ForwardArrow
Smash Ace
- Joined
- Aug 17, 2011
- Messages
- 503
"You bring violence and war to thwart the Dark Realm, but conflict was born in hell. It is inevitable. A fire that fuels creation, and gives purpose where there is none."
"Stand and fight, denizens of Smash. Honor your true God. Fight, and show me your purpose."
Davoth
"Stand and fight, denizens of Smash. Honor your true God. Fight, and show me your purpose."
Davoth
Music
[Description WIP. Basically both God and Satan in the Doom universe at the same time. A bit of an honorable warrior type but also extremely wrathful and wants to destroy all of existence. Doomslayer's final opponent, and fights kind of like a Super Marauder who can control the entire demon population of Doom's universe to his will.]
Stats
Coming into Smash in his giant mech suit, Davoth is the biggest character in the game, at 1.25x Ganondorf's height and MUCH wider. He's blessed with a slightly stronger version of Bowser's tough guy armor to compensate for this, but despite that Davoth is very easy to land long combo strings on. To make matters worse, Davoth has an added vulnerability that most Smash characters don't have, the upper half of his armor CAN be cracked open if the opponent deals 50% to it, which reveals Davoth's head and a bit of his upper torso. Hitting Davoth's exposed body will deal 1.35x as much damage to him and 1.1x as much knockback on top of that. Its like a bit more elaborate version of the weak point of Bowser Jr. and the Koopalings, and the armor regenerates at a rate of 2% per half-second when Davoth's not taking damage. You can see some visible cracks on it once its taken 25% that worsen at 40%, and seal over with orange hell energy as the armor regenerates.
As for Davoth's other stats, he's not quite as slow as you'd think he is, but the bulky armor isn't built for pure agility. He comes in at a run speed of 1.77, a little above average and comparable to Mario's. His jumps are pretty good as rocket flares briefly fire from his boots, propelling him quite high on his first jump and giving him a moderate but acceptable second jump. His air speed is actually just horrendous though, at 0.68 its the worst in the game, and by a decent margin below even the very poor air movement of King Dedede, its a good thing his jumps can be used to give him a bit of forward momentum to start with. Likewise, he has the fastest fall speed in the game at 2.24, making him a character who very clearly does not want to be in the air. He also has a slightly faster fast fall than most characters at a 70% increase rather than 60%, so he can get to the ground even FASTER if you need to, just keep in mind this combined with your poor forward movement means Davoth is going to REALLY rely on his specials to recover. Which is fine, they're good at it, but they are telegraphed enough that you can run into problems of needing to use them to get back from situations you'd rather just DI back to the ledge.
Oh yeah, also, I haven't mentioned Davoth's weight stat. This isn't like most big heavies where they're comparable to Bowser or at most, a bit ahead of him. Oh no, Davoth is in a weight class entirely of his own(or in the Ultra Heavyweight class a couple of GolisoPower's sets use in terms of recent MYM stuff), with a weight stat of 170. Its to the point weak attacks won't even flinch him at low percents, and combined with his tough guy armor and gigantic shield which he pulls out for a bunch of moves opponents are going to have to pick carefully what attacks they go for against a low percentage Davoth. Davoth IS very possible to kill early with well placed aggression to crack open his armor and off-stage pressure, but if he can counter that he's an absolute monster of attrition that will shrug off everything the opponent throws at him.
Special Mechanic - Glory Kill
A number of Davoth's attacks have parts of their hitbox that will cause a cry of pain from the opponent on hit, a spurt of blood, and cause them to flash red. Usually on sweetspots, but some stronger hits just have it on the entire hitbox, but these hitboxes will leave the opponent's body flashing red for a period depending on the attack, the duration stacking if you hit multiple attacks that leave the opponent staggered. As the Doomslayer was created in Davoth's image and the Glory Kill mechanic is even replicated with Davoth healing himself with his attacks in the boss fight, Davoth gains access to the ability to Glory Kill opponents he's staggered by grabbing them.So what happens when the foe is grabbed for a Glory Kill? Well that depends on if Davoth can actually kill them or not, and the threshold where the opponent can be glory killed depends from character to character. On Mario, he can Glory Kill properly at 90%. On Pichu, it happens as low as 60%, and on Bowser it happens at 120%. If its not time for a proper Glory Kill yet, Davoth will brutally impale his sword through the foe, causing a shower of blood to spray from them as Davoth puts an impressive amount of weight behind ripping through the foe's body with his massive crucible blade. Ripping it back out, the foe is sent flying with 25% and mostly horizontal knockback that would KO on Mario at about 120%, while the spray of blood actually heals Davoth for 6.66%. Its a small heal sure, but keep in mind that even if he has some weaknesses this is a character who is far heavier than Bowser to start with, making Davoth nothing short of an attrition monster. Note that as the foe will always be under this move's usual kill percentage, the knockback here is more about getting the foe far away from you than actually killing them, though sometimes niche situations with ledges or poor recoveries will come up where this version of the move still gets the kill.
There is a bit of a wind up period before Davoth goes for the Glory Kill, during which the foe cannot escape the grab, but Davoth himself can cancel out of it to use any other throw. There are situations where Davoth would rather go for something else for greater potential damage from a string of hits or better positioning. For that matter, if you use a different throw or even just your pummel to cancel out of this, Davoth can keep the Glory Kill in reserve to bust out later, possibly when the foe is actually at the threshold it would kill. Regardless, this version of Glory Kill still deals a hefty burst of damage to foes and a bonus heal on top of that, providing a solid consolation prize to grabbing a staggered opponent even if they're not at kill percentage.
If the foe is at the necessary threshold for a Glory Kill, then Davoth's eyes will intensely glow red upon grabbing the foe, and at this point the animation cannot be cancelled out of. He will hoist them up into the air, and then perform a personalized kill animation for each character in the game, after which the opponent is KO'd without even being thrown off a blast zone in a similar manner to some Final Smashes. Before the foe loses their stock they'll take 66.6% from this throw, and Davoth will heal back 25%, effectively hedging his bets for the next stock. Effectively, once a foe reaches a high enough percentage while staggered, every grab from Davoth not only becomes an instant kill, it becomes an instant kill that will make the next stock harder for them. In matches with more than two players or in matches involving constructs/minions/hazards, Davoth and the foe become totally immune to everything else in the match until Davoth is done executing the opponent.
- List of Instant Kill Animations will go here in a spoiler tag.
In practice, Glory Kills are a way to make Davoth into even more of an absolute fortress of a heavyweight. The healing is a pretty big benefit on a character who is already this insanely bulky, letting Davoth heal over the cracks the foe made in his armor. It also makes throwing out shields much scarier against Davoth, because if he just goes through with a grab instead the results will be grisly. Being a very, very laggy heavyweight like Ganondorf means Davoth is forced to make each hit he lands count for as much as possible, and suffice to say the extra benefits of staggering means even if his heavy hits won't kill the foe, they can put them on the back foot defensively by giving Davoth an absolutely monstrous grab until the effect passes.
