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Guide Deathstroke Combo Thread

LordChozo

Mainless Wanderer
Turbine is a gimmick to be sure, but I do feel like there are ways to set it up or even to use the threat of it to force people into your game. For instance, a HKD from out of the corner and a baited wakeup can get punished for a full turbine combo (depending on the wakeup, of course). Correct me if I'm wrong, but I think you can also interact with it after an aerial Quick Fire, so you can catch counter zoners on attempted punish for the whiff. Or you can just empty jump it to bait a jump in. If they jump in, you can reaction re-jump and hit it. If they don't, you can land in low shots to punish a dash. I think because of its combo potential and ability to be reused it's one of those interacts that gives you a lot of control over the flow of the match.
 

Gesture Required Ahead

Get on that hook
Actually, from my testing, that combo does 47%, and so does the wall bounce combo, that is, with a MB Quick Fire ender.
Without the MB Quick Fire, the non-bounce combo does 42%, as opposed to the bounce combo's 43%.
However, if you do this combo instead: Turbine, Forward Dash, B3, Ji3, 323, F23 xx MB Sword Spin, Sword Flip

...you get the 48% for 1 bar, corner the opponent, and give them a hard knockdown. Nice right?

Btw, new 132 combos guys! Thanks to the new D2!

132, Ji2, D2, B3, Ji3, 323, 12 xx Sword Flip = 35%
Ji1, 132, Ji2, D2, B3, Ji3, 323, 12 xx Sword Flip = 36%
Ji2, 132, Ji2, D2, B3, Ji3, 323, 12 xx Sword Flip = 38%

If you get to the corner after you do 323, these combos do a little more damage:

Ji1, 132, Ji2, D2, B3, Ji3, 323, F23 xx Sword Flip = 37%
Ji2, 132, Ji2, D2, B3, Ji3, 323, F23 xx Sword Flip = 39%

The old midscreen transition combo: B1u2, D2, B3 is outdamaged by the above combos.

These are a bit tougher than 132, Ji2, 323, F23 xx Flip, but of course stronger. I'm going to practice these and see if they are consistent enough to be new BnBs.

How much did the old 132 combos do?(without D2 > B3)
 

Strider86

PSN:Sarajina86
Raw or in the combos I just posted? After the Ji2, you wanna D2 ASAP and B3 ASAP. The higher you tag them with either move, the easier it will be.
It's with the 132 combos u just posted.. I'll def work on it, been trying to think of ways to maximize Slade combos thanks a bunch :)
 

xInfra Deadx

Gimmick stolen by Jordan Peele
Actually, from my testing, that combo does 47%, and so does the wall bounce combo, that is, with a MB Quick Fire ender.
Without the MB Quick Fire, the non-bounce combo does 42%, as opposed to the bounce combo's 43%.
However, if you do this combo instead: Turbine, Forward Dash, B3, Ji3, 323, F23 xx MB Sword Spin, Sword Flip

...you get the 48% for 1 bar, corner the opponent, and give them a hard knockdown. Nice right?

Btw, new 132 combos guys! Thanks to the new D2!

132, Ji2, D2, B3, Ji3, 323, 12 xx Sword Flip = 35%
Ji1, 132, Ji2, D2, B3, Ji3, 323, 12 xx Sword Flip = 36%
Ji2, 132, Ji2, D2, B3, Ji3, 323, 12 xx Sword Flip = 38%

If you get to the corner after you do 323, these combos do a little more damage:

Ji1, 132, Ji2, D2, B3, Ji3, 323, F23 xx Sword Flip = 37%
Ji2, 132, Ji2, D2, B3, Ji3, 323, F23 xx Sword Flip = 39%

The old midscreen transition combo: B1u2, D2, B3 is outdamaged by the above combos.

These are a bit tougher than 132, Ji2, 323, F23 xx Flip, but of course stronger. I'm going to practice these and see if they are consistent enough to be new BnBs.
I was practicing this and I have yet to land this without burning 2 bars on anyone not Bane, Doomsday, Grundy and Luthor. Have you got it to land on anyone smaller?
 

