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Strategy Knowing Your Arsenal - A Deathstroke Move Analysis and Discussion

Mikman360

Not the Milkman.
I said Sword Spin <____<
Looooool he did. How did me and Z3ro miss that?
A good idea for the most part, but Sword Spin is -7 while 32 is -6. The pushback usually makes it safe enough though. Midscreen, I'm pretty sure there's very little that can punish Spin on block. In the corner though, Ares can D1, Down Trait combo your face.
 

Gesture Required Ahead

Get on that hook
Stop trying to maximize damage. Setups are far more valuable than an extra 2%. Deathstroke has some solid hard knock downs and great 50/50 options.
In DS' case though(so far) Sword Flip maximizes damage AND is a great set-up. I don't see how resetting your opponent when you're at -13(Sword Spin) or giving them the option to tech roll while doing less damage(Guns) is better than Sword Flip.
 

Sao87

@thedigitaldojo
In DS' case though(so far) Sword Flip maximizes damage AND is a great set-up. I don't see how resetting your opponent when you're at -13(Sword Spin) or giving them the option to tech roll while doing less damage(Guns) is better than Sword Flip.
Right. And its a little bit dickish for me to say that f323 12 machine guns is a bad idea. Because, it could actually be situationally superior. Assume the opponent is low on health and can be chipped out by guns. Wouldn't the position ending the combo in machine gun be superior for your zoning option? Where as ending in sword flip keeps you close and gives you melee pressure options. Both good options.
 

Gesture Required Ahead

Get on that hook
Right. And its a little bit dickish for me to say that f323 12 machine guns is a bad idea. Because, it could actually be situationally superior. Assume the opponent is low on health and can be chipped out by guns. Wouldn't the position ending the combo in machine gun be superior for your zoning option? Where as ending in sword flip keeps you close and gives you melee pressure options. Both good options.
The Sword Flip gives you enough advantage to backdash and still get the guaranteed 2% from the LowGS chip.And at this point you'll be full screen.

(Hold on, going to test something with Machine Gun)

(Ok finished)

But by ending with Machine Gun, just like St and Low Guns, the opponent could tech roll, which yes, you'd be full screen but you're miss the oppurtunity to get the guaranteed 2% while doing less damage.
 

Sao87

@thedigitaldojo
The Sword Flip gives you enough advantage to backdash and still get the guaranteed 2% from the LowGS chip.And at this point you'll be full screen.

(Hold on, going to test something with Machine Gun)

(Ok finished)

But by ending with Machine Gun, just like St and Low Guns, the opponent could tech roll, which yes, you'd be full screen but you're miss the oppurtunity to get the guaranteed 2% while doing less damage.
MB grenade launcher on the machine gun ender for hard knock down.
 

Gesture Required Ahead

Get on that hook
Ok was wrong about the hard kd. But does being able to tech roll backwards really help from a positioning stand point?
Yes, 'cause they'd avoid the 2.76% guaranteed chip from LowGS. 5.52% if you MB it. And like I said, Sword Flip gives you enough advantage to be able to backdash to almost full-screen distance(tested this as well, 2 walk steps away from fully full screen).
 

TONY-T

Mad scientist
F23 comes out faster and I find it easier to input 'cause you could semi-mash it.

And I recall it doing more damage(not sure TONY-T ),
F23 does more damage, but their is a problem.

If you do more then 1 hit after the launcher and before the 323, the sword flip after the f23 will miss the majority of its hits.

example..

132, uf2, 1, 323, f23~df3.. only the first hit of sword flip will hit..

132, uf2, 323, f23~df3. all hits of sword flip will hit..


if you do more then 1 hit after the launcher, then its best to use 12 into sword flip, as all hits will hit and it will do the same damage as 1 hit before launcher into f23 sword flip.

Of course, if your comboing your opponent in the corner, then this does not apply.
 

Posthuman

Where's TJ Combo?
A missed input, an attempted bait , who knows? But definitely not a full-screen mid hitting gun. At least, as I've stated before, to the inexperienced.



Day 1 I planned on dropping DS just because of his frame data and my success with the Very Hard AI seeing how they get in on me so easily. And besides, I don't remember seeing a DS player get Top 8 at a tourny. Without everyone leveling up too much he's already pretty bad. Don't give in to popular beliefs composed by online scrubs.
I know, I just bodied 5 DS with GL... most of them had about 500/130.
In the future he may even be low or mod tier.
 
F23 does more damage, but their is a problem.

If you do more then 1 hit after the launcher and before the 323, the sword flip after the f23 will miss the majority of its hits.

example..

132, uf2, 1, 323, f23~df3.. only the first hit of sword flip will hit..

132, uf2, 323, f23~df3. all hits of sword flip will hit..


if you do more then 1 hit after the launcher, then its best to use 12 into sword flip, as all hits will hit and it will do the same damage as 1 hit before launcher into f23 sword flip.

Of course, if your comboing your opponent in the corner, then this does not apply.
Wow the DS god has spoken!
 

Mikman360

Not the Milkman.
F23 does more damage, but their is a problem.

If you do more then 1 hit after the launcher and before the 323, the sword flip after the f23 will miss the majority of its hits.

example..

132, uf2, 1, 323, f23~df3.. only the first hit of sword flip will hit..

132, uf2, 323, f23~df3. all hits of sword flip will hit..


if you do more then 1 hit after the launcher, then its best to use 12 into sword flip, as all hits will hit and it will do the same damage as 1 hit before launcher into f23 sword flip.

Of course, if your comboing your opponent in the corner, then this does not apply.
I mention this and no one seems to listen to me >.<

Btw, I think we should stop calling low guns after sword flip combo ender "garunteed" chip. I found a BUNCH of wakeups that beat it.

Damage: High
Startup: Slow
On Block: Long Range - Unsafe
Close Range - Extremely Unsafe
Meter Burn: Yes
Wakeup Invincibility: None
Total Hits: 5 (on block it's 3)
Hit Range: Mid-Mid-Mid-Mid-Mid (on block it's Mid-Mid-Mid)
Range: Full Screen
Knockdown: None
Total Chip: 0.69%
Other Notes: This move is affected by Deathstroke's trait

MB Machine Gun
Startup: Slow
On Block: Long Range - Safe*
Close Range - Somewhat Safe
Wakeup Invincibility: None
Total Hits: 6 (on block it's 4)
Hit Range: Mid-Mid-Mid-Mid-Mid-Overhead (on block it's Mid-Mid-Mid-Overhead)
Range: Full Screen
Knockdown: Normal
Total Chip: 2.07%
Other Notes: This move is affected by Deathstroke's trait

*Certain reversals will come out before the grenade lands
 

Srryimwhte

RM PTH
I just use it on Bane after his Venom runs out and his player thinks they can just crouch-block in the corner while it recovers. That is literally the only use I've found for it. It could probably work on WW if she tries to turtle in S&S stance.
i use the jokers asylum freeze interactable to get it out only viable one i have found
 

RoboCop

The future of law enforcement.
Former Owner
Premium Supporter
i use the jokers asylum freeze interactable to get it out only viable one i have found
But that leads to a guaranteed 36% meterless combo. The most you could realistically get from his trait is around 34%, and that's with MB Machine Guns.
 

Srryimwhte

RM PTH
But that leads to a guaranteed 36% meterless combo. The most you could realistically get from his trait is around 34%, and that's with MB Machine Guns.
i understand that just saying its the only situation that allows you to use but i rather not use the trait at all any