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A Mini Guide to Chipping Your Opponent to Death

Mikman360

Not the Milkman.
This is just a short guide on the chip damage and properties of Deadshot’s special moves. Chipping is an important part of his game, so it’s fairly important to know which moves you want to be chipping with and in what situations. Some of this might seem fairly obvious (like how Deadly Assault is stronger than say, Wrist Cannon), but I just thought it would be nice to list the details. There’s also a few tips, tricks, and bits of information here that I’m sure someone will find useful.

Each move will have a few damages listed for them. The natural damage on block, the damage on block when meter burned (MB), and both of the aforementioned with the trait applied. Note that Deadshot’s Explosive Ammo (B4) Trait increases the damage that all Wrist Cannon specials do on block. The other two trait types do not change the chip damage. All hail Explosive Ammo.
The numbers in parentheses following are the individual hits in the move and the damage each one does. For example, MB Wrist Cannon does a total of 49.49 chip damage on block across 3 hits. The first hit does 19.25 damage, and the next two do 15.12. All damage numbers were tested on Competitive Mode Superman.

With that, let’s get on to the meat and potatoes.

Wrist Cannon (BF1) = 19.25
MB Wrist Cannon = 49.49 (19.25, 15.12, 15.12)
Trait Wrist Cannon = 21.18
Trait MB Wrist Cannon = 54.46 (21.18, 16.64, 16.64)

Pushback: None

For the most part, you won’t be chipping anyone out with this move since it’s a high. However, there is one trick I would like to mention when it comes to this move. On hit, this move is a frame trap, no matter where you are on screen. After getting hit by a WC, the opponent is forced to block another one, even if they crouch guard (assuming you input another one quickly enough). This is the only surefire way to get this move to hit a block, so whenever you land a WC on a standing opponent, always throw out another one. This does not apply to the MB version of this move. The opponent will block the first hit, but be able to crouch under the next 2.


Trick Shot (DF2) = 17.87
MB Trick Shot = 59.12 (17.87, 13.75, 13.75, 13.75)
Trait Trick Shot = 19.66
Trait MB Trick Shot = 65.02 (19.66, 15.12, 15.12, 15.12)

Pushback: Negative!? Ironically, this move pulls the opponent in on block. MB version has slightly less pull.

This and Deadly Assault should be your go to chip moves. This move is weaker than DA, and all of DS' other specials, but for what it lacks in power, it makes up for in speed and utility. It's fast, hits mid, and doesn't have a lot of end lag. It’s worth noting that with the trait up, it does comparable damage to DA, so use this if you want to play it a little safer. This is also the most practical move for chip when used in a melee block string.



Bullet Barrage (DB2) = 55 (13.75, 13.75, 13.75, 13.75)
MB Bullet Barrage = 110 (13.75, 13.75, 13.75, 13.75, 13.75, 13.75, 13.75, 13.75)
Trait Bullet Barrage = 60.48 (15.12, 15.12, 15.12, 15.12)
Trait MB Bullet Barrage =
120.96 (15.12, 15.12, 15.12, 15.12, 15.12, 15.12, 15.12, 15.12)
Pushback: Default has small, sweep distance (not including the step back that DS takes) pushback. MB has approximately double the pushback.

This move does by far the most chip damage out of any of Deadshot’s moves, but it’s slow startup and the fact that it hits high means you’ll almost never land all the hits of chip. But a whopping potential 120.96 on block is a lot of damage. If you can condition the opponent to stand block somehow, then you’ll really hurt them with this. You can try B1 xx BB, but that’s a gimmick at best.


Deadly Assault (DB3) = 22
MB Deadly Assault = 70.09 (22, 6.87, 6.87, 6.87, 6.87, 6.87, 6.87, 6.87)
Pushback: Fairly small on default. MB version has large pushback, approximately dash distance.

The default chip move, mostly the MB version, doing a whopping 22 on block naturally and applying some good pushback. Just make sure you land that first hit. If you notice, the chip distribution is heavily weighted on the first hit. So if you’re trying to apply pressure to a wakeup, or catch a landing, make sure you time your DA right, otherwise you’re forgoing almost a third of the damage. Also be sure to bear in mind the long startup on DA. It might be wiser to use TS if the opponent is in a threatening range.



Bad Mewes (F123) = 7.2 (2.4, 2.4, 2.4)
Trait Bad Mewes = 7.92 (2.64, 2.64, 2.64)
Pushback: Extremely small (virtually none).

This is a joke move for chip, only put in this guide for completions sake. It does awful chip damage, hits high, and takes forever to come out since it’s the third attack in the string. This is ironic considering it’s the strongest projectile DS has normally. Don’t use this unless you’re really trolling your opponent.


Assassin’s Knee (BF3) = 20.62
MB Assassin’s Knee = 38.54 (20.62, 17.87)
Pushback: None

Actually not that bad considering the MB version is invincible and safe on wakeup. You might just chip someone out with this if they knock you down. It’s pretty fast and hits Mid-Overhead too.


Never Miss (MB+Flip Stance) = 48.12
Pushback: Moderate, slightly longer than sweep.

A funny way to end a match if you’ve got full meter. Useless once the opponent remembers how back dashes work.


Conclusion

Chip primarily with Deadly Assault when you think it’s safe, and be sure to land that first bullet. Chip with Trick Shot when you want to be a little safer. Remember to always take your free Wrist Cannon chip if you land one on a grounded opponent. And Explosive Rounds are godlike. A lot of that may have already been part of your natural game plan, but hopefully you’ve found something here useful.