Specials
Side Special - The Crucible Shield
Davoth brings up his massive energy shield and gains the ability to dash forward with it up as long as he holds the B button. This shield covers about the lower 2/3rds of Davoth's body and completely absorbs all attacks directed at it. Projectiles and melee hits alike are blunted on his shield, with the only way through being a grab or getting around and attacking the top of Davoth's hurtbox specifically, or hitting him from behind. The shield comes out on Frame 12, allowing him to pull it out in neutral to sponge a hit though it is on the slow side for that. Once its up, Davoth can move forward at a dash speed of 1.48, or backwards at half that speed, allowing him to easily bulldoze through projectiles to approach and force the opponent to either weave around the shield or play on the defensive to get their window to attack Davoth, making it a very potent approaching tool despite its relative slowness.
The easiest way to beat Davoth's shield is to roll behind him, as the shield does not make Davoth into a truly solid wall. This is a rare moment where the width of Davoth's body actually comes in handy, the opponent will need to be pretty close to him to roll through him, so the spacing on this technique isn't necessarily something the foe will get right every time especially given Davoth can step backwards and punish. If they do get behind Davoth though, dropping shield for Davoth by releasing B has him deactivate it, taking enough frames that he'll be at a bit of a frame disadvantage to the foe. This is especially true if Davoth's timing is poor, although if he predicts a foe is rolling behind him before they go for it he might be at a minor frame advantage, so the little mindgames here with the foe's rolls and Davoth having multi-directional movement are important. As an aside, if an opponent does hit a shield with any attack, the animation for him deactivating it becomes much quicker, making it VERY easy to punish an opponent who throws a misguided attack into Davoth's shield.
If instead of releasing B, you decide to tap or hold A, you get a different result, as Davoth will pull his blade back and swing the shield aside to perform one of two attacks! If you tap A, Davoth will simply pull his shield aside on Frame 5 and stab forward with his blade on Frame 12. dealing 11% and slightly elongated hitstun before medium angle diagonal knockback that scales to KO at about 185%. This attack is certainly riskier than just dropping the shield as for a few frames before the stab comes out, Davoth's shield will be down and he'll be left open, but if you actually connect with it you can even combo off it! Davoth's combo game is extremely limited, but it does exist and becomes better with the right setups, so having a combo starter as one of the two moves you can use out of this fairly defensive option is quite nice. Its just a shame its one of only two moves you have to do so, but that's the price you pay for having such a strong mobile defense. It should also be noted that combining the bulky size of Davoth's armor and the length of the crucible blade, he has a very impressive level of reach here... and also that the extended hitstun is covering for the fact that this move's end lag is actually a bit rough if you whiff it, so try to make sure you actually connect with this move.
Holding A will instead have Davoth wind up for 26 frames of start lag as he raises his energy sword up behind him and brings it down in an overhead one-handed slash, dealing 19% and knockback that KOs at 120% at a slightly lower angle than the weaker stab. The thing about this attack is that Davoth will keep his shield up on it until Frame 21, which means if the foe predicts Davoth is about to try and stab them and they attack to interrupt it, they could easily run right into this move instead. It can also catch dodges meant for the faster stab, and punish a failed roll if the opponent tried to sneak behind your shield but you managed to fake them out. The reward here isn't especially high for your troubles, except for the part where it staggers for the foe for a whopping 10 seconds! While Davoth has a fair few tools in his set that stagger opponents, this is a stagger covering the entire hitbox that lasts impressively long, adding an impressive level of fear to Davoth's grab. That said, this move does come with a more extreme version of the downside of the other versions of dropping shield: if you whiff with this, Davoth's animation for his end lag is heavily staggered and the opponent is given a massive window to punish you, with this move having 66 frames of end lag. So if you throw this out, be prepared to take some very heavy punishment if you whiff, or do it with immense confidence that the foe is playing right into it.
Davoth can also jump when the shield is out, switching over to the move's aerial version! Unfortunately, this puts the foe at the mercy of Davoth's horrible air speed, but the shield is positioned a bit differently in the aerial version. Rather than holding it out right in front of himself, Davoth holds it a downward angle, his head tilted low as well. This means the shield only covers the lower half of his body, but also covers a decent chunk of space below Davoth in front of him, allowing Davoth to intercept attacks from beneath him. The fact that the shield is lower angled when he jumps does mean the shield's weakness to foe's attacking it from above isn't alleviated entirely by jumping, especially considering the weaknesses of Davoth's air movement, but you can still at least use this to catch out attacks aimed just above Davoth's shield. Also keep in mind that while he has the shield out, Davoth has twice as many jumpsquat frames(he by default has 5, and with the shield up has 10). Lastly, Davoth's backwards movement is cut by a quarter while the shield is out when he's in the air, not as drastic as the decrease in his movement if he decides to move backward on the ground, but when Davoth's air speed is already as terrible as it is this nerf can still be pretty painful.
Davoth's aerial attacks are pretty similar to his grounded ones, but the basic stab can actually be angled up or down unlike the grounded version to give it a greater deal of coverage than the grounded variant to hit foes above or below Davoth. It has the same lag, but in exchange the knockback is slightly increased to kill at 170%, and the combo potential is completely removed as the extended hitstun is not present. The low angled stab deals very low angled horizontal knockback and the high angled stab deals mostly vertical knockback, while the forward stab deals knockback at a very similar angled to the grounded variant. The massive range and potential coverage of this move is pretty important when one of the ways opponents can beat this move and force Davoth to drop the energy shield and take lag is to get behind him, and this stab can let you cover opponents trying to get around you that way. Just keep in mind the jumpsquat and Davoth's bad aerial movement, as well as the fact that this is unfortunately one of only two options here.
The held variant of this move in the air takes Davoth's reach to an entirely new level, as Davoth extends out his arm to its maximum length before the swing and swings it in an arc comparable to the one covered by Bowser's Fair. That move's range is pretty infamous as is, and Davoth's held A aerial attack vastly exceeds it, covering a positively obscene amount of air space. The start lag and end lag are the same as the grounded, but Davoth drops his shield a bit earlier to give the foe a slightly bigger window to interrupt this in the startup, and the stagger effect is cut to only 6 seconds in length. The range increase as well as having access to such a powerful attack offstage still makes this an attack worth fearing though, and it can still serve its purpose of catching mistimed dodges of the stab or attacks intended to hit the shield. Genuinely with this kind of range, you can sometimes outright punish projectile characters who were getting a little too comfortable trying to poke you.