Mikman360

Not the Milkman.
Just hit the lab, I was able to do the combo on the Joker. It works, it's just a bit tough.

It may be a bit too tough for a reliable bnb. But do remember, we all probably told ourselves that for 323, F23, and B1U2, F3. Us DS players get accused of using a character that takes no skill. We probably have more dexterity from our combos than any other character. F23 breath is soooooo difficult.

Also, while I was at it, I came up with a few new, slightly stronger combos for B1U2.

B1U2, Ji2, D2, B3, Ji3, 323, 12 xx Sword Flip = 33%
Ji1, B1U2, Ji2, D2, B3, Ji3, 323, 12 xx Sword Flip = 35%
Ji2, B1U2, Ji2, D2, Ji3, 323, 12 xx Sword Flip = 37%
 

huh

Noob
I don't know if it's posted, but there are some online friendly 132 combos I use to do, that do not require f23 or 12 after 323:

132, J2, 12 xx machine gun – 29%
J1, 132, J2, 12 xx machine gun – 31% (33% with MB machine gun)
J2, 132, J2, 12 xx machine gun – 33% (35% with MB machine gun)

Those are very easy and the damage output is fair.


Also, I noticed during EVO that Aris makes his combos safer (but less damaging) like this:

b1u2, d2, f3, 323, d1 xx Sword Flip - 26% (Aris combo)

There are 2 interesting thing to notice here:

1) he inserts a d2 before f3, giving him more time to prepare the f3. That reduces damage but makes the combo a lot more consistent with a less strict timing. It could be very nice for online.
2) he uses d1 xx Sword Flip instead of f23 or 12 xx Sword Flip. That also reduces damage but is a lot more easier to land consistently. Also very nice for online. Basically, you can replace f23 or 12 xx Sword Flip (or Quick fire) for d1 xx Sword Flip (or Quick Fire) and have a much easier combo for online play.

Hope it helps. If someone posted it before, sorry, I didn't read all the posts here, just the OP and some following pages.
 

Gesture Required Ahead

Get on that hook
Hey I'm experimenting with some different combo enders and I figured that ending combos with 23 is a good way of keeping them close (useful against MUs where you have to stay in)

23 is a hard knockdown that leaves you at +19 basically a ghetto corner Sword Flip. You're free to do any mix-ups at this point. Though the damage isn't very inpressive. Here's what I have so far:

B1U2 , D2 , B3 , JI3 , 23 - 24%
F3 , JI2 , 1 , 23 - 21%
132 , JI2 , 23 - 20% (Although in this case it'd probably be better to do 123 instead of 23)
 

Gesture Required Ahead

Get on that hook
Also, I noticed during EVO that Aris makes his combos safer (but less damaging) like this:

b1u2, d2, f3, 323, d1 xx Sword Flip - 26% (Aris combo)

There are 2 interesting thing to notice here:

1) he inserts a d2 before f3, giving him more time to prepare the f3. That reduces damage but makes the combo a lot more consistent with a less strict timing. It could be very nice for online.
2) he uses d1 xx Sword Flip instead of f23 or 12 xx Sword Flip. That also reduces damage but is a lot more easier to land consistently. Also very nice for online. Basically, you can replace f23 or 12 xx Sword Flip (or Quick fire) for d1 xx Sword Flip (or Quick Fire) and have a much easier combo for online play.

Hope it helps. If someone posted it before, sorry, I didn't read all the posts here, just the OP and some following pages.

If you're going to go for the D2 after B1U2 you might as well do B3. That's the combo I use because I believe F3 after B1U2 is distance dependant and can't be trusted.

B1U2 , D2 , B3 , JI3 , 323 , 12 x Sword Flip - 30% (Replace the 12 with D1 and it does 29%)
 
Reactions: huh

NRF CharlieMurphy

Kindergarten Meta
Hey I'm experimenting with some different combo enders and I figured that ending combos with 23 is a good way of keeping them close (useful against MUs where you have to stay in)

23 is a hard knockdown that leaves you at +19 basically a ghetto corner Sword Flip. You're free to do any mix-ups at this point. Though the damage isn't very inpressive. Here's what I have so far:

B1U2 , D2 , B3 , JI3 , 23 - 24%
F3 , JI2 , 1 , 23 - 21%
132 , JI2 , 23 - 20% (Although in this case it'd probably be better to do 123 instead of 23)
i'm assuming the HKD will allow you to use his awesome f3?
so half the time you'll get 20% plus a normal f3 bnb. That is pretty darn good honestly.
 

