Hi guys, I'm a day1 Deathstroke player, and oh my goodness, do I love him.Dear god, have we ever stopped to think how fortunate we are to have TONY-T on our side?
I've been working hard trying to find this myself. To my knowledge, the safest you have is f234, which will activate the trait every time, but it isn't really that safe since it doesn't put very much distance between the two of you. It does turn the 3 in 132 into an unblockable, though, which is pretty neat if you manage to use it in response to them getting up in your grill right away.is there an ender that allows a safe chain into trait, for some cheap stuff? I think it'd be really useful when the opponent's nearing the end of a health bar, the cooldown gets ignored while the round changes.
Without distance, it honestly seems totally pointless. Deathstroke has a respectable vortex in my experience, and activating the trait within distance to initiate your vortex to me appears completely wasteful and counterproductive.Ooh, I'll remember the quick fire anti-air into trait thing. If that works in a combo as well, very nice.
I've actually been trying my own version of activating the trait after a combo, it's derpy though. I've just been cutting out the Sword Flip and going f23 trait. It's safe, so it seems, but leaves them a bit too close for comfort, especially if they've got a wakeup like Hawkgirl or Catwoman, that covers a ton of space. Then again, this is still day1 tech for me, I gotta look into more strings and see how/if they chain to trait.
Time to play the "try and figure out TONY-T's combo before he posts it" game.Has 1 interactable. Without interactable i can still make it in the high 60's.
Don't worry its a useless combo, its just a bit of flashTime to play the "try and figure out TONY-T's combo before he posts it" game.
I do not predict much success on my part.
Sadly, from my testing, the only TRUE way to get a safe trait out of a combo is to end it with D2 xx Trait. None of his strings truly make it safe, although if the opponent doesn't react perfectly it may seem safe.Ooh, I'll remember the quick fire anti-air into trait thing. If that works in a combo as well, very nice.
I've actually been trying my own version of activating the trait after a combo, it's derpy though. I've just been cutting out the Sword Flip and going f23 trait. It's safe, so it seems, but leaves them a bit too close for comfort, especially if they've got a wakeup like Hawkgirl or Catwoman, that covers a ton of space. Then again, this is still day1 tech for me, I gotta look into more strings and see how/if they chain to trait.
I love you Tony. This "combo" is hilarious.
Deathstroke trait combos..
trait, uf2, 12~LGS~MB, 12~QF~MB, f23, 23~db3.... 42%
trait, uf2, 12~QF~MB, f23~MG~MB..... 44% (big character only)
I watch my opponent. After 323, look for when they're JUST about to hit the ground, then I input F23. It's tricky at first, but through time you'll be able to do it even online.Hey guys, I'm learning DS as my 2nd. What is the timing for f23 after 323? just so I can get some BnB's in.
That's how it rolls. 323 low to the ground = easier F23 followup. I shoulda mentioned that a bit sooner.Having just learned that combo, my problem was being too hasty with the inputs, they get rather low when the combo is done right. Also, on the b1up2 f3 323 f23 Flip combo, I'm not sure if this is a thing, but I find the f23 easier if I wait on the 323 so they're closer to my height.
I'll remember the fullscreen quickfire and d2 thing, just it seems trait is only marginally useful compared to his amazing zoning as it already stands.
If you look at the maximum amount of damage you can achieve in the time it takes for your trait to wear off, you'll see that in most cases, it's unfortunately probably not worth the trouble at all.it seems trait is only marginally useful compared to his amazing zoning as it already stands.
Nice catch. I've updated the post with pink 12's replacing f23's for combos that didn't work.Very nice effort Redfield. I'm pretty sure TC messed up some of the notations though. The thread seems to be filled with some impossible combos. Im pretty sure he's getting 12 mixed up with F23 in some spots.
For any midscreen combo that you couldnt connect F23 for, I think they're supposed to be 12s. Try replacing F23 with 12 and post back if you can.
I think it's because b2 just isn't fast enough to end your combos on it. Some of the combos currently in use create almost full-screen distance anyway with plenty of good damage and time to move around.im surprised that more slade players arent't using the b2,3,f2 more. its good to end a combo with because your opponent will end up just about full screen. you can a lot go into trait at the end of this string.
There are some good combos ending with this string, I've seen it on the youtube.im surprised that more slade players arent't using the b2,3,f2 more. its good to end a combo with because your opponent will end up just about full screen. you can a lot go into trait at the end of this string.
I totally gave up trying to connect that :-7Hey guys, I'm learning DS as my 2nd. What is the timing for f23 after 323? just so I can get some BnB's in.
The sword flip at the end of f23 also puts more distance between the two characters, and lets you move around more before they get up. Quick Shot after 3231 also has a habit of missing late in the combo.I totally gave up trying to connect that :-7
I go with 3231 DF1, or 323 D1 DF3 instead. Slightly less damage, but much easier to pull off.
Does anyone use this one?
b1u2, j2, 323, f23 df3 = 31%
d2 f3 is less damage. f3 by itself is 1% more.add d2, f3 instead of j2 for more damage