Gundam Wing: Endless Duel/Deathscythe

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Deathscythe
Classification Stealth Close Quarters Combat Mobile Suit
Model number XXXG-01D
Height 16.3
Weight 7.2
Pilot Duo Maxwell

Introduction

The XXXG-01D Deathscythe Gundam is a rushdown suit best known for comically easy to execute infinites thanks to 236S's vortex. Beyond that Deathscythe wants to be in your face all the time and will do so with its teleport dash and Vulcan attacks to confirm 236S.

Teleport Dash
Deathscythe's dash is projectile and strike invulnerable for most of its duration. It can be grabbed at any point, however.
Strengths Weaknesses
  • Invulnerable (can be grabbed) dash.
  • Easy-to-execute ground infinite combo.
  • Decent counter attack options.
  • Buster Shield reduces the chance of the opponent going for ranged fireballs.
  • Air Strong Cyclone Deathscythe is invulnerable for its duration in the air.
  • Doesn't combo very well aside from the strong fireball.
  • Inflexible. A very straight-forward mech.
  • Most attacks leave you very vulnerable.

Special attacks

Buster Shield
バスターシールド
QCF.png + Any.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
WP.png or WW.png link 13 43 +8 +8

Advantage varies on number of hits; if used at point blank you'll get 1 hit and be -6. Otherwise distance is irrelevant; as long as you get 3 hits you'll be +8

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
SP.png or SW.png link 13 43 +39 +8

Advantage is the same no matter how far away you are


Cyclone Deathscythe
サイクロンデスサイズ
DP.png + Any.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
WP.png or WW.png link 11 54 KD -26 Knockdown.png

Air-OK

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
SP.png or SW.png link 11 77 KD -52 Knockdown.png


Super Attack

Death Hurricane
デスハリケーン
QCF.png QCF.png + Any.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
WP.png or WW.png link 13 65 KD -46 Knockdown.png

Air-OK, Frames 1 thru 12 invincible to strikes and projectiles, 9 hits

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
SP.png or SW.png link 13 65 Knockdown.png

Air-OK, Frames 1 thru 12 invincible to strikes and projectiles, 9 hits


Normal Attacks

Standing Attacks

Stand Weak Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 8 12 +1 +1

Special and super cancelable. Chains into other grounded normals.


Stand Strong Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 26 KD -8 Knockdown.png

Can be super canceled, but doesn't combo


Stand Weak Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 24 -2 -9

Can be super and special canceled; chains into Stand Strong Punch, Stand Strong Weapon, Crouch Strong Punch, Crouch Weak Weapon, and Crouch Strong Weapon. Floats on hit. Chain/Cancel window is very late.


Stand Strong Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 11, 13 30 -6 -6

Can be special and super canceled. Hits OTG. Chains into Crouch Strong Weapon. Hits airborne on 11th frame, grounded on 13th; only chains or cancels on last hit.


Crouching Attacks

Crouch Weak Punch
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 8 12 +1 +1

Special and super cancelable. Chains into other grounded normals.


Crouch Strong Punch
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 27 KD -10 Knockdown.png

Can be super canceled, but doesn't combo. Hits OTG.


Crouch Weak Weapon
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 11 26 -11 -11

Can be super and special canceled; chains into Stand Strong Punch, Stand Strong Weapon, Crouch Strong Punch, and Crouch Strong Weapon. Hits OTG.


Crouch Strong Weapon
D.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 33 +6 -5

Can be special and super canceled. Hits OTG. Chains into Crouch Strong Weapon. Only chains or cancels on 2nd hit, floats on hit.


Air Attacks

Air Weak Punch
Air.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground

Special and super cancelable.


Air Strong Punch
Air.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 Until ground

Special and super cancelable


Air Weak Weapon
Air.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 12 Until ground

Special and super cancelable.


Air Strong Weapon
Air.png + link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 13 Until ground

Can be special and super canceled. Hits OTG. Only cancels on 2nd hit.


Vulcan attacks

Vulcans
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far WP.png link 9 41 total -

Special and Super cancelable. Also chains into Strong vulcans

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far SP.png link 9 73 total

Special and Super cancelable.


Movement Data

Forward Dash
30f; Frames 5-25 invincible to strikes and projectiles. Can cancel with any grounded attack at any point.
Backward Dash
30f; Frames 5-25 invincible to strikes and projectiles.
Forward Boost Step
35f; Frames 1-10 block high, frames 11-30 block high while advancing, frames 31-35 are recovery and can be superjump cancelled.
Backward Boost Step
45f; Frames 1-4 block high, frames 5-24 block airborne while retreating, frames 25-45 are recovery and can be superjump cancelled.
Jump
47f; Frames 1-3 prejump, frames 5-47 airborne. In landing stun for 15 frames afterwards.
Boost Jump
52f; Airborne from frame 5. In landing stun for 15 frames afterwards. Frames 1-7 invincible to strikes and projectiles. Can act on frame 22.
Air Dash Forward/Backward
9f
Air Dash Up-Forward/Backward
17f
Air Dash Up
22f

Combos

5WP start
5WPx2 > 2SW > 623S > OTG
5WP > 5WW > 236S > 2SW > 623X/236236X > OTG
5SW start
5SW > 2SW > 236236X > OTG
623W can replace super in the corner.
236S start
236S > 5SW > 2SW (> 236236X)
Vulcan start
(v.WP >) v.SP > 236S > ...
v.WP combos to v.SP with opponent near corner.
Do whatever you want after 236S. Even the infinite.
OTG Ender
2WW > 5SW > 2SW
A dash may be required in most combos for OTG to connect.
Infinites
(2WW > 5SW > 236S)xN
Infinite while meter allows
(2WPx3 > 2WW > 236S)xN
(5WP > 2WW > 5SW(2) > 236S)xN
These two regain meter spent for guaranteed ToD.

Trivia

In-game stats
  • FGT: 140
  • WEP: 120
  • SPD: 160
  • POW: 120
  • ARM: 120
  • MAT: Gundanium
  • AMS: Vulcan Gun*2, Machine Cannon*2, Beam Scythe*1, Buster Shield*1,Hyper Jammer*1

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