All in all, this is a very potent approach and defensive technique, but one that's a bit limited by the fact that you only have two attacks active during it, making Davoth a bit predictable when he relies on this. At the very least, they're two good attacks with some real variation to them when used in the air. And if you think this move's a bit too predictable right now, Davoth has a way to rectify that which we'll get to shortly. Relatedly, this does make it even harder for foes to get Davoth to kill percentages as he provides an impenetrable wall they have to work around to start wailing on his ultraheavyweight body, which is another fact that will become especially relevant soon enough...
Down Special - Dark Lord's Wrath
In a move that charges similarly to ROB's laser or Wario Waft, Davoth's gauntlets glow faintly with red energy when this move is ready. If you use Down Special when Davoth has no charge built up, he will simply slam his shield into the ground to create a shockwave on both sides of him that deals 5% and stuns the foe just long enough to leave the foe and Davoth in frame neutral. This move comes out on Frame 20 and the positioning of the shield doesn't actually protect Davoth's body at all, as he turns to face the screen to do so, making this a pretty overall useless attack if you have no charge, though more useful than its uncharged contemporaries in that regard. This is because it can at least shield poke on the occasions that's relevant, and the range is at least long enough that it'll sometimes catch opponents out just by easily outranging fist fighting melee-range characters. In the air, Davoth will produce no shockwave but slam the shield below him for 9% and a weak spike that can at least mess with weaker recoveries like the Belmonts and Mac pretty effectively. The range isn't great without the shockwave on the ground, though.
This move starts having its relevant uses if you've left it to charge for 12 seconds. Davoth lets out a gutteral "Die!" as he slams his shield into the ground, not increasing the power of the hitbox, but causing orange lightning to crackle off Davoth's hands and his blade and crucible to glow brightly. This buffs up Davoth's next attack with a set boost that does not vary from attack to attack, although some attacks will get some additional benefits on top of the damage and knockback boost this attack gives. And that bonus is a whopping 1.5x boost to damage and knockback. For those familiar with how damage and knockback formulas in Smash work, this is usually going to do horrifying things like cut Davoth's kill percents in half, making every attack Davoth throws out with this buff one to be feared. The reason the boost is this powerful is not only do you have to wait for a chance to use it, but its used up after you use a single attack, and it is very clear to the opponent that said attack is coming and they need to play it safe until you throw it out.
There are a couple extra benefits to this attack buff that players need to keep in mind. For one, it doesn't just buff Davoth's damage and knockback, it also buffs the duration of any staggering effects he inflicts on foes. Specifically, it doubles the duration of the stagger, so the held A attack from Side Special deals either 20 seconds or 12 seconds of stagger outright, which is a pretty terrifying reward for pulling this attack off. But the real horror comes when Davoth already has a foe staggered with this buff up. Because you see, if Davoth has unleashed his power with this move, he can glory kill an opponent at any percentage, period. Flat out, if you line up a stagger and a Down Special buff, and you land grab, you can kill the opponent at 0% and get a heal on top of that. Keep in mind this is a buff you only get once every 12 seconds, and on top of that it buffs exactly one attack and is quite telegraphed. If you land specifically grab after that on a foe who is already staggered, that's not really more ridiculous than a lot of tricks some Smash Ultimate characters can already get up to. You've earned that glory kill.
Some of Davoth's attacks are designed to get more mileage out of the singular buff this Down Special gives. For example, going into Side Special means any of the attacking options you'd use out of Side Special would get the appropriate buff. It also removes the nerf Side Special gives to Davoth's movement speed, allowing him to use his full dash speed with his energy shield up, making it just that little bit easier to mess with rolls and go for a faster, better spaced approach. It does not change the backwards movement nerfs in any way, though backwards ground movement is at least faster by virtue of being half his dash speed rather than half a reduced speed.
If you're willing to hold this attack in reserve for a full minute, however, you get a different result. This charge is lost when you lose a stock, AND you have to keep this move in reserve the entire time... but given Davoth's extreme durability, keeping a stock going for a minute is something you should be perfectly capable of doing if you play well. Not as well as a hardcore camper could, mind you, you're not so much good at stalling as you are drawn out melee engages. But if you're good enough at them with smart Side Special defense and take minimal damage to your more vulnerable upper torso, you can live long enough to see what happens when you activate Down Special after a minute of buildup. And the result! Well in a 1v1 match, the entire stage's background is changed in a flash of light as its reduced to hellish wreck of what the stage used to be, background elements ablaze, demons crawling the background, and the stage reduced to a barely functioning husk of its former self visibly. Of course the actual battlefield remains the same in terms of gameplay, but it shows Davoth has brought ruin to the world just like he's about to bring to the foe. In matches with 3 or more opponents, Davoth is instead just given a very dramatic looking dark aura when this effect is activated, to prevent the effects on the screen from getting too chaotic. That said, he will loudly announce "I will devour your soul!" when he uses this attack regardless of how many opponents are in the match.
For the next 15 seconds, Davoth has the same buff he'd usually get from Down Special on every attack he makes. Remember what I said about it effectively halving KO percentages and Davoth wanting to make every attack count? Yeah, with this buff up Davoth can generally kill opponents in about 2-4 hits maximum. Its not going to fix his speed problems, which unfortunately is Davoth's overall biggest weakness, but Davoth's attacks are frequently equipped with a kind of range and complexity that other heavyweights would be heavily envious of, so letting him kill faster than any of them is downright horrifying. Oh, yeah, and god help the opponent if they get staggered during this time, because now you have an entire 15 seconds where the grab just instant kills staggered opponents.
Essentially, Down Special is Davoth's reward for sticking around in a match a long time through his durability. The longer his stock lasts, the more chances he'll get to either throw out an extremely beefed up singular hit, go for an instant kill via grab, or outright go on a rampage with nigh-unlimited power. If you're sticking to the former, you'll want to lean on Davoth's attacks that are more complex than a simple swing and a hit or miss to get the most mileage out of this move, and if you're aiming to go for a rampage, getting full mileage out of Side Special as a survival technique will definitely help you last that long.
Neutral Special - Armies of Hell
Pointing his sword forward, energy forms behind Davoth into an initial amorphous shape that transforms into the form of one of the demons from his legions of hell. The demon remains in an energy form, indicating they're not nearly as durable as you'd expect from their flesh and blood counterparts, having generally pretty unimpressive HP totals for the amount of effort it takes to make one. Once summoned, it will stick around alongside Davoth, following him around like an Ice Climber, albeit with Davoth's massive bulk actually making it unlikely to hit both at the same time. Demons share Davoth's percentage for taking knockback/stun, but each have their own weight value independent of Davoth's, which can make them easier to separate if you do manage to hit both at once. If demons take knockback past a blast zone they will die, but otherwise will warp back to Davoth's side 1.5 seconds after being knocked away.
