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Guide The Assassin's Combo Manual (Deathstroke Combo Thread)

Mikman360

Not the Milkman.
MORE TO COME. I'M JUST TIRED AND HAVE OTHER THINGS TO DO.
Anyhoo, here's what I've got for now. Got some formatting edits, notes to add, and prettying up to do, as well as more important combos. J360
Buttons
(This is for the default controls of Injustice: Gods Among Us)​
Ps3:
Square= 1 (Light)
Triangle= 2 (Medium)
X= 3 (Heavy)
Circle= Trait Button
R1= Throw
R2= Meter Burn
L1= Interact
L2= Flip Stance
Xbox 360:
X= 1 (Light)
Y= 2 (Medium)
A= 3 (Heavy)
B= Trait Button
RB= Throw
RT= Meter Burn
LB= Interact
LT= Flip Stance
Universal Commands
Ji1= Jump in 1
Ji2= Jump in 2
Ji3= Jump in 3
xx= Special Cancel
dfMB= Down forward Meter Burn
dbMB= Down back Meter Burn
Super= Super Move
Trait= Activation of character trait


GENERAL NOTE: A lot of combos can be strengthened by replacing a Sword Flip ender with a MB Quick Fire ender. However, it usually does not yield a massive increase in damage. If the damage increase is less than 3% as opposed to using Sword Flip, I deem the combo not worth the meter, and while it may be possible, it will not be listed here in this thread.

