Mikman360
Not the Milkman.
First off, lemme start by saying that the in-game frame data on Deathstroke's air normals is total BS.
This may be common knowledge at this point, but I feel that posting this information couldn't hurt. This isn't a breakthrough read, but check the facts if you're interested.
In terms of blockstun: Ji2 > Ji3 > Ji1
All 3 are positive on block
(Stop reading here if you dont care about the details)
Be reminded of some of the awkward air attack mechanics of this game. Air normals must be comboed out of at the moment they hit and NOT when you hit the ground. The character will automatically continue to do the next input you made when they reach the ground. The closer to the ground you are when you hit with the move, the more advantage you have. These facts are considering you are landing the air normal as close to the ground as possible.
After any air move, 1, D1, F2, Flip, or Spin are guaranteed on block INCLUDING against Superman's super. So Ji1, 132 is absolutely safe from everything.
Other than Superman, The Flash has the fastest startup move in the game (Flying Uppercut). The slowest melee move DS (barring his bounce moves) is B1 (15 frames).
Ji1, B1 knocks Flash out of reversal FU
Ji3, B1 knocks Flash out of reversal FU
Ji2, B1 keeps Flash in blockstun for a grounded B1 BEFORE he can FU
So the moral of the story is, use Ji2 for mixup and blockstun shenanigans. You have to use Ji1 EXTREMELY close to the ground to get a free mixup (not very practical), and Ji3 knocks people down, so if they didn't block, you're not getting a very powerful mixup if you used B1.
Now Ji3 has more advantage than Ji1 based on my testing. These jump attacks were performed as DS was coming down from a forward jump arch.
Ji1, 3 loses to Flash's FU
Ji3, 3 beats Flash's FU
Ji2, 3 keeps Flash in blockstun for a grounded 3 BEFORE he can FU
So yeah, if you're using jump attacks in the middle of your jump arch, know that Ji3 and Ji2 can net you the ability to use just about any attack afterwards. Ji1 can only be safely followed up with an 8 frame move or less.
Also, when it comes to Ji3, don't get too cocky with it. It's got so much range that you can easily hit people on the way UP with it, in which you heavily decrease the amount of block advantage you have. If you DO hit them on the way up (like REALLY early), you can't safely chain a move in blockstun.
This may be common knowledge at this point, but I feel that posting this information couldn't hurt. This isn't a breakthrough read, but check the facts if you're interested.
In terms of blockstun: Ji2 > Ji3 > Ji1
All 3 are positive on block
(Stop reading here if you dont care about the details)
Be reminded of some of the awkward air attack mechanics of this game. Air normals must be comboed out of at the moment they hit and NOT when you hit the ground. The character will automatically continue to do the next input you made when they reach the ground. The closer to the ground you are when you hit with the move, the more advantage you have. These facts are considering you are landing the air normal as close to the ground as possible.
After any air move, 1, D1, F2, Flip, or Spin are guaranteed on block INCLUDING against Superman's super. So Ji1, 132 is absolutely safe from everything.
Other than Superman, The Flash has the fastest startup move in the game (Flying Uppercut). The slowest melee move DS (barring his bounce moves) is B1 (15 frames).
Ji1, B1 knocks Flash out of reversal FU
Ji3, B1 knocks Flash out of reversal FU
Ji2, B1 keeps Flash in blockstun for a grounded B1 BEFORE he can FU
So the moral of the story is, use Ji2 for mixup and blockstun shenanigans. You have to use Ji1 EXTREMELY close to the ground to get a free mixup (not very practical), and Ji3 knocks people down, so if they didn't block, you're not getting a very powerful mixup if you used B1.
Now Ji3 has more advantage than Ji1 based on my testing. These jump attacks were performed as DS was coming down from a forward jump arch.
Ji1, 3 loses to Flash's FU
Ji3, 3 beats Flash's FU
Ji2, 3 keeps Flash in blockstun for a grounded 3 BEFORE he can FU
So yeah, if you're using jump attacks in the middle of your jump arch, know that Ji3 and Ji2 can net you the ability to use just about any attack afterwards. Ji1 can only be safely followed up with an 8 frame move or less.
Also, when it comes to Ji3, don't get too cocky with it. It's got so much range that you can easily hit people on the way UP with it, in which you heavily decrease the amount of block advantage you have. If you DO hit them on the way up (like REALLY early), you can't safely chain a move in blockstun.