Which demon will be summoned will depend on how long this move is charged for, and its not a storable charge. Davoth will definitely need breathing room to summon one of his loyal servants, with the first one coming out at 20 frames of charge, though you will get a consolation prize if you charge for less than that. That said, the amount of time you need to charge to summon a demon is halved if Davoth staggered a foe within the past 5 seconds, giving you that extra incentive to land those big hits. There's also an element of danger to hitting Davoth during this charge, as Davoth can cancel it into Side Special to throw up a shield in the path of the enemy's attack. It even has reduced start lag if the foe has let you charge for at least 20 frames(or 10 if you scored a stagger in the last 5 seconds), coming out on Frame 7 in that case and making it easier to predict an opponent's attack and stop it at that point.
Once a demon is out, it is equipped with three attacks: a weak attack, a medium attack, and a strong attack. These attacks are actually not used automatically at all, the demon strictly following the commands of its master. However, throughout the Dark Lord's moveset, demons will be commanded to use their attacks on set intervals with each of Davoth's attacks. To give an example of that, when Davoth throws up his shield with Side Special, the demon alongside him will perform its weak attack as cover, and will continue doing so once every second. While this is a set rhythm opponents can obviously prepare for, the passive pressure it applies when Davoth can drop shield to go for either the stab or the overhead slash makes it very threatening, and also a much bigger pain to navigate around Davoth's shield than it would be without a demon out.
With the weaker stab attack in both its aerial and grounded variants, demons will not normally follow it up to give Davoth room to combo off that attack himself in his limited but sometimes potent ways. You can, however, press B during Davoth's end lag to have the demon perform a medium attack, leading to alternative combo strings. The stronger stab attack will cause the demons to also throw out their strong attack, which might not cover how long the lag is very well but given you already have your shield up, the bonus of throwing out a second big attack simultaneously can make it that much harder to properly weave around taking some kind of big hit. Finally, demons will throw out their weak attack during the start lag of Down Special, making it a fair bit safer to activate the buff.
Now that we have the way demons work and which attack intervals they activate on out of the way, we can get into specifics:
0-19 Frames: Sentinel Wolf
The sentinel wolf, which is proportioned a bit like Ivysaur without the bulb, is your consolation prize for throwing this move out without enough charge to make a proper summon. Keep in mind your summons come out on Frame 18, and have a fair bit of end lag, so you're committing quite a bit to using a Sentinel Wolf as a summon if you do just summon it and not a more powerful minion. At 5 stamina, the Sentinel Wolf is incredibly easy to kill, and projectiles only briefly stall on impact with it rather than being stopped by it. Not to mention its short height makes it a rather ineffectual projectile defense, but that's what your energy shield is for. The wolf charges forward at Charizard/Ridley's dash speed, and will relentlessly pursue foes around, even offstage. It has a single, middling jump it can use. The wolf will last 2.5 seconds before disappearing if the foes choose to entirely ignore it, and hitting it with an attack will not cause any hitlag for the opponent.
So far the Sentinel Wolf is a bit of an ineffectual minion, and its only got one, low power attack to boot. Bearing its fangs, the wolf lunges forward in an attack that comes out on Frame 7, biting the opponent for 8% and low upwards knockback while the wolf stops for a moment before continuing its pursuit after a second. Given its incredibly short duration, its unlikely it will get two bites off, and the fact it moves in faster than Davoth combined with decent end lag means Davoth will likely not get much of a chance to combo off it. That said, it is a decent distraction for Davoth that he can use alongside some of his heavy hitting moves like Down Smash and Forward Smash to help set them up, and if the opponent can't find time to kill the wolf on the first go around they'll have to worry about dealing with the wolf and Davoth simultaneously, which is scary for a number of reasons.
The obvious reason is that if the wolf's bite combos into one of Davoth's attacks, they'll be taking a much heavier hit, and it can serve as a consolation prize and protection from punishment on a whiff. The less obvious reason is when the opponent is bitten by the wolf, bite marks appear over them and they flash red, revealing that the foe has been very briefly staggered! This is only a 45 frame stagger, you will not get much room to capitalize on this, but it does mean Davoth coming in for a grab after a Sentinel Wolf's bite is actually pretty scary. On top of that, it makes this special a bit self-fueling, if you land a hit with the Sentinel Wolf its one of the easier enablers in your set to summon a Pain Elemental or a Tyrant.
All that said, the Sentinel Wolf is not a powerful minion, its a distraction. If you want immediate pressure on the foe and don't have time to charge up something better it will do the job, and its lingering status is good at forcing out attacks which Davoth can potentially intercept with his shield. Also while you can usually have only one minion out, if you already have a support minion you can use this move to summon a Sentinel Wolf to gnaw at the foe's heels, giving this move some utility even while you've already got one of your loyal subordinates at your side.
19-39 Frames: Hell Knight
Standing at the size of a slightly more hunched over Captain Falcon, the Hell Knight serves as primarily a support to Davoth's melee combat. It has 20 stamina, making it relatively easy to kill, though as it spends a lot of the fight behind Davoth it can be hard to actually get in those hits on it to kill it. The Hell Knight has a weight of 103, making it pretty easy to separate from Davoth when the two both take a sizeable hit. On summon, the Hell Knight will let out a shriek of rage directed at the nearest foe.
The Hell Knight has a pretty simple set of attacks, its weak attack being a simple punch as it steps out from behind Davoth to swing its fist forward and slightly downward. This comes out on Frame 8, and deals 9% and weak low angle horizontal knockback that will basically never KO. Its not a very strong attack, and the Hell Knight is actually left with some hefty end lag as its thrown off balance by how far it leaned into that punch, but it comes out at an earlier frame that the vast majority of Davoth's options, and the low angled knockback with little power actually means it will frequently hit foes right into the massive range of Davoth's sword swings. One thing to keep in mind though is actually hitting with this requires the foe to be much closer to Davoth than most of his melee requires, the Hell Knight encouraging Davoth to get a bit more up close and personal because of this move. The end lag makes this a bit suboptimal compared to the other minions means of pestering a foe with a shield up, but you can easily go into the faster stab with this, and the Hell Knight WILL turn around to smack foes who are sneaking behind Davoth with this move while the shield is up, making rolls behind him a bit more difficult to pull off unless you do them during a Hell Knight's lengthy end lag.