Meterless Midscreen BnBs
  • 132, Ji2, 323, F23 xx Sword Flip = 33%
  • Ji1, 132, Ji2, 323, F23 xx Sword Flip = 35%
  • Ji2, 132, Ji2, 323, F23 xx Sword Flip = 37%
  • B1U2, F3, 323, F23 xx Sword Flip = 32%
  • Ji1, B1U2, F3, 323, F23 xx Sword Flip = 33%
  • Ji2, B1U2, F3, 323, F23 xx Sword Flip = 35%
  • D2, B3, Ji3, 323, 12 xx Sword Flip = 29%: Best used after an anti-air D2, difficult on standing opponents
  • D2, F3, 323, F23 xx Sword Flip = 25%: Best used on standing opponents, difficult on crouching opponents
  • D2, 323, F23 xx Sword Flip = 22%: Best used on crouching opponents
  • F3, Ji2, 323, F23 xx Sword Flip = 33%
  • B3, Ji3, Ji2, 323, 12 xx Sword Flip = 39%
  • 323, 12 xx Machine Gun = 29%: Grounded opponents only
  • 323, F23 xx Sword Flip = 26%: Grounded or crouching opponents
  • Ji3, 323, F23 xx Sword Flip = 34%: For standing opponents
  • Ji3, F23 xx Sword Flip = 25%: For crouching opponents
  • Ji1, 323, F23 xx Sword Flip = 28%: Air to air combo
  • Ji2, 323, F23 xx Sword Flip = 30%: Air to air combo
  • Ji3, 323, F23 xx Sword Flip = 34%: Air to air combo
Mini Combos
  • MB Sword Spin, Quick Fire = 17%: 1 meter. Can be inserted in any mini combo ending with Sword Spin for more damage.​
  • MB Sword Spin, Low Shots = 17%: 1 meter. Can be inserted in any mini combo ending with Sword Spin for more damage.​
  • MB Sword Spin, MB Quick Fire = 25%: 2 meter. Can be inserted in any mini combo ending with Sword Spin for more damage.
  • MB Sword Spin, Dash Forwards, Sword Flip = 19%: 1 meter. Must be close range.
  • D1 xx Sword Spin = 10%: Adds extra damage to D1. More negative on block, but still safe.
  • B22 xx Sword Spin = 14%: Sacrifice hard knockdown of B222 for more damage and safety
  • B22 xx Low Shots = 11%: Mixup combo. B222 hits overhead-mid-overhead. By strategically switching out the overhead of the last attack in the string, you can mix up opponents. Does less damage than B222.
  • B22 xx MB Low Shots = 16%: 1 meter. Mixup combo.
    (All 3 of these can be used in conjunction with any B222 string)
  • Ji1, B222 = 16%: Use for double overhead mixup
  • Ji2, B222 = 18%: Use for double overhead mixup
  • J3, B222 = 22%: Use for double overhead mixup
  • Ji1, B23F2 = 19%: Use for double overhead mixup
  • Ji2, B23F2 = 21%: Use for double overhead mixup
  • J3, B23F2 = 25%: Use for double overhead mixup
  • F23 xx Sword Spin = 16%
1 Meter Midscreen BnBs
  • 132, Ji2, 1, 323, 12 xx MB Quick Fire = 36%
  • Ji1, 132, Ji2, 1, 323, 12 xx MB Quick Fire = 38%
  • Ji2, 132, Ji2, 1, 323, 12 xx MB Quick Fire = 40%
  • B1U2, F3, 1, 323, 12 xx MB Quick Fire = 35%
  • Ji1, B1U2, F3, 323, 12 xx MB Quick Fire = 36%
  • Ji2, B1U2, F3, 323, 12 xx MB Quick Fire = 38%
  • D2, B3, Ji3, 323, 12 xx MB Quick Fire = 31%: Best used after an anti-air D2, difficult on standing opponents
  • D2, F3, 1, 323, 12 xx MB Quick Fire = 28%: Best used on standing opponents, difficult on crouching opponents
  • D2, 323, F23 xx MB Quick Fire = 25%: Best used on crouching opponents
  • F3, Ji2, 323, 12 xx MB Quick Fire = 37%
  • B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 43%
  • 323, 12 xx MB Machine Gun = 32%: Grounded opponents only
  • 323, F23 xx MB Quick Fire = 31%: Grounded or crouching opponents
  • Ji1, 323, F23 xx MB Quick Fire = 33%: Air to air combo
  • Ji2, 323, F23 xx MB Quick Fire = 35%: Air to air combo
  • Ji3, 323, F23 xx MB Quick Fire = 39%: Air to air combo
Setup Combos
  • 132, Ji2, 123 = 25%: Leads into Flying Ninja Vortex
  • Ji1, 132, Ji2, 123 = 27%: Leads into Flying Ninja Vortex
  • Ji2, 132, Ji2, 123 = 29%: Leads into Flying Ninja Vortex
  • B1U2, F3, 123 = 24%: Leads into Flying Ninja Vortex
  • Ji1, B1U2, F3, 123 = 27%: Leads into Flying Ninja Vortex
  • Ji2, B1U2, F3, 123 = 29%: Leads into Flying Ninja Vortex
  • F3, Ji2, D2, Ji2, 123 = 28%: Leads into Flying Ninja Vortex
  • Crossup F3, Walk away from corner, 1, 323, F23 xx Sword Flip = 28%: Combo follow up to a crossup CoD Vortex mixup. Combo ender can vary.
  • 132, Ji2, 1, 323, 23 = 29%: Leads into Crathen's 23 Ender Setup
  • Ji1, 132, Ji2, 1, 323, 23 = 31%: Leads into Crathen's 23 Ender Setup
  • Ji2, 132, Ji2, 1, 323, 23 = 33%: Leads into Crathen's 23 Ender Setup
  • B1U2, F3, 1, 323, 23 = 28%: Leads into Crathen's 23 Ender Setup
  • Ji1, B1U2, F3, 1, 323, 23 = 30%: Leads into Crathen's 23 Ender Setup
  • Ji2, B1U2, F3, 1, 323, 23 = 32%: Leads into Crathen's 23 Ender Setup
  • F3, Ji2, 1, 323, 23 = 29%: Leads into Crathen's 23 Ender Setup
  • B1U2, D2, B3, Dash Forwards, Ji2, D3 = 23%: Leads into Crathen's Sweep Ender Setup
