Hitoshura
Head Cage
Deathstroke Combo List
***Important Information: Any combo that knocks the opponent down can be followed up with a GUARANTEED low quick fire to add 2% chip damage or 5% chip damage if you use EX quick fire, but invincible wakeup attacks null and void this, so be careful people!***
*Credit: Thank you Mikman360 for compiling a complete viable bnb combo list. Without you my lazy ass would not have updated this post, LOL!*
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
BNB's via gdf 7/23/2013
Some notes about Deathstroke's vortex by Mikman360
"It's always possible to combo after Ji1 (unless you land it on the way up) with any normal move that's not B3 and F3. It feels odd but you have to input your follow up move immediately after landing 1, no matter how far from the ground you are.
If the opponent jumps as you attempt this, Ji1 will STILL hit them in the air. From there, you can choose to do 323, F23, xx Sword Flip for damage, or restart the vortex with 123.
Get a feel for how the dash-jump timing works. You can't jump too early out of the dash unless it's a small character. You must let the dash move Deathstroke a bit out."
Additional notes by DaiHuu
"Ninja Vortex Escape:
Non cross-up=Opposing player can back dash, but cannot forward dash
cross-up= Opposing player can forward dash, but cannot back dash
Wake-ups: Black Adam's cage, Grundy's AA throw, and Doomsday's supernova can escape the vortex clean, everyone else can be punished due to them whiffing.
Ninja Vortex gimmick on smaller characters:
Non cross up and you block the right way=Deathstroke stays on the same side.
Non Cross up and you block the wrong way=Deathstroke switches sides."
***Important Information: Any combo that knocks the opponent down can be followed up with a GUARANTEED low quick fire to add 2% chip damage or 5% chip damage if you use EX quick fire, but invincible wakeup attacks null and void this, so be careful people!***
*Credit: Thank you Mikman360 for compiling a complete viable bnb combo list. Without you my lazy ass would not have updated this post, LOL!*
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= ThrowRT= Meter Burn
LB= Interact
LT= Flip Stance
Universal Commands
ji1= Jump in 1ji2= 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
Anywhere 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%
- 132, Ji2, 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, 323, F23 xx Sword Flip = 32%
- Ji1, B1U2, F3, 323, F23 xx Sword Flip = 33%
- Ji2, B1U2, F3, 323, F23 xx Sword Flip = 35%
- 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%
- F3, Ji2, 323, F23 xx Sword Flip = 33%
- F3, Ji2, 323, 12 xx MB Quick Fire = 37%
- B3, Ji3, Ji2, 323, 12 xx Sword Flip = 39%
- B3, Ji3, Ji2, 1, 323, 12 xx MB Quick Fire = 43%
- 323, 12 xx Machine Gun (grounded opponents only) = 29%
- 323, 12 xx MB Machine Gun (grounded opponents only) = 32%
- 323, F23 xx Sword Flip = 26%
- 323, F23 xx MB Quick Fire = 31%
- Ji3, 323, F23 xx Sword Flip (for standing opponents) = 34%
- Ji3, D1 xx Sword Spin (for crouching opponents) = 20%
- Ji3, D1 xx MB Sword Spin, Quick Fire (for crouching opponents) = 23%
- Ji3, D1 xx MB Sword Spin, Low Shots (for crouching opponents) = 23%
BNB's via gdf 7/23/2013
- 1,2 MB DB JI3, 3,2,3, f2,3 xx Sword Flip = 40%
- 1,2 MB DB JI3, JI2, 3,2,3, 1,2 xx Quick Fire = 41%
- 1,2 MB DB JI3, JI2, 3,2,3, 1,2 xx Sword Flip = 42%
- 1,2 MB DB JI3, JI2, 3,2,3, 1,2 xx MB Quick Fire = 45%
Air-to-airs
- Ji1, 323, F23 xx Sword Flip = 28%
- Ji2, 323, F23 xx Sword Flip = 30%
- Ji3, 323, F23 xx Sword Flip = 34%
- Ji1, 323, F23 xx MB Quick Fire = 33%
- Ji2, 323, F23 xx MB Quick Fire = 35%
- Ji3, 323, F23 xx MB Quick Fire = 39%
Deathstroke's Vortex
Credit goes to Mikman360 and J360 for find this useful tech out about deathstroke. Also, credit goes to Mikman360 for making this video.Some notes about Deathstroke's vortex by Mikman360
"It's always possible to combo after Ji1 (unless you land it on the way up) with any normal move that's not B3 and F3. It feels odd but you have to input your follow up move immediately after landing 1, no matter how far from the ground you are.
If the opponent jumps as you attempt this, Ji1 will STILL hit them in the air. From there, you can choose to do 323, F23, xx Sword Flip for damage, or restart the vortex with 123.
Get a feel for how the dash-jump timing works. You can't jump too early out of the dash unless it's a small character. You must let the dash move Deathstroke a bit out."
Additional notes by DaiHuu
"Ninja Vortex Escape:
Non cross-up=Opposing player can back dash, but cannot forward dash
cross-up= Opposing player can forward dash, but cannot back dash
Wake-ups: Black Adam's cage, Grundy's AA throw, and Doomsday's supernova can escape the vortex clean, everyone else can be punished due to them whiffing.
Ninja Vortex gimmick on smaller characters:
Non cross up and you block the right way=Deathstroke stays on the same side.
Non Cross up and you block the wrong way=Deathstroke switches sides."