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
Arkam Asylum
Atlantis
Ferris Airport
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
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.
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