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Strategy Deathstroke - Stages Breakdown

Crathen

Death is my business
So since stages are a big part of Injustice and it's an important option that we can use at the right time / spacing i'm asking all of the Deathstroke players to help me categorize and come up with plans / strategies for every stage we have at our disposal and how can Deathstroke use them as a gadget character.

Anything can be discussed wether it be a combo from a certain interactable , OTGs , strategies , Meter Burning for armor , escape routes , Stage dependent MU , counters and anything you can think of as long as it's related to interactables / stages.


Here's all the stages + interactables:

BatCave


Breakdown
Lab

In the center you can use the monitors on the background for a bounce to extend combos.

In the right corner Ds can use the batmobile missiles wich pops up the opponent , you can combo off it with AR or gunshots , Meter Burnable for multi-hit armor.

Right corner can be used for a stage transition.

Lagoon

In the left corner you can jump on the elevator with either back ( small jump leaving you closer to the corner ) or forward for more space.

Left corner can be used for a stage transition.

On the left side of the stage there are some conduits that can be blown up ( only when in air ) for some damage ( can be comboed with low gunshots reliably ) , after being destroyed the conduits hang there with electricity that can be used to extend combos if the opponent is in a juggle state when he reaches there.

On the right side of the stage there are some crates that acts like a corner until someone hits a B3 wich will destroy the crates extending the right side of the stage.

In the right corner there are barrels that will pop the opponent up ( reliably comboing into AR or gunshots ) , Meter Burnable for multi-hit armor , the barrels can be jumped easily since their low to the ground hitbox so beware of that and don't be predictable.



Arkam Asylum






Atlantis



Ferris Airport



 

Crathen

Death is my business
Gotham City






Hall Of Justice




Breakdown
Plaza:
In the left corner Deathstroke can use the statue staff to deal 20% , it can only be done when grounded and has little range ( 1 dash distance ) , cant MB for armor.

Near the left corner there is a statue that can be used to create distance , you can chose the direction with either forward or back , creates nearly 3/4 screen distance.

Center of the plaza has a little tank that can be activated to go after the opponent and explode when he's near him , you can use this and mix it up with air guns or AR to lock them down from fullscreen and even get a combo with guns , if you're one dash away from your opponent you can get a full combo

On the right side of the plaza there's a fountain that can be used to extend combos.

In the right corner you can use the robot to hop away from your opponent , pressing forward or nothing will create more distance while pressing back DS will shorten his jump ( 2 dashes away from the corner ) , can be used to jump over projectiles to close range with your opponent or as an escape route from the corner.

The right corner allows for a stage transition.

Hall:

In the left corner you can use the floating object to hop away from your opponent , press back to do a small jump wich leaves you 2 dashes away from the corner or press forward to jump to the other side of the screen , can be used to jump over projectiles to close range with your opponent or as an escape route from the corner.

At the center there's a little planet that can be blown up ( only available when DS is in air ) , only the scatters do have an hitbox so it hits diagonally , does 15% by itself and can be comboed from anywhere with low gunshots.

On the right side of the hall there's a flying drone that can be used to move from one teleport to the other , only usable when in air , you can't use it until your opponent is directly under him ( or closer to the corner , seems like a camera limitation ).

In the right corner there's a teleport that you can use to switch position to the other one right under the drone.

In the right corner you can also stage transition.

Insurrection





 

Crathen

Death is my business
Joker's Asylum






Metropolis









Breakdown
Streets:
Left corner is your standard bomb planting car , decent startup frames and allows for combos on hit , the range is pretty short and is available multiple times and allows for some gimmicky setups.

Near the left corner the Gatling gun allows to extend combos when the opponent is being air juggled , must be triggered with the interactable button and can be linked from special cancellable strings or "naked" , for Deathstroke this means that he can full combo off b23 , 3231 , EX Sword Spin or to be able to switch sides mid combo.

On the right side of the stage there's a flying car that respawns 16 seconds after being detonated , this allows for otg setups wich can always can be comboed with lowguns or 323 ( spacing dependent )

Right corner is a stage transition to the rooftop.

Rooftop

The flying drones change position every 10 seconds and follow a pattern ( spawn in the center , go right , center , go left , you can use a single drone 2 times then it flies away , every use make it go to the next pattern position almost immediately , tho i've been able to use the fire / electric one 2 times in the same spot in practice mode by jumping back after the first use.

The red drone shoots fire and grats a little advantage on hit.

The purple one electifies the opponent for a combo opportunity.