  • Ji1, B1U2, D2, B3, Dash Forwards, Ji2, D3 = 26%: Leads into Crathen's Sweep Ender Setup
  • Ji2, B1U2, D2, B3, Dash Forwards, Ji2, D3 = 28%: Leads into Crathen's Sweep Ender Setup
  • Any combo, 1, 323, 2 xx Sword Flip = Varied: Leads into optimal F3 range. Example - 132, Ji2, 1, 323, 2 xx Sword Flip
  • Any combo, 323, D1 xx Sword Flip = Varied: Leads into optimal F3 range. Example - 132, Ji2, 323, D1 xx Sword Flip
  • Crossup Ji3, Delay, Sword Flip = 18%: Leads into Standover (I WILL POST MORE ON THIS SOMETIME SOON)
  • B1U2, F3, D2 xx Trait = 20%: Trait setup, character specific
  • Ji1, B1U2, F3, D2 xx Trait = 23%: Trait setup, character specific
  • Ji2, B1U2, F3, D2 xx Trait = 25%: Trait setup, character specific
  • B1U2, D2, 32 xx Trait = 16%: Trait setup, character specific
  • Ji1, B1U2, D2, 32 xx Trait = 20%: Trait setup, character specific
  • Ji2, B1U2, D2, 32 xx Trait = 22%: Trait setup, character specific
Corner Combos
NOTES: If there is a starter not listed here for the corner combos, it's because the midscreen BnB is the same as the corner one.​
When doing combos in the corner, the lower the opponent is when you use 323, the less likely you are to accidentally cross them up.​
When doing combos in the corner, the lower the opponent is when you use a MB Sword Spin, the more juggle time you get.​
Many corner combos can be ended with 12 xx MB Quick Fire. Be careful as this is meter costly, and some combos gain very little damage gain for a whole extra meter.​
  • Short corner combo, F23 xx MB Sword Spin, 12 xx Sword Flip = Varied: Use if you decide late in the combo that you want to burn meter for extra damage. Combo cannot be too long. Example - B1U2, F3, 1, 323, F23 xx MB Sword Spin, 12 xx Sword Flip.
  • 132, Jb2, 323, F23 xx Sword Flip = 33%: Doesn't work on small characters. Notice the jump back.
  • Ji1, 132, Jb2, 323, F23 xx Sword Flip = 35%: Doesn't work on small characters. Notice the jump back.
  • Ji2, 132, Jb2, 323, F23 xx Sword Flip = 37%: Doesn't work on small characters. Notice the jump back.
  • 132, 1,1, 323, F23 xx Sword Flip = 31%: For small characters
  • Ji1, 132, 1,1, 323, F23 xx Sword Flip = 33%: For small characters
  • Ji2, 132, 1,1, 323, F23 xx Sword Flip = 35%: For small characters
  • F3, NJ2, 1, 323, F23 xx Sword Flip = 34%
  • B3, Jb3, 323, F23 xx Sword Flip = 36%: Depending on your timing for the Jb3, you can end up back in the corner or leaving it
  • 132, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 40%: 1 meter
  • Ji1, 132, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 41%: 1 meter
  • Ji2, 132, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 43%: 1 meter
  • 132, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 43%: 2 meter
  • Ji1, 132, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 43%: 2 meter
  • Ji2, 132, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 45%: 2 meter
  • B1U2, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 39%: 1 meter
  • Ji1, Delay, B1U2, 323, MB Sword Spin, 323, F23 xx Sword Flip = 40%: 1 meter
  • Ji2, Delay, B1U2, 323, MB Sword Spin, 323, F23 xx Sword Flip = 42%: 1 meter
  • B1U2, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 42%: 2 meter
  • Ji1, Delay, B1U2, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 42%: 2 meter
  • Ji2, Delay, B1U2, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 44%: 2 meter
  • D2, Delay, 323, MB Sword Spin, 323, F23 xx Sword Flip = 31%: 1 meter
  • D2, Delay, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 34%: 2 meter
  • F3, NJ3, F23 xx MB Sword Spin, 323, F23 xx Sword Flip = 42%: 1 meter
  • 323, F23 xx MB Sword Spin, 323, F23 xx Sword Flip = 42%: 1 meter
  • Ji1, 323, F23 xx MB Sword Spin, 323, F23 xx Sword Flip = 43%: 1 meter
  • Ji2, 323, F23 xx MB Sword Spin, 323, F23 xx Sword Flip = 45%: 1 meter
  • Ji3, 323, MB Sword Spin, 323, F23 xx Sword Flip = 47%: 1 meter
  • Ji3, 323, MB Sword Spin, 323, 12 xx MB Quick Fire = 50%: 2 meter
  • B22 xx MB Sword Spin, 1, 1, 323, F23 xx Sword Flip = 36%: 1 meter
  • B22 xx MB Sword Spin, B23, MB Sword Spin, 323, F23 xx Sword Flip = 43%: 2 meter, large damage boost per meter
  • D1 xx MB Sword Spin, 1, 1, 323, F23 xx Sword Flip = 34%: 1 meter
  • D1 xx MB Sword Spin, B23, MB Sword Spin, 323, F23 xx Sword Flip = 41%: 2 meter, large damage boost per meter
  • F23 xx MB Sword Spin, 323, F23, xx Sword Flip = 34%: 1 meter
Reliable Stage Combos
NOTES: All stage transition combo damage listings are the damage BEFORE the stage transition. Transitions vary in damage, so will the combo.