The medium attack has the Hell Knight lurch forward from behind Davoth and slam both its hands into the ground, in an attack with considerably more range than the punch but is still outranged by Davoth's own massive sword and mech-based reach. It comes out on Frame 15, deals 14% and upwards knockback that KOs at 135%, which can make for a decent emergency kill move out of Side Special's stab, or an option to convert into pressure with your Up Smash or aerials earlier on. This does leave the Hell Knight out and vulnerable next to Davoth as it takes a bit to get back on its feet and step back behind Davoth, the Hell Knight putting itself in quite a bit of danger with both this attack and the next one. Amongst Davoth's forces, they certainly aren't equipped with the best self-preservation. The end lag is also nearly 60 frames on this, Davoth not able to call them for another attack during that time. With that said, this hitbox is one that the opponent has to respect when the Hell Knight throws it out alongside Davoth's other attacks, as its a formidable enough hitbox in terms of both reach and power compared to the Weak Attack that even just hitting this hitbox alone will lead to some late KOs or just chip in the extra damage Davoth needs when his damage racking is so badly held back by his massive lag.
The strong attack has the Hell Knight perform a similar animation to the medium attack, but with one additional element: it lunges through the air peaking slightly above Davoth's head and attempts to land on top of a foe in range it spots at the start of the lag. The lunge through the air deals 6% on the way up and weak upwards knockback that pops the foe up, and 12% and a weak spike on the way down that you can sacrifice the Hell Knight for to screw with the opponent's recovery. Its not going to kill them on its own until high percents(or low-mid percents on Little Mac), but it does give Davoth an opening to throw out something much scarier to cover the ledge alongside it while the foe is recovering. Once the Hell Knight lands, it deals 23% and upwards knockback that KOs at 80%, and produces a red shockwave on the ground that lingers for 14 frames and deals 12% and knockback that pops the opponent up into the air. The Hell Knight's homing will focus on the nearest foe that comes within a battlefield platform of Davoth, but if there's no foe in range it will just leap out and slam down at the end of the reach of Davoth's sword on a stab.
This attack has some pretty obvious downsides, it takes until Frame 29 to come out, and once the Hell Knight completes the slam it will just linger there for 1.2 seconds before returning to Davoth's side, and taking another 48 frames of end lag during the return that adds up to 2 seconds the Hell Knight is not attacking after throwing this move out. That said, this is a Hell Knight attack with range on par with Davoth's own massive sword, and a hitbox on par with a powerful smash the opponent absolutely does not want to get hit by that will layer on top of Davoth's own. If the foe dodges Davoth's overhead slash out of Side Special but gets hit by the slam, they're actually taking higher damage and knockback, and because of how close the attack's start lags are to each other the moves can sometimes combo into each other for massive damage and knockback! And of course, the shockwave can catch people dodging even if the slam doesn't hit, and its lingering properties make this move that's already layered on top of one of Davoth's own attacks a pain to dodge. That said, if Davoth doesn't properly pressure a foe after the Hell Knight has slammed down, its probably a dead Hell Knight with that obscene amount of lag and vulnerability, and while it is combined with one of Davoth's own attacks whenever you throw it out the opponent will definitely see it coming.
In the air, the medium and strong attacks change a bit, but the weak attack remains effectively identical. The medium attack has the Hell Knigth swing its hands down from overhead in a full arc, increasing the start lag of the move to starting on Frame 17, but the knockback is changed from upwards to a spike. Its a fairly strong spike too, not on the level of something like Ganondorf's Dair. On stage a spike will situationally allow Davoth to combo into some very powerful things from the groundbounce, especially given the desynced lag of the Hell Knight from Davoth himself, and offstage it will kill very early, making the medium attack of a Hell Knight a huge threat to watch out for from Davoth that will often be more dangerous than the Dark Lord's own hitbox, though it will frequently just be throwing out two hitboxes at once where the foe absolutely cannot afford to get hit by either.
As for the strong attack, the Hell Knight will leap up to half the height it would normally go before falling down in an arc, dealing the 6% on the way up and 12% on the way down until it reaches equal height with Davoth, and then taking on the 23% hitbox but with the knockback redirected to be a spike. The Hell Knight needs a bit more time to brace itself for the aerial leap, so the lag is increased to coming out on Frame 35, and if it lands out of this move it takes twice as long to get back to Davoth. Which is to say, if the Hell Knight does not land this move, and even if it does offstage, it is probably dead, but the hilariously powerful spike/groundbounce can be worth it over the grounded version.
As a last note, if you charge the move enough to get a Pain Elemental or Tyrant while a Hell Knight is out, the Hell Knight's energy form will morph into the stronger minion at full stamina. If Davoth isn't getting the results he'd like out of a minion, he can happily trade them out for a more formidable servant if he's willing to put in the extra time to charge. That said, if you're content with the amount he endangers himself and his rather limited range on his first two attacks, the Hell Knight adds a considerable amount of pressure to Davoth's melee game to shore up his lag problems at least a bit.
40-69 Frames: Pain Elemental
While the Cacodemon is one of Doom's most iconic demons, Davoth's personal summon is the slightly less well known but higher ranked Pain Elemental. Still, it at least is representing one of Doom's most infamous monsters in some form in the set for its most powerful villain. The Pain Elemental is as tall as Wario and about 1.4x as wide, and unfortunately comes equipped with a pitiful 12 stamina. Killing the low stamina Pain Elemental is very easy when its exposed, but fortunately, compared to the Hell Knight the Pain Elemental is content to sit back and use ranged attacks, so the foe will usually have to find a way to get past Davoth to try and kill it. It has a weight of 95, making it easier than the Hell Knight to separate from Davoth, but if Davoth is taking significant knockback from a hit it probably just killed the Pain Elemental outright.
The weak attack of a Pain Elemental is its main attack situated for melee range, where it floats forward and slashes twice with its claws in a hit of 3% followed by a hit of 5%, the latter hit dealing light knockback that pops opponents up in front of Davoth. This has less end lag than the Hell Knight's punch and much greater potential to combo into things, with its double hitting nature and the fact that the first hit comes out on Frame 4, the fastest any hit in Davoth's set comes out period. For the record, yes, this does set up grab, so if Davoth's lined things up this is a Frame 4 insta-kill at any percent that heals Davoth for 25%, to give you a reminder of just how absurd the Dark Lord's power ceiling truly is when he's playing all his cards right. This does come with some drawbacks in that the range is quite short, so it doesn't link into Davoth's massive ranged moves in a way that takes advantage of the range of said moves well. And while its not an especially laggy technique, it does expose the Pain Elementa while its swiping, so if it whiffs on the opponent and Davoth isn't in position to punish their counterattack, the Pain Elemental can very easily be killed on the counterattack.