The white/black one fires projectiles that give an hard knockdown with huge advantage ( Deathstroke gets a safe free trait activation )

From what i can tell there's no pattern for what kind of drone respawns after one goes away / destroyed.

Left corner there's a bomb planting interactable , okayish startup , short range and can be comboed off , you can use it only 1 time.

Right corner there's the stage transition to the museum.

Museum

On the left side of the stage you can toss the propeller wich does 18% damage , slow startup but good hitbox and hits fullscreen

On the right side of the stage there's a car hanging in the air , you can plant explosives to detonate it , allows for OTG setups wich can always combo into low gunshot , if the fake wall is intact allows for interesting corner traps.

Right after the hanging car there's a fake cabinet wall that can be destroyed by wall bouncing moves ( b3 or 231 ).

In the left corner there's the stage transition to streets.

 

Mikman360

Not the Milkman.
I would just like to mention that I thought Atlantis was broken for Deathstroke for a while, then I thought it was average, and now I think it's broken again. Those meter burn water jets are too good for projectile camping, and it knocks the opponent a huge distance back if it lands. Some might think "pipe = easy get ins on DS", but you've got air guns to handle that.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
I would just like to mention that I thought Atlantis was broken for Deathstroke for a while, then I thought it was average, and now I think it's broken again. Those meter burn water jets are too good for projectile camping, and it knocks the opponent a huge distance back if it lands. Some might think "pipe = easy get ins on DS", but you've got air guns to handle that.
I definitely believe Atlantis is his best stage now, for multiple reasons. Not only does he have meter-burnable 18% water jets in both corners, but the stage has no transitions, which is actually an enormous defensive bonus. A lot of the stronger characters are able to get natural stage transitions in their combos because they incorporate b3's (Green Arrow, Green Lantern, Superman, etc). This means that on stages like Stryker's Island, that left corner may be great for DS, but he's actually incredibly vulnerable to massive transition damage.

Unfortunately, Deathstroke really has no way to initiate a transition except to catch someone with a naked b3 in the corner, which will rarely happen. This means that picking Atlantis or Ferris actually benefits him enormously because it takes away his opponents' transition advantage.

Also, those water jets send the opponent back to full screen, which can seriously frustrate a lot of players.
 

Mikman360

Not the Milkman.
I definitely believe Atlantis is his best stage now, for multiple reasons. Not only does he have meter-burnable 18% water jets in both corners, but the stage has no transitions, which is actually an enormous defensive bonus. A lot of the stronger characters are able to get natural stage transitions in their combos because they incorporate b3's (Green Arrow, Green Lantern, Superman, etc). This means that on stages like Stryker's Island, that left corner may be great for DS, but he's actually incredibly vulnerable to massive transition damage.

Unfortunately, Deathstroke really has no way to initiate a transition except to catch someone with a naked b3 in the corner, which will rarely happen. This means that picking Atlantis or Ferris actually benefits him enormously because it takes away his opponents' transition advantage.

Also, those water jets send the opponent back to full screen, which can seriously frustrate a lot of players.
B1U2, D2, B3 is a reliable stage transition.
 

ABACABB

End Of Humanity
In Arkam Asylum you can freeze your oponent ( 3 pic ) , activate trait ( its enough time ) than ji2 132 and combo , its unblockable :)
If you start your combo midscreen , try to finish it in that area so you can reset him with it ( this way you got near 60% )
 

Mikman360

Not the Milkman.
What do people think about Batcave lagoon? It's similar to Ferris in the sense that is has a reusable projectile in the corner, but you can actually armor these (the barrels). The only downside is that there's a wall in front of them that needs to be broken first.
 

Coddfish

Noob
In Arkam Asylum you can freeze your oponent ( 3 pic ) , activate trait ( its enough time ) than ji2 132 and combo , its unblockable :)
If you start your combo midscreen , try to finish it in that area so you can reset him with it ( this way you got near 60% )
Do they break out of the ice before the combo starts? Otherwise this will scale to hell - I was playing some games on this stage the other day, Tony-T's big juicy B3 combo that normally does 39% only did 19% after scaling :(
If this setup catches them after freeze ends, I imagine they block the JI2 then get caught by unblockable 132 for full combo damage. In this case, could they back dash out of the set up after the freeze ends?
 