Mikman360

Not the Milkman.
Hey I'm experimenting with some different combo enders and I figured that ending combos with 23 is a good way of keeping them close (useful against MUs where you have to stay in)

23 is a hard knockdown that leaves you at +19 basically a ghetto corner Sword Flip. You're free to do any mix-ups at this point. Though the damage isn't very inpressive. Here's what I have so far:

B1U2 , D2 , B3 , JI3 , 23 - 24%
F3 , JI2 , 1 , 23 - 21%
132 , JI2 , 23 - 20% (Although in this case it'd probably be better to do 123 instead of 23)

That's something Crathen was talking about in this thread:
http://testyourmight.com/threads/ending-combos-with-23.35553/

F3 mixups midscreen after a HKD are very inconsistent for me. The timing is SO strict if you want that crossup, and even then I think it's wakeup dependant. The jump attack mixups are legit though.

I've been playing with DS' new D2 and let me tell you guys, there are a LOT of new combo opportunities. I might make a video with these sometime, but here's a sample building off of Zer0 Hundr3d's idea. A stronger 23 combo ender off of B1U2:

B1U2, F3, D2, Ji3, 23 = 26%

Btw, has anyone noticed that F3, Ji2 is actually NOT the strongest F3 combo? F3, Ji3, 1, 323, 12 xx Flip does 36%, but comboing after Ji3 is finicky and inconsistent for me...
 

Gesture Required Ahead

Get on that hook
Can I ask a favor from you guys?
Can you get me the highest damage combo from 1,2, MB b+3?

The I'm guessing the same as the B3 BnB: 12 x WBC(Wall Bounce Cancel) , JI3 , JI2 , 323 , 12 x Sword Flip.

Why would you use this though? If you want a gimmick Bounce Cancel string you could go with B1 x GBC(Ground Bounce Cancel) , 32 x GBC , B22 x WBC(Theory fighting here, but replace with GBC and it will connect)
 

gdf

Noob
The I'm guessing the same as the B3 BnB: 12 x WBC(Wall Bounce Cancel) , JI3 , JI2 , 323 , 12 x Sword Flip.

Why would you use this though? If you want a gimmick Bounce Cancel string you could go with B1 x GBC(Ground Bounce Cancel) , 32 x GBC , B22 x WBC(Theory fighting here, but replace with GBC and it will connect)
I'm struggling getting the JI2 in there, is there a sort of movement buffer needed to make it work?

If I recall correctly, MB f+3 combos aren't as damaging as MB b+3 combos.
 

Gesture Required Ahead

Get on that hook
I'm struggling getting the JI2 in there, is there a sort of movement buffer needed to make it work?

If I recall correctly, MB f+3 combos aren't as damaging as MB b+3 combos.

But they're more likely to land. Especially if you start toying with the hit level gimmick mix-ups like JI1 , B1 x GBC (OH , L , OH) or JI 1 , B22 x GBC (OH , OH , M , OH) or JI1 , B1 x LowShots MB (OH , L , L[x4]) or JI1 , B22 x LowShotsMB (OH , OH , M , L[x4])

But I strongly advice not to do these unless you feel like toying with your opponent because you need that meter and the meterless mix-ups are better anyways.
 

gdf

Noob
But they're more likely to land. Especially if you start toying with the hit level gimmick mix-ups like JI1 , B1 x GBC (OH , L , OH) or JI 1 , B22 x GBC (OH , OH , M , OH) or JI1 , B1 x LowShots MB (OH , L , L[x4]) or JI1 , B22 x LowShotsMB (OH , OH , M , L[x4])

But I strongly advice not to do these unless you feel like toying with your opponent because you need that meter and the meterless mix-ups are better anyways.
First and foremost, I probably should have addressed this, I do not understand what you mean by gimmick, or hit level gimmick mix-ups, and the acronyms/terminology with parentheses around them.