Background bounce interactables vary in juggle time and placement of the opponent, therefore some background bounce combos may be easier on some stages than others. Use Ji2 instead of Ji3 after a background bounce to make things easier (but less damaging).

  • B1U2, F3, D2, B3 = 24%: Stage transition combo
  • Ji1, B1U2, F3, D2, B3 = 27%: Stage transition combo
  • Ji2, B1U2, F3, D2, B3 = 29%: Stage transition combo
  • 132, D2, B3 = 20%: Stage transition combo
  • Ji1, 132, D2, B3 = 23%: Stage transition combo
  • Ji2, 132, D2, B3 = 25%: Stage transition combo
  • F3, Ji2, D2, B3 = 25%: Stage transition combo
  • 132, Ji2, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 41%: Background bounce combo. Use D1 instead of 12 if the opponent escapes reach.
  • Ji1, 132, Ji2, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 42%: Background bounce combo. Use D1 instead of 12 if the opponent escapes reach.
  • Ji2, 132, Ji2, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 44%: Background bounce combo. Use D1 instead of 12 if the opponent escapes reach.
  • B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 39%: Background bounce combo
  • Ji1, B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 40%: Background bounce combo
  • Ji2, B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 42%: Background bounce combo
  • B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 42%: 1 meter. Background bounce combo
  • Ji1, B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 43%: 1 meter. Background bounce combo
  • Ji2, B1U2, 3 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 45%: 1 meter. Background bounce combo
  • F3, Ji3, F2 xx Interactable (Background Bounce), Ji3, 323, 12 xx Sword Flip = 44%: Background bounce combo
  • F3, Ji3, F2 xx Interactable (Background Bounce), Ji3, 323, 12 xx MB Quick Fire = 47%: 1 meter. Background bounce combo
  • 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 45%: Background bounce combo
  • Ji1, 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 46%: Background bounce combo
  • Ji2, 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx Sword Flip = 48%: Background bounce combo
  • 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 48%: 1 meter. Background bounce combo
  • Ji1, 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 48%: 1 meter. Background bounce combo
  • 323, F2 xx Interactable (Background Bounce), B3, Ji3, 323, 12 xx MB Quick Fire = 50%: 1 meter. Background bounce combo
Super Combos
NOTES: All super combos take 4 meter. Generally not sought after, use based on your judgement.​
In an improvised situation, 32 almost ALWAYS connects a super​
Deathstroke's highest damage combo involves the use of his super​
I HIGHLY recommend against using D2 in conjunction with the super, as it scales the damage down incredibly hard (therefore D2 into Super combos are not listed). Use only if you need unclashable damage.​
EXTREMELY IMPORTANT NOTE: Deathstroke's super is totally badass​
  • 132, Ji2, 32 xx Super = 43%
  • Ji1, 132, Ji2, 32 xx Super = 44%
  • Ji2, 132, Ji2, 32 xx Super = 46%
  • B1U2, F3, 32 xx Super = 41%
  • Ji1, B1U2, F3, 32 xx Super = 42%
  • Ji2, B1U2, F3, 32 xx Super = 44%
  • F3, Ji2, 32 xx Super = 44%
  • 323, F2 xx Super = 46%
  • Ji1, 323, F2 xx Super = 46%
  • Ji2, 323, F2 xx Super = 48%
  • Ji3, 32 xx Super = 49%
  • Ji3, 323, F2 xx Super = 52%: Highest damage combo possible with Deathstroke without stage interaction. Very difficult to perform, not recommended for practical play.
Bounce Cancel Midscreen Combos
NOTES: Some of these combos are extremely meter costly. Use at your own risk.​
  • 12 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 42%: 2 meter
  • Ji1, 12 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 42%: 2 meter
  • Ji2, 12 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 44%: 2 meter
  • 12 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 45%: 3 meter
  • Ji1, 12 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 46%: 3 meter
  • Ji2, 12 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 48%: 3 meter
  • B2 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 40%: 2 meter. High damage confirm off of an overhead.
  • Ji1, B2 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 42%: 2 meter. High damage confirm off of an overhead.
  • Ji2, B2 xx MB B3, Ji3, Ji2, 323, 12 xx Sword Flip = 43%: 2 meter. High damage confirm off of an overhead.
  • B2 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 44%: 3 meter. High damage confirm off of an overhead.
  • Ji1, B2 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 44%: 3 meter. High damage confirm off of an overhead.
  • Ji2, B2 xx MB B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 46%: 3 meter. High damage confirm off of an overhead.
  • B1 xx MB F3, Ji2, 323, F23 xx Sword Flip = 34%: 2 meter. Low to overhead mixup potential.
  • Ji1, B1 xx MB F3, Ji2, 323, F23 xx Sword Flip = 35%: 2 meter. Low to overhead mixup potential.
  • Ji2, B1 xx MB F3, Ji2, 323, F23 xx Sword Flip = 37%: 2 meter. Low to overhead mixup potential.
  • B1 xx MB F3, Ji2, 1, 323, 12 xx MB Quick Fire = 37%: 3 meter. Low to overhead mixup potential.
  • Ji1, B1 xx MB F3, Ji2, 1, 323, 12 xx MB Quick Fire = 39%: 3 meter. Low to overhead mixup potential.
  • Ji2, B1 xx MB F3, Ji2, 1, 323, 12 xx MB Quick Fire = 41%: 3 meter. Low to overhead mixup potential.
 