Crathen

Death is my business
Updated with a Metropolis breakdown , keep finding stuff , posting videos of some gimmicky setups with corner explosives interactables soon.
 

insignis

Noob
Found some interesting tech on Stryker's Island, maybe it will help someone.
The thing is to freeze opponent and drag him to Metallo for garanteed damage.
Be aware that opponent ia able to escape the freezing by back jumping.
In video you can see how it works versus Superman, Deathstroke and GL wake ups.

 

Mikman360

Not the Milkman.
Found some interesting tech on Stryker's Island, maybe it will help someone.
The thing is to freeze opponent and drag him to Metallo for garanteed damage.
Be aware that opponent ia able to escape the freezing by back jumping.
In video you can see how it works versus Superman, Deathstroke and GL wake ups.


Interesting concepts here, but Id just like to mention that DS's flip has NO invincibility on wakeup, but his spin does.
Also, 323 isnt a hard knockdown, the opponent can probably tech roll once you get to Metallo.
 

insignis

Noob
Interesting concepts here, but Id just like to mention that DS's flip has NO invincibility on wakeup, but his spin does.
Also, 323 isnt a hard knockdown, the opponent can probably tech roll once you get to Metallo.
I chose Sword Flip to show that it won't hit you in the air, Sword Spin will be exploded too.
but you're right about tech roll, I forgot about that :(
 

Mikman360

Not the Milkman.
Lol nice combos. I love that tank on that level, but i'm afraid to pick this level because if someone gets knocked onto the Metropolis rooftop, that stage SUCKS for Stroke.

Btw, how many of these combos would be stronger if you added the 1 at the end of 323? I know you can special cancel that into the minigun too.
 

Crathen

Death is my business
Actually rooftop isn't that bad for DS , it mostly depends on the matchup , rooftop usually favors power characters because those drones have holy mother hitbox but stroke generally can AA them from fullscreen , also black drone on hit = free trait purple drone = 50% combos .

Prepatch rooftop was pretty good if DS outzoned the other character since it's a large stage.

Those combos are mostly maxed out and are some advanced bnb stuff , in a match i'd rather do 323 instead of b3 simply because consistency > 4% more damage but who knows maybe in a couple months those will be the standard.

Standing one doesn't seem to send them high enough to be cancelled with the minigun , in any case it would make the gravity too high to connect enders like 12xxSF after his best fillers ( b3 J3 323 ).

Honestly the minigun is good because you are able to full combo from b23 , d1 EX spin and to reverse combos into the corner
 

Mikman360

Not the Milkman.
Actually rooftop isn't that bad for DS , it mostly depends on the matchup , rooftop usually favors power characters because those drones have holy mother hitbox but stroke generally can AA them from fullscreen , also black drone on hit = free trait purple drone = 50% combos .

Prepatch rooftop was pretty good if DS outzoned the other character since it's a large stage.

Those combos are mostly maxed out and are some advanced bnb stuff , in a match i'd rather do 323 instead of b3 simply because consistency > 4% more damage but who knows maybe in a couple months those will be the standard.

Standing one doesn't seem to send them high enough to be cancelled with the minigun , in any case it would make the gravity too high to connect enders like 12xxSF after his best fillers ( b3 J3 323 ).

Honestly the minigun is good because you are able to full combo from b23 , d1 EX spin and to reverse combos into the corner

I wasn't talking about standing 1, I was talking about the final kick in 3231 (the entire string)
 

Crathen

Death is my business
I wasn't talking about standing 1, I was talking about the final kick in 3231 (the entire string)

Gotcha , the only way i could connect b3 after 3231 was if i started the combo with 323 , anything other than that would either push away the opponent too far to connect b3 or simply scaled the gravity too much ( opponent falling faster after minigun ) , leaving me with just 323 as ender wich did less damage overall
 

Mikman360

Not the Milkman.
Gotcha , the only way i could connect b3 after 3231 was if i started the combo with 323 , anything other than that would either push away the opponent too far to connect b3 or simply scaled the gravity too much ( opponent falling faster after minigun ) , leaving me with just 323 as ender wich did less damage overall

Kk just checking :p
People seem to forget that the 1 in 3231 exists sometimes cuz no one ever uses it.
 

Duck Nation

Dicks with a future
What stage do you guys use for Scorpion? I've been playing Atlantis lately since pipes make Scorpion teleport less dangerous and they're a much easier interactable for DS to control, but it does give Scorpion two hops and the pipe slide to bump up his already nasty mobility.
 

Mikman360

Not the Milkman.
I just now noticed that you could delay the explosion of the little mine turtles on Hall of Justice by holding the interactable button.

Please feel free to hit my square on the head with any nearby blunt object.