I'm not what you mean, by likely to land, 1,2 MB b+3 is a situational combo that I would hit confirm before using that meter, if I notice that it is blocked I will either stop attacking or use Sword Spin. (With not attacking as the safer alternative.)

Here's the thing, f+3 MB or not is roughly +10 on block, therefore moves such as b+2, 1, 3, b+1, 2 become Frames 4, +2 (since it is an 8 frame move after a +10 move), 3, 5, and 0 move. The thing about it is you either block or become Superman and use his super to beat anything Deathstroke does after f+3.

The reason I use 1,2 is because b+2,2 MB is finicky, b+1,u+2 can get b+3 without meter burn but is rough 31% max, 2,3 causes them to fall on their faces.

Probably the most useful thing I have come up with so far.
 

Mikman360

Not the Milkman.
I'm struggling getting the JI2 in there, is there a sort of movement buffer needed to make it work?

If I recall correctly, MB f+3 combos aren't as damaging as MB b+3 combos.

Ji2, like all jump in attacks in this game, have this weird combo effect in which you have to buffer the next input when the first attack hits, NOT when you hit the ground. It's stupid, but it's there.

Strongest combo I can think of that doesn't involve the corner or stage interactables would be:
12 xx B3, Ji3, Ji2, 323, 12 xx MB Quick Fire

But they're more likely to land. Especially if you start toying with the hit level gimmick mix-ups like JI1 , B1 x GBC (OH , L , OH) or JI 1 , B22 x GBC (OH , OH , M , OH) or JI1 , B1 x LowShots MB (OH , L , L[x4]) or JI1 , B22 x LowShotsMB (OH , OH , M , L[x4])

But I strongly advice not to do these unless you feel like toying with your opponent because you need that meter and the meterless mix-ups are better anyways.

Actually, I think this is unexplored, possibly useful tech. I can say, I played a KF player a few night ago, and her low xx ground bounce cancel really got me good. Not to mention how gdlk DS' F3 is on hit or block, it could be very useful spending of meter. I mean, we don't need meter to combo, now do we? I'm talking about you Green Lantern and Scorpion.
 

Gesture Required Ahead

Get on that hook
Actually, I think this is unexplored, possibly useful tech. I can say, I played a KF player a few night ago, and her low xx ground bounce cancel really got me good. Not to mention how gdlk DS' F3 is on hit or block, it could be very useful spending of meter. I mean, we don't need meter to combo, now do we? I'm talking about you Green Lantern and Scorpion.

It's a gimmick IMO. I'm not about to spend 2 bars to be + on block or hope to get 30%. That's some ChrisG Noob Saibot stuff. But of course it will catch people off guard since nobody does it. I'd rather keep both bars for safe LowShots and that 6% chip or punishing with MB B3.

First and foremost, I probably should have addressed this, I do not understand what you mean by gimmick, or hit level gimmick mix-ups, and the acronyms/terminology with parentheses around them.

I'm not what you mean, by likely to land, 1,2 MB b+3 is a situational combo that I would hit confirm before using that meter, if I notice that it is blocked I will either stop attacking or use Sword Spin. (With not attacking as the safer alternative.)

Well it's a gimmick because it's not viable tech. Meaning this shouldn't be your go-to strategy. Why would you be hit-confirming 12 when you can do B1U2 or B22 or F3 right off the bat? Hell, even 32 hit confirms are better(I use this a lot actually, maybe a bad habit)

And hit-level mix-ups mean that you have to make them guess right whether to block Low or Standing. 'cause Overhead (OH) will beat Low blocking and Lows (L) will beat Stand blocking. So by using the strings I named, they will be constantly switching their blocking. But as I've stated, it's probably not worth it unless you're feeling lucky.
 

gdf

Noob
Zer0 Hundr3d I amended my post, so reply accordingly. TBH, this was some tech I was working on that I didn't really want to reveal. To end, I don't use 1,2 in the Deathstroke match-up by itself, it's suicide for the range you need to be in for it to work, it's entirely an entirely situational 3 part mix-up game, 1,2MB b+3 is a segment of it.