The medium attack is where the Pain Elemental's attacks get into its safer, more range based function. After 13 frames of start lag, the Pain Elemental will spit up a Lost Soul, a flaming skull a bit under Kirby's size it fires out as something of a minion of a minion! Though in practice its basically just a projectile, flying at the foe and screaming while dealing 9% and moderate upward diagonal knockback that KOs at 190%. The Lost Soul can be destroyed by any attack that deals 10% or more on contact, and as a projectile can be pocketed and reflected, though it does serve as a physical projectile for where that's relevant. It will fly forward up to 2 battlefield platforms of distance and travel straight forward horizontally, though some attacks will fire the Lost Soul vertically. Due to the Pain Elemental's high end lag after firing a Lost Soul as the flames left in its mouth die down before it closes it, its not spammable no matter what attack Davoth is using alongside it, making it hard to actually camp with this projectile. That said it covers all of Davoth's melee reach and then some with a hitbox if nothing else, catching foes rolling out of Davoth's range and providing a tool to force approaches.
This move also has an important secondary function when the Lost Soul reaches its max distance away from the Pain Elemental. Rather than just disappear, it will swoop right back at the opponent, this time with decent homing and traveling up to 1.5 battlefield platforms before vanishing. On the way back it deals the same damage and knockback it did on the way back... but the diagonal knockback will now be aimed up and toward Davoth as the Lost Soul comes back to him. This can set up basically any upward Davoth move depending on the timing, even giving him some rare true combos depending on where the Lost Soul hit. This also covers a much larger swath of time the opponent has to play defensive against a Lost Soul than the medium attack of a Hell Knight, even surpassing its Strong Attack's shockwave. Having a second hitbox out that long is excellent for overwhelming a foe's defenses and making Davoth's slow attacks easier to land, and if it lands on its own it nicely sets up many of your upwards attacks. Its especially scary if you have a Sentinel Wolf providing another additional threat for opponents to worry about at the same time!
The strong attack of the Pain Elemental has it look particularly furious as its eye focuses on the opponent and flares ripple around its mouth, before it spits up three Lost Souls fired out in a cluster, traveling the same distance as the Medium Attack. This comes out on Frame 30, but the three Lost Souls bunched up together deal 18% and knockback at a slightly lower angle that KOs around 115%, making this a very formidable projectile. This serves the same roll catching purpose of the medium attack, only the punish is MUCH bigger this time as this attack deals double as much damage and can actually kill at a pretty respectable percent, and as the three Lost Souls travel a bit slower than the fairly fast moving singular Lost Soul, it will cover space on the way out with this hitbox for longer and serve as a threat to cover a longer period of Davoth's lag used properly.
Speaking of covering Davoth's lag, once the three Lost Souls get to their max range, they'll all split off in different directions, one aimed upward, one flying back towards Davoth, and one going forward another 1.5 battlefield platforms. They're now reduced to having the power of singular Lost Souls from the medium attack, and all of them have the homing properties of a returning Lost Soul if a foe gets in range. If a foe is at a high diagonal angle from where the Lost Souls split, its possible for two lost souls to chain hits into each other, even all three if the foe was very close to where the split happened, which if you do pull off that specific spacing can combo into a LOT of things from Davoth as he closes the gap. The knockback of these Lost Souls does take on a bit of a radial property, so the upward one deals more upwards based knockback and the forward one knocks foes further forward, but if they're all curving back in towards a foe they'll all stack up their hitstun before launching a foe towards Davoth.
Depending on spacing, this projectile really does set up some just horrific things for the foe to deal with in terms of dodging three homing projectiles at once, and while they're all grouped up the foe needs a hit that deals 20% or more to destroy them, so breaking this projectile is not easy. Plus if you pocket one of the Lost Souls, the other two will hit you, although reflectors can still send back all three. This move's presense makes 2 battlefield platforms away from Davoth a VERY dangerous place to be, effectively forcing opponents into close range and towards the hitboxes of Davoth's attacks when its thrown out. Keep in mind though, the Pain Elemental is quite exhausted after firing 3 Lost Souls at once, needing 3 seconds of cooldown after this before its ready to attack again, so if you're commiting a Pain Elemental to a strong attack it will be out of comission for a little bit.
Pain Elementals threaten large amounts of space away from Davoth, not particularly good at repeatedly pestering foes but the projectiles they do throw out are hard to dodge, which is rather scary when they end up linking into the very hard hitting Davoth's attacks. Using the pressure they provide to push foes towards Davoth can put them right into the close range Pain Elemental claw strikes, which are some of the best and fastest combo tools Davoth has access to in his set as long as you're willing to put up with their range. Its more of a commitment than the Hell Knight and lacks some of the Hell Knight's power, but it absolutely makes up for it in terms of zoning and dodge-catching abilities.
70 Frames: Tyrant
The Tyrant is Doom Eternal's answer to the Cyberdemon, downgrading it to a generic enemy, but one of the strongest generic enemies in the cast with a variety of ranged attacks and a powerful, bulky frame. Calling another modified version of one of Doom's most well known demons to his side, the Tyrant follows in the footsteps of the Cyberdemon by being a terror at all ranges. It has 28 stamina, making it easily the beefiest minion of the three and actually taking a little work on the foe's part to put down, but it comes in at a little taller and wider than Ganondorf, giving it a humongous hurtbox to work with for opponents. It has 145 weight so it will generally stay close to Davoth when both of them take a hit, which is a bit more common due to its massive size. The Tyrant is not specialized towards melee or long ranged combat, rather being effective at both ranges.
The Tyrant's weak attack comes out on Frame 11, and has it generate and thrust forward an energy blade in a longer reaching hitbox that deals 10% and low base low diagonal knockback that does start scaling to kill at 180%. It stops comboing into Davoth's own attacks much earlier than the other weak attacks, and doesn't come out nearly as fast, but it has an advantage the claw swipes and the punch of the Pain Elemental and Hell Knight don't. This stab has some real range, almost on par with the massive reach of Davoth's mech suit and sword, so the prospect of comboing the two together won't require Davoth to get uncomfortably close to the opponent. It also, like the Pain Elemental's double claw swipes, doesn't have particularly painful end lag, and the formidable extra reach makes it great for threatening foes into Davoth's two out of energy shield attacks.
A quick note on this blade thrust, it will be angled upward if Davoth is using an upward angled attack and downward if he's using a low angled one at the time of this move. This also applies if Davoth is rising into the air or falling while the shield is thrown out, and the knockback is adjusted upward and downward accordingly. Its particularly worth noting that the knockback has a slight downward angle if Davoth is falling toward the ground with his shield out, which can threaten a groundbounce or at least greater combo opportunities out of this stab than usual. Down angled weak Tyrant attack is a particularly scary move for its speed and layered nature with Davoth's other attacks that you will definitely want to make use of whenever the possibility comes up.
