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Guide "I Love My Job" -- Deathstroke General Discussion Thread

Breaker

~AKUMA~
I found something that may be very marginally useful to know. We all know about the weird random side changes (cross under?) with 323 in the corner that screws up our combos. But playing around a bit in the lab, I think I've found a way to minimise this, off F3 as a combo starter at least. Instead of doing JN or JI 2 after the F3, I do JB2 - the 2 still connects in the air, and it puts me at perfect range for the tip of 323 to connect, but far enough out of the corner that it doesn't do the cross under crap. If you're too far out of the corner this doesn't work, but in my testing, when you're this far back, just a normal NJ combo of F3 should work fine. I haven't found any range where JB2 doesn't work, but 323 still crosses up of a normal combo.

Of course, this is limited to F3 -> J2 corner combos (I couldn't get it to work with B1U2), but at least it's something, I guess. And it looks cool. Jump back combos always look cool.
Good find bro. Try this in the corner for more damage and a decent set-up J2-B1U2-F3-323-F23xxSword Spin.MB (over/under) *if hit with the MB overhead continue combo with 323-F23xxSword Spin AGAIN. If you have meter you can keep them guessing with overhead/under until they block or die. If they block prepare for the reverse attack to come out.
Almost forgot if you hit them with the low because they are knocked down you have to expect a wake-up attack 90% of the time so just keep that in mind.
 
lol ranked is so free. What's the highest win streak you guys have gotten with DS? I'm on 21 wins right now.
The only good person I've had to fight yet was Scar, that was close
 
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Deleted member 5032

Guest
I've finally started to experience some success with Deathstroke's trait. If you manage to catch a jumper from full screen with Air Shot, you can activate trait as soon as you hit the ground and come out either neutral or only slightly negative. You still have to guess correctly whether they will jump or block (I believe Machine Gun can be punished by certain characters), but it has usually yielded around 30%~ unblockable damage for me. Most players immediately jump, which allows another air shot followed by a MB Machine Gun and either another MB machine gun or normal Machine Gun.

I've also started using it a lot in the Bane MU, not that it's really necessary. Once Venom runs out, every Bane I've played tries to turtle in the corner. Not anymore.

Finally, I've been messing around with using it against certain characters to force them to try to approach me. From full-screen, a lot of characters can't always punish it, even if they are at massive advantage, which causes them to flip their shit and start jumping at me like a day-1 scrub. From 3/4 screen, this usually allows for a free j3-323-f23-SF, or a naked anti-air SF at the very least.
 
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Deleted member 5032

Guest
I finally landed Deathstroke's ghetto reset online and royally mindfucked a clueless Nightwing player. I was so happy.

karaokelove Just curious if his MB Spin becomes a 50/50 with the low or not.
I believe it does, but I believe the Low MB SP is always a waste of meter. It does stupidly low damage, ends your pressure on hit, can't be combo'd, and on the off-chance they do block it, it's full-combo punishable by even the slowest of reflexes.
 

RYX

BIG PUSHER
I believe it does, but I believe the Low MB SP is always a waste of meter. It does stupidly low damage, ends your pressure on hit, can't be combo'd, and on the off-chance they do block it, it's full-combo punishable by even the slowest of reflexes.
Well, the overhead is punishable too, isn't it?

I thought it'd be nice to discuss the option since eventually people are going to catch on that it's not a true reset and block punish the overhead, so having a low to make them worry about is never really a bad option. In almost every case you've done too much damage with the reset or the initial combo to warrant you losing the life lead if you've taken it.

Assuming you're at full bars you can MBF3 to stop a wake-up attempt. I think the low should be a hard knockdown if it isn't already.
 
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Deleted member 5032

Guest
Well, the overhead is punishable too, isn't it?

I thought it'd be nice to discuss the option since eventually people are going to catch on that it's not a true reset and block punish the overhead, so having a low to make them worry about is never really a bad option. In almost every case you've done too much damage with the reset or the initial combo to warrant you losing the life lead if you've taken it.

Assuming you're at full bars you can MBF3 to stop a wake-up attempt. I think the low should be a hard knockdown if it isn't already.
That's why I don't believe the ghetto reset is really viable at high levels. At least if the overhead hits, you're doing 72% damage in total. Even if they block and punish it, most combos are only going to deal between 20% and 40% at best. With the low-hitting MB, though, you're basically wasting a meter to tack on a bit of mix-up damage when you could just finish the combo with SF for a hard knockdown, hit advantage, and more damage, while saving a bar of meter. There's just literally no reason to go for the low hit. On the plus side, because this is all taking place within a crazy vortex of sword slashes, punches, and kicks, even if they do block the MB SP, a lot of players won't realize they can retaliate until it's too late.
 
Reactions: RYX

RYX

BIG PUSHER
That's why I don't believe the ghetto reset is really viable at high levels. At least if the overhead hits, you're doing 72% damage in total. Even if they block and punish it, most combos are only going to deal between 20% and 40% at best. With the low-hitting MB, though, you're basically wasting a meter to tack on a bit of mix-up damage when you could just finish the combo with SF for a hard knockdown, hit advantage, and more damage, while saving a bar of meter. There's just literally no reason to go for the low hit. On the plus side, because this is all taking place within a crazy vortex of sword slashes, punches, and kicks, even if they do block the MB SP, a lot of players won't realize they can retaliate until it's too late.
Ah, I see. The theory fighter in me couldn't help but theorize.