DFC

Cutthroat Truther
I have three questions.

1. Why make this thread when we have a combo thread stickied
2. Why do most of the combos end in F23 sword flip instead of F2 Sword spin? I'd think that a standing reset is a much more desirable outcome than a soft knockdown.
3. Does the guy have corner combos?
 

DFC

Cutthroat Truther
1.The guy who made the first combo thread doesn't own the game anymore, and that thread was so unorganized
2.F23-Swird Flip is a hard knockdown, plus Sword spin doesn't even leave you at +on hit
3.Yes
Three very valid points. I didn't actually know flippy sword was HKD. I stand corrected
 

ryublaze

Noob
D1/B22 xx MB Sword Spin dash Sword Flip

Something I learned from watching Slips play. idk if it's worth it or not
 
You forgot some corner combos

J3 132 xx MB swordspin 323 f23 xx sword spin - 43%
J3 132 xx MB swordspin 323 12 xx sword spin - 42%
J3 12 xx MB swordspin 323 f23 xx sword spin - 44%
J3 12 xx MB sword spin 323 12 xx sword spin - 43%
J3 f23 xx MB sword spin 323 12 xx sword spin - 42%
J3 f23 xx MB sword spin 323 f23 xx sword spin - 42%
J3 323 xx f23 MB sword spin 23 xx sword spin - 43%
J3 323 f23 xx MB sword spin f23 xx sword spin - 44%
J3 32 xx MB sword spin 323 f23 xx sword spin - 45% - BnB

Going off this I learned

F3 32 xx MB sword spin 323 f23 xx sword spin - 39%
F3 J3 MB sword spin 323 f23 xx sword spin - 42%
B1U2 32 xx MB sword spin 323 f23 xx sword spin - 37%

Most of these are clones or very similar. Only because I was mashing out strings the other day and this is the raw data.

