
Combos off the Super. Only works vs a grounded enemy and only at Level 1 charge.
(1 Charged)
5B/2B 41236B, 623C 236236[P]
(1 Charged)
c.C 41236B, 623C 236236[P]
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

(Charged)
AA 623C, 623A
[1407]
You can also finish with 5A for a reset.
c.C 623C
[1174]

5A, 5B 5D, 41236D or 66 623A
[1123/1216]
Advanced versions. See the Basics section for details on doing these combos.
(1 Charged)
c.C 623C 236236[P]
[1808]
(1 Charged)
c.C 41236B, 623C 236236[P]
[2046]
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)

(0 Any)
Jump, late j.D |> j.C |> 623A
[1004]
(0 Any)
Jump, late j.D |> 66 c.C, 66 623A
[1012]

(0 Mid)
c.C [5D], 66 623A
[1084]
Better damage, but may be impossible to hit near the corner.
(0 Any Charged)
Jump, late j.D |> 623C, 41236D, 214K
[1178]

(1 Mid)
Heat Up, 44, 5B 5D, 66, c.C [5D], f.C
[1915]
(1 Mid Charged)
Heat Up, c.C [5D], 66 c.C [5D], f.C
[2005]
(1 Mid Charged)
Heat Up, c.C [5D], 66 c.C, 66 j.A (pause) j.D |> f.C/6D
[2046]
Harder, more sensitive to height, but stronger and more flashy.
(1 corner)
Heat Up, j.B j.D |> j.A j.D |> c.C [2D]
[1940]
(1 corner)
Heat Up, j.A (pause) j.D |> 66 c.C [5D], c.C [2D]
[2018]
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

(0 any)
66 66, 5B c.C f.C 2C(2), 623C
[1283]
(1 any)
Heat Up, 66 66, 5B c.C f.C 2C 2D
[1764]
(1 any Charged)
Heat Up, 66 66, 5B c.C f.C 2C 623C, c.C, f.C
[2120]
(1 corner Charged)
Heat Up, 66, 5B c.C f.C 2C 623C, c.C [2D]
[2150+]
Basic, easy combos.
(0 any)
66, 669, j.B j.D |> c.C f.C 2C(1) 623A
[1326]
(0 any Charged)
66, 669, j.B j.D |> c.C f.C 2C(1) 623C, 623A or 41236K
[1596]
May need to use j.C instead on Marco for these.
(1 any)
66, 669, j.B j.D |> c.C+B+D f.C 2C 2D
[1908]
(1 any Charged)
66 jump, j.B j.D |> c.C+B+D f.C 2C 623C, A, f.C
[2198]
(1 near corner Charged)
66 jump, j.B j.D |> c.C+B+D f.C 2C 623C, c.C [2D]
[2250+]
Advanced versions. Requires some tight timing to activate Heat Up correctly.
(1 deep corner)
Heat Up, 66, c.C f.C 41236B, 2C 2D
[1853]

Completely Unpractical

(2 Corner, Charged)
LGD, 236236P, Heat Up f.C 2C 623C, 5A [2D]

(1 Corner)
CH 236236P, 4123[6]D
Kara-Walk needed for this combo.
(1 Mid)
HGD Heat Up, 44 41236B, 669 j.A |> 41236B, 41236D
(1 Near Corner, Charged)
HGD Heat Up, 44 41236B, 669 j.A |> 41236B, 41236D
(1 Near Corner, Charged)
HGD Heat Up, 44 41236B(1) Cross Under, 669 j.A j.D |> 41236B, 41236D
May only work on floaty characters. Hilarious but very inefficient.