We should start a petition to buff Sword Spin MB low. :joker:
 

Gesture Required Ahead

Get on that hook
I've finally started to experience some success with Deathstroke's trait. If you manage to catch a jumper from full screen with Air Shot, you can activate trait as soon as you hit the ground and come out either neutral or only slightly negative. You still have to guess correctly whether they will jump or block (I believe Machine Gun can be punished by certain characters), but it has usually yielded around 30%~ unblockable damage for me. Most players immediately jump, which allows another air shot followed by a MB Machine Gun and either another MB machine gun or normal Machine Gun.

I've also started using it a lot in the Bane MU, not that it's really necessary. Once Venom runs out, every Bane I've played tries to turtle in the corner. Not anymore.

Finally, I've been messing around with using it against certain characters to force them to try to approach me. From full-screen, a lot of characters can't always punish it, even if they are at massive advantage, which causes them to flip their shit and start jumping at me like a day-1 scrub. From 3/4 screen, this usually allows for a free j3-323-f23-SF, or a naked anti-air SF at the very least.
Good find! I'll play with this in the lab later and if I combine this with the mind-game I currently use after the Trait is active, we may have reached a new level of Strokenness.
 

Mikman360

Not the Milkman.
I've finally started to experience some success with Deathstroke's trait. If you manage to catch a jumper from full screen with Air Shot, you can activate trait as soon as you hit the ground and come out either neutral or only slightly negative. You still have to guess correctly whether they will jump or block (I believe Machine Gun can be punished by certain characters), but it has usually yielded around 30%~ unblockable damage for me. Most players immediately jump, which allows another air shot followed by a MB Machine Gun and either another MB machine gun or normal Machine Gun.

I've also started using it a lot in the Bane MU, not that it's really necessary. Once Venom runs out, every Bane I've played tries to turtle in the corner. Not anymore.

Finally, I've been messing around with using it against certain characters to force them to try to approach me. From full-screen, a lot of characters can't always punish it, even if they are at massive advantage, which causes them to flip their shit and start jumping at me like a day-1 scrub. From 3/4 screen, this usually allows for a free j3-323-f23-SF, or a naked anti-air SF at the very least.
Very interesting. I have noticed you have a million years and a half to do something when you air to air shoot someone. I usually just stood around waiting to chip them with low shots, but trait sounds like a nasty trick.

I have used the trait in the past though to force people to come it. It works as a mindgame of sorts.
 

Trini_Bwoi

Warrior
I've finally started to experience some success with Deathstroke's trait. If you manage to catch a jumper from full screen with Air Shot, you can activate trait as soon as you hit the ground and come out either neutral or only slightly negative. You still have to guess correctly whether they will jump or block (I believe Machine Gun can be punished by certain characters), but it has usually yielded around 30%~ unblockable damage for me. Most players immediately jump, which allows another air shot followed by a MB Machine Gun and either another MB machine gun or normal Machine Gun.

I've also started using it a lot in the Bane MU, not that it's really necessary. Once Venom runs out, every Bane I've played tries to turtle in the corner. Not anymore.

Finally, I've been messing around with using it against certain characters to force them to try to approach me. From full-screen, a lot of characters can't always punish it, even if they are at massive advantage, which causes them to flip their shit and start jumping at me like a day-1 scrub. From 3/4 screen, this usually allows for a free j3-323-f23-SF, or a naked anti-air SF at the very least.
Nice, I'll try this out. Because so far I've only used trait as



seriously same animation and everything.
 

Mikman360

Not the Milkman.
I tried this trait thing today online against a Hawkgirl player. While I know that's the equivalent of cheating on a common sense test, it certainly gave me a reason to use machine gun more. More damage, easy meter burn for extra damage, and hits mid.
 

Dulllyanna

You're going to shoot guns at me?
Finally, I've been messing around with using it against certain characters to force them to try to approach me. From full-screen, a lot of characters can't always punish it, even if they are at massive advantage, which causes them to flip their shit and start jumping at me like a day-1 scrub. From 3/4 screen, this usually allows for a free j3-323-f23-SF, or a naked anti-air SF at the very least.
I don't know the full list of characters that can punish it and at what ranges outside of the obvious (KF, Aquaman, GL, Raven, BA, etc etc) but that's how I've been using it. When they're playing patiently at ramge and are looking for guns so they can block and dash, it's baaaaaarely possible to get it out. You might end up having to block, but it's good for forcing reactions as long as you aren't flat out getting punished for it or the risk is just a measly projectile. Also the grenade on his EX machine gun still has a hitbox during cooldown, it's probably my favorite gimmick to land in the game. I feel like the trait needs a tiny bit better recovery, but honestly if it were fast enough or he had guaranteed setups it'd be kinda fucked up. Ares and GA unblocks are mixups once you understand your options, most characters aren't gonna do shit about fullscreen unblockable EX machine gun.
 

CCVengeance

The one guy hoping for Kai
According to Pako: ds changes are -9 on low gunshot (from -4), slightly less falling after ags, less chip on lgs, ss isn't punishable on hit anymore its +4 now