The Tyrant's medium attack has him fire a single missile, a fast moving projectile that travels at nearly the speed of Falco's laser, and comes out on Frame 16. While unlike the Lost Soul its a much more basic projectile with no boomerang-esque properties, it will be fired already aimed at an angle at the opponent to give it much better coverage in melee range, basically allowing it to cover about 270 degrees of space in front of and behind Davoth, only failing to hit foes in a 90 degree cone behind the Tyrant. The missile will travel up to 1.5 battlefield platforms and explodes in a blast a bit smaller than a Bob-omb blast, dealing 16% and mostly upward knockback that KOs at 125% at close range which weakens to 8% and knockback that weakly pops opponents up as it travels. This is a move that isn't as good as the Lost Souls at long range, but makes up for it by actually having solid melee applications with its higher close range power and excellent coverage as the Tyrant will aim for the foe no matter what. This is also a very formidable and easy attack to combo out of the weaker Side Special stab, guarunteeing a follow up off it with solid damage/KO potential that's much more consistently useful than a Lost Soul or a hammer slam.
The Tyrant is also a bit unique in that it has not one, but TWO strong attacks! Which strong attack activates will actually depend on the move you're using to activate it, and will be clarified in each instance of a strong attack being activated in this moveset. The regular strong attack has the Tyrant create five runes in front of it, in a line on the ground that travels from about 0.4 battlefield platforms away from the Tyrant to 2 full battlefield platforms away. It will then fire out 5 missiles at each of those runes, each staggered 4 frames apart and starting on Frame 15, meaning this move is going to keep firing off hitboxes over the course of 20 frames! Each missile deals 12% and moderate upward knockback that KOs at 185%, but if the foe is caught in the overlapping blast radiuses of two shots, the hitstun of one being long enough to combo into another given they're staggered 4 frames apart, the second hit's knockback will be increased to kill at 100%! Each blast is about 0.5 battlefield platforms across, for the record. There's not too painful of a wind down after using this strong attack compared to the other ones in Davoth's set, only a second where the Tyrant needs to cool down its rocket launcher.
What this move is great at is not power compared to the Hell Knight's flying slam or even the Cacodemon's triple Lost Soul. Its actually a little underwhelming compared to what you might expect from a Tyrant, although if two missiles chain together its pretty formidable, but that's not why you're throwing this move out. Its coverage of a large space of frames that's a lot more definitive than a Lost Soul's to really force the oppoennt to play their defensive options carefully is what this move is good for. This attack will usually accompany a heavy strike of Davoth's own, such as the Side Special's strong swing, and the coverage of a massive amount of space combined with strong frame coverage makes it very difficult for a foe to play defensively against this, making those heavy hits it sets up for all that much harder to avoid when the foe is weaving around it. It does have a small blindspot in front of Davoth however, and depending on the foe's positioning they may only need to worry about one explosion going off followed by Davoth's attack, but it just makes the dodging, shielding, and movement so much more complicated for opponents than if they didn't have to worry about it and makes those heavy attacks of Davoth's that much more viable.
In the air, the way the missiles are spread is a bit different, positioned 0.7 to 1.5 battlefield platforms away from Davoth with 2 positioned higher up and spaced a bit apart horizontally, one in the middle of the X-shape of this pattern, and 2 positioned at the bottom and spaced apart horizontally. With really precise positioning this version can actually combo 3 hits together for the third hit to kill vertically at 60%(you'll pull this off around the center of the X if the foe is towards the bottom of it as the Tyrant fires off the lower missiles first). It does, however, have a bigger close up blindspot in exchange for greater vertical range and higher potential to combo missiles together, and has the start lag increased to 18 frames. Its a pretty disgustingly powerful way to threaten space in conjunction with the strong aerial Side Special's Bowser Fair-like properties, just remember how punishable that move is if you do whiff it though.
The Tyrant's other strong attack, not used in conjunction with Side Special but rather with some later inputs, is a gigantic red death laser that charges up over 44 frames before being fired out and covering a space of 1.5 battlefield platforms in front of the Tyrant! It deal a singular hit of a whopping 26% and diagonal knockback that KOs at 70%, and is aimed just like the missile in the medium attack at the opponent! This move is incredibly powerful, incredibly slow, and you're mostly going into it by tricking out a foe's defensive options against whatever attack triggered it by popping their shield or catching their dodge/roll/attack. Unlike the missiles, the Tyrant needs a full three seconds to recharge after throwing this out, but it does have a nice 12 frame duration to make it downright nasty against dodges, even if the aiming is a little staggered so opponents can physically move and jump out of the way in the last 20 frames of its startup. Would be a shame, though, if Davoth's own attacks got in the way of that.
All in all, the Tyrant is a minion that offers Davoth power at close and long ranges, the extra charge time making it largely a straight upgrade over the Hell Knight even if the Pain Elemental's ranged tools surpass its own. It throws out huge and threatening hitboxes that coincide with Davoth's own huge and threatening hitboxes to double up on extremely dangerous things for the foe to dodge that cover large swaths of space. You are going to need a bit of time to pull this off though, even off a stagger 35 frames of start lag plus some end lag on top of it is not exactly a safe investment unless the foe is safely out of your space, and its a big and not especially durable ally, but if you can make smart use of it, the Tyrant can absolutely make playing defensively against Davoth a nightmare.
Up Special - Hell Rising
Engines flaring, Davoth's mech rockets up into the air as his body is briefly super armored on the start up, in a move similar to Super Dedede Jump in terms of animation as Davoth braces before launching into the air. It comes out faster than Dedede's Jump, but doesn't go quite as high before Davoth begins falling toward the ground again, making it a less formidable recovery move... though coming out on Frame 42 instead of taking over a second is at least helpful, as is the super armor that starts on Frame 16. Davoth can cancel out of this move once he reaches the peak of the leap(about 2/3rds as high as Dedede's goes) and go into helpless, and it does sweetspot ledges. There's hefty end lag upon landing as Davoth slams onto the ground, smashing a hand into it as well, very easily punishable by opponents who you don't land on top of with this move unless you have a bit of distance from them. This is a good recovery, but the high start lag when Davoth doesn't have Dedede's aerial versatility combined with the hefty end lag doesn't make it a safe recovery, so keep that in mind when you're making your way back to the stage.
For the first half of Davoth's upward trajectory, Davoth will grab opponents in his flight path, carrying them with him. He can also grab foes past frame 28 of the start lag if they're in contact with Davoth or close to it, for the record, so its a bit faster at snatching a foe who foolishly attacked into your armor than you might think. Once he grabs the foe, he will carry them along with him for the ride, slamming the foe into the ground at the end to guarantee they get hit by Davoth's falling hitbox. And it is a strong falling hitbox, dealing 20% and upward knockback that KOs at 90% against grounded foes, and a very powerful spike against aerial ones. It also produces a weak shockwave traveling out 0.5 battlefield platforms on both sides of Davoth, which deals 7% and lightly pops opponents into the air, though they'll likely still be at a minor frame advantage over Davoth at the end unless they're at around 70% for middleweights. It mostly just limits the exact tools the opponent can punish you with to hit with this.
