BatFan/Donvalve: Difference between revisions

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  |description=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.
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Revision as of 16:59, 9 January 2014

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

Defense

Neutral

Combos