While none of these strings are particularly strong, all of them end with standing resets in 1 range.

Edit: I also learned if you barely hit a crouching opponent with ji3, instead of wiffing the 323 follow up, you can MB sword spin into 323 full combo punish at 41%. Only in the corner though.

Still have yet to make b1u2 to break the 40% range with its awful damage scaling.
 

Mikman360

Not the Milkman.
You forgot some corner combos

J3 132 xx MB swordspin 323 f23 xx sword spin - 43%
J3 132 xx MB swordspin 323 12 xx sword spin - 42%
J3 12 xx MB swordspin 323 f23 xx sword spin - 44%
J3 12 xx MB sword spin 323 12 xx sword spin - 43%
J3 f23 xx MB sword spin 323 12 xx sword spin - 42%
J3 f23 xx MB sword spin 323 f23 xx sword spin - 42%
J3 323 xx f23 MB sword spin 23 xx sword spin - 43%
J3 323 f23 xx MB sword spin f23 xx sword spin - 44%
J3 32 xx MB sword spin 323 f23 xx sword spin - 45% - BnB

Going off this I learned

F3 32 xx MB sword spin 323 f23 xx sword spin - 39%
F3 J3 MB sword spin 323 f23 xx sword spin - 42%
B1U2 32 xx MB sword spin 323 f23 xx sword spin - 37%

Most of these are clones or very similar. Only because I was mashing out strings the other day and this is the raw data.

While none of these strings are particularly strong, all of them end with standing resets in 1 range.

Edit: I also learned if you barely hit a crouching opponent with ji3, instead of wiffing the 323 follow up, you can MB sword spin into 323 full combo punish at 41%. Only in the corner though.

Still have yet to make b1u2 to break the 40% range with its awful damage scaling.

I didn't forget them, I haven't gotten to them yet. Off of Ji3, you can get 47%. I'll update this again probably sometime this week, I've had a lot of work to do.
 
I didn't forget them, I haven't gotten to them yet. Off of Ji3, you can get 47%. I'll update this again probably sometime this week, I've had a lot of work to do.
I'm messin with you bro lol. I know if you MB the last sword spin you get 47%, but I don't think a meter burn is worth 2%.
 

Mikman360

Not the Milkman.
The best 1 bar Ji3 combo is Ji3, 323, MB Sword Spin, 323, F23 xx Flip for 47%
Replace the Flip with Spin for 48%, but that's unsafe and you can be full combo punished for doing this combo.

For 2 bars, Ji3, 323, MB Spin, 323, 12 xx MB Quick Fire does 50% (I think)
 
you like the f23flip at the end of a long combo? I think it's better to just take 1% less and pop them up higher with 12flip, less chance of them falling out and they seem to get up faster with f23flip

cool if that does 50%, thought it was 49% as well. been using db3MB as my ender if I wanted to burn a second bar for some reason.
 
Sick combos! I thought something like 323 into another 323 is doable, but the timing is so exact I can't even do it reliably offline, so I didnt bother with it at all. I like the 50% combo though :D I'll have to try it.
 

Mikman360

Not the Milkman.
Just added some meterless and 1 meter corner combos. I'll be adding multi-meter corner combos sometime later, this is exhausting. Also, if there's no listed corner BnB for a specific starter, that means the midscreen combo IS the corner combo (I should make note of that in the first post).
 

LiangHuBBB

Warrior
I have put together a short super vid today. Thanks to Tony for some ideas.
In case everything is old I apologize.

 

Mikman360

Not the Milkman.
Updated. Added some more corner combos, some stage transition and background bounce combos, as well as that MB Spin, Flip combo that people keep mentioning.