Oh yeah but here's the thing, if the opponent is staggered when you grab with this? Rather than dealing 20% and then launching the foe, Davoth will deal 20% to the foe and then Glory Kill them. This basically means you can Glory Kill 20% earlier, adding some extra fear factor to this Up Special against a foe that's staggered. Sure, its a punishable move coming out, but if the foe messes up the gimp attempt they're going to pay a horrifically deadly price. Even if they're not at kill percent, that means they're taking 45% of this one move and healing Davoth on top of that, putting the foe at over a 50% percentage deficit off one move!
Your demons will perform a weak attack during the startup of this move, before latching onto the back of Davoth's armor as he goes flying through the air. This can at least give Davoth a bit more protection before the super armor and grab hitboxes of this Up Special come out, and if a foe mistimes their defensive options against said weak attacks they might end up getting grabbed out of them. Upon landing, the demons will use a medium attack, with the Lost Souls and rockets providing an immediate threat to Davoth's opponents even if he lands a good distance away from them, while all three attacks can serve to make it more difficult to punish Davoth's awful end lag. In general, having a demon at your side just makes recovering much safer than it otherwise would be, although its always going to be predictable. This does make the shockwave into a real hitbox when its comboing into a hammer fist slam or a missile, however, so keep that in mind.
Supercharging this move with Down Special will increase the range to going 1.2x as high as Super Dedede Jump, and make the entire rising hitbox a grab, plus increase the damage of the descending hitbox to 30%. Davoth will also travel the entire rise and fall in the same time as his rocketing into the air is greatly accelerate with a little bit of lightning blasting off him as he launches into the air, and jet flares off his back actively thrusting him downwards in the back half of the attack. Considering the sheer amount of area this move's grab threatens, and the fact that its an outright instant kill on staggered opponents or 30% and very, very potent KO knockback on non-staggered opponents, this move will put a lot of fear into the hearts of opponents if anything else(like a lingering Lost Soul/wolf) is threatening them at the time. Of course, putting that investment into an attack with 42 frames of start lag is... less than optimal for actually landing the attack, but in a pinch you can use it to get some extra recovery distance if you're willing to invest a little lag. Not exactly what you want to spend your Down Special charge on, but whatever it takes to claw your way back and send your opponent to the grave in your place.
Smashes
Forward Smash - Samuel Hayden
Picking up Samuel Hayden and swinging him like a club, Davoth proves that it is not only the Doomslayer who likes to make the robot/angel man miserable as he bashes him against the opponent three times for high damage and knockback.
Up Smash - Ike Up Smash
He's got a big sword what do you want from me?
Down Smash - Bomb some Dodongos
Okay so when this move is actually written up he really is going to shoot a grenade, but in this case, a dodongo will catch the grenade out of the air like a very not smart dog. Its body will then gorily explode all over the stage because this is Doom and we're all about that needless gore, also dealing solid damage and knockback to everyone in the area. You can eat the pieces of Dodongo meat for 3% each, but be careful the opponent doesn't do that first.
Standards
Jab - Tax Evasion
Davoth successfully evades his taxes, dealing 10% and moderate knockback to the IRS.
Forward Tilt - Mindgames
Davoth performs his Side Special, exactly the same in every regard, but this time he doesn't take his shield out so its worse. Use this to leave your enemies confused and afraid.
Up Tilt - King Dice
After all these years, his set is finally here. He might not be Cuphead's incarnation, but as the devil Davoth can finally call King Dice to the stage to fight alongside him. See this long awaited moveset here.
Down Tilt - Cacodemon
Davoth punts a Cacodemon at the foe like a football, dealing 9% and knockback that KOs at 220%. If you hit this into the blast zone behind Randy Johnson or Joe DiMaggio, he scores a touchdown. As for what touchdowns do, uh,
Dash Attack - Car
Davoth turns into Car Davoth, the well known and beloved final boss of Doom Kart, dealing 16% and knockback that KOs at 100% on contact.
Grab Game
Grab - Grab
what you expect?
Pummel - Archvile
Davoth summons an Archvile, which does nothing on this pummel, but it does a lot of things to the foe once they're released. At the moment, the things it does are exclusive rewards at $40 a month or higher on my Patreon, check that out if you're interested. Its linked at the end of King Dice.
Forward Throw - The Sun
Davoth throws the opponent into the Sun, killing them instantly.
Back Throw - The Moon
Davoth throws the opponent into the moon, causing them to bounce cartoonishly off it like a trampoline and fly back to Davoth, who regrabs them and throws them into the sun, killing them slightly less instantly.
Up Throw - Mars
Davoth blows open a hole on the surface of Mars with a really large gun before throwing the foe into it. They land in a portal to hell, which kills them instantly.
Down Throw - Tampa, Florida
Davoth opens a portal and sends the opponent to Tampa, Florida. Due to having identical properties to hell, this kills the opponent instantly.
Aerials
Forward Aerial - Reverse Dodongo
The Dodongo from earlier comes back, and its mad! It spits a bomb at Davoth, who awkwardly shuffles out of the way with his air dodge so it goes flying forward at the opponent like a projectile. The bomb deals 15% and knockback that KOs at 120%.
Neutral Aerial - Neutrality Zone
Fun Fact: When Davoth is introduced, he's first summoned in an area where no one can hurt each other due to the rules of that holy place. Therefore, it is completely justified for me to steal the air of MYM7 Strangelove, which I'm sure will have absolutely no disgusting implications on this set's playstyle at all.
Back Aerial - Doom 3
Davoth opens a portal behind him which sends the opponent to a couch where they have to play Doom 3. Due to this situation having identical properties to hell, this kills the opponent instantly.
Up Aerial - Contract with the Devil
Davoth calls forth a contract from an unknown higher power, promising they will not make any more LFPs until Yawgmoth's set is completed. Davoth takes this contract and swipes it above him, which does 28% and upward knockback that kills at 55% to any Lightweight Female Protagonists above him. But aha, you fools, Baobhan Sith is an antagonist, I will suffer no consequences for my actions except a loss of dignity.
Down Aerial - King Dice's Dair
You know I'm REALLY proud of what I came up with for King Dice's Dair, so I'm just going to copy and paste that for Davoth, just it comes out 4 frames slower and deals 1.2x damage and knockback here. Please go check out that set, I'm serious, I worked hard on it.
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