Added some preface notes for some sections. I'll get back on it sometime with more background bounce combos and some extra notes.
 

ryublaze

Noob
F23 xx MB Sword Spin, D2 xx Sword Spin (24%)
F3 (cross-up), back dash, MB Sword Spin, D2 xx Sword Spin (25%)
F3 (non cross-up), J2, MB Sword Spin, D2 xx Sword Spin (29%)

132, MB Sword Spin, D2 xx Sword Spin (25%)
Ji3, 3 xx MB Sword Spin, D2 xx Sword Spin (32%)
B1U2, Ji3, MB Sword Spin, D2 xx Sword Spin (30%)

and TONY-T 's combos here. (I'm not sure whether they are BnBs or not. TONY-T said they were but I still have a hard time getting them to be consistent.)
 

ryublaze

Noob
Corner: b3, jb3, 1, 323, f23 sword flip (37%)

I find this more consistent than the one without standing 1 and it does 1% more damage.
 

ryublaze

Noob
I'm not sure if these combos are consistent enough to be BnBs but:

d1 xx MB Sword Spin, 1, 1, d2 xx Sword Spin (22%)
b2 xx MB Sword Spin, 1, 1, d2 xx Sword Spin (23%)
b22 xx MB Sword Spin, 1, 1, d2 xx Sword Spin (25%)

Try them out yourself they might be a bit hard. You have to input each hit of the 1, 1, d2 at the earliest time and can't be too late otherwise the sword spin won't catch them high enough.
 

Mikman360

Not the Milkman.
I'm not sure if these combos are consistent enough to be BnBs but:

d1 xx MB Sword Spin, 1, 1, d2 xx Sword Spin (22%)
b2 xx MB Sword Spin, 1, 1, d2 xx Sword Spin (23%)
b22 xx MB Sword Spin, 1, 1, d2 xx Sword Spin (25%)

Try them out yourself they might be a bit hard. You have to input each hit of the 1, 1, d2 at the earliest time and can't be too late otherwise the sword spin won't catch them high enough.

I'm trying to keep it to the consistent, worthwhile stuff for now. For example, there are a few corner combos that can take 3 meters, but the last bar only gives 2 extra percent damage... not worth it, not listed.
 

ryublaze

Noob
Also I think the B1U2, dash under, D2, 323, F23 flip combo is important for reversing sides. I've done this on small stages midscreen and already got my opponent to the corner because of how far 323, F23 flip goes.
 
I've been getting curious about Slade. I was looking at maining him before release, but all the Scrubstroke chatter turned me off. I didn't think about it after the nerf, but now... depending on what the patch holds, I am considering going with my initial gut.

Questions
1) I am definitely intrigued by the Stage Transition combos. How practical are these? I ask because I've seen dozens of Deathstroke matches and don't recall ever seeing one used. Is it tough to execute live?

2) When Slips won the GGA Battle Circuit with Deathstroke, it looked like he combo-ed into Super. Any Super combos someone can share?
 

Mikman360

Not the Milkman.
I've been getting curious about Slade. I was looking at maining him before release, but all the Scrubstroke chatter turned me off. I didn't think about it after the nerf, but now... depending on what the patch holds, I am considering going with my initial gut.

Questions
1) I am definitely intrigued by the Stage Transition combos. How practical are these? I ask because I've seen dozens of Deathstroke matches and don't recall ever seeing one used. Is it tough to execute live?

2) When Slips won the GGA Battle Circuit with Deathstroke, it looked like he combo-ed into Super. Any Super combos someone can share?

1. They're practical, easy enough to use, but the reason they don't see much use is pretty much the same reason for most characters: corner pressure is often more valued. They're there if you want to know them, and can be used for unclashable damage, or if you feel like swaggin'.

2. I'll have super combos up eventually. They're not on my priority list since they're not TERRIBLY useful. It's easy enough to find them though, the combo that almost always works is Anything, 32 xx Super. 32 is pretty much designed to go into the super.