Updating this with some Themyscira setups
Am i alone doin this?
Lol wow. Nice timing. I just asked you to make a video of this in the other topic. Thanks.
Right now I'm messing around with Watchtower setups.
Yeah give a try at the forced standblock setup in the video , on watchtower and FoT you get full combos out of the grabs.
Atlantis for water jets. Water jets are god.
Fortress of Tolitude?
And from what I've noticed, comboing out of corner grabs is based on the juggle height at which you grabbed your opponent, so I don't think it's always possible to get a grab combo off of every hit, especially the raw ground ones. I can't seem to get a combo off of a raw corner grab myself, but if I do Ji3, 12 xx Interactable, I can.
I agree 100%! Id also like to add the background bounce interactable mixup. Ferris aircraft doesn't have this. The mixup is much better now due to the background bounce kick having a bigger hitbox. b2~interactable, b1~interactable and d1~interactable. B1~interactable is way more consistent now.I definitely believe Atlantis is his best stage now, for multiple reasons. Not only does he have meter-burnable 18% water jets in both corners, but the stage has no transitions, which is actually an enormous defensive bonus. A lot of the stronger characters are able to get natural stage transitions in their combos because they incorporate b3's (Green Arrow, Green Lantern, Superman, etc). This means that on stages like Stryker's Island, that left corner may be great for DS, but he's actually incredibly vulnerable to massive transition damage.
Unfortunately, Deathstroke really has no way to initiate a transition except to catch someone with a naked b3 in the corner, which will rarely happen. This means that picking Atlantis or Ferris actually benefits him enormously because it takes away his opponents' transition advantage.
Also, those water jets send the opponent back to full screen, which can seriously frustrate a lot of players.
its not that it favors power characters, but the characters that tend to do well on that stage also seem to be power characters. like zod, black adam and sinestro for example. like off the log trap, zod and black adam can get a full combo. they both seem to do a decent job , nullifying interactales. zod has a trait, quick shot that can be meter burn delayed. black adam has lightning, jump over it and divekick for dumb damage. sinestro has the quick shot that can be meter burn delayed also and the boulder. all of these are things thatHow exactly does Ferris favor power characters?.
You can OTG with 323 on Watchtower. I do either Jump in 3 cross up into grab or jump in 3 cross up - 3 cancel to grab then OTG with 323.Tolitude wins.
Slipped from my mind that he can't combo off grounded throws , meh i guess.
He can OTG after the Solitude one with d1 so it's good to keep in mind.
The one in Watchtower has too much pushback in order to OTG with anything useful ( Sword Flip actually OTG there , could be useful if you can close the round with it , very situational anyways )
its not that it favors power characters, but the characters that tend to do well on that stage also seem to be power characters. like zod, black adam and sinestro for example. like off the log trap, zod and black adam can get a full combo. they both seem to do a decent job , nullifying interactales. zod has a trait, quick shot that can be meter burn delayed. black adam has lightning, jump over it and divekick for dumb damage. sinestro has the quick shot that can be meter burn delayed also and the boulder. all of these are things that
discourage interactables.
on the cell block, you have a ridiculous amount of space control with the turret that has an absurd hitbox and gives a hard knockdown for you to just be more lame and stay by the turret. also the fact that it is unblockable really replaces any need for his trait (which i already think is pretty bad). what do power characters get? they throw the turret and you can shoot them out of it. if they get in the yard the weight can be a dick but its also a good tool to get out of the corner with. the fact that MB interactables cost 2 bars now i think nerfed strykers island yard a lot for power characters.
maybe i worded things poorly, but a lot of thigns with stages you have to account the character type along with their moveset. thats how you i feel stage counterpicks should be though out if you are allowed to pick a stage. i personally think any game that stages matter they should 100% always be random, if you lose, you can elect for another random select. just like it is in pretty much every game that i can think of that stages matter in, only injustice doesnt have a true random, because you know what stage you're getting before the match starts so you already know if the stage will be a dick or not and you can choose yoru character accordingly (which i already do)
Against power characters that zone well, I like Atlantis. You can use the pipe to get in on them, but they cant do the same to you. Also, you can use the water in the corner multiple times, while they can only use it once.
But I think you underestimate how annoying it is to have things on Stryker's Island being thrown at you. That turret tracks REALLY well when thrown, and power characters slam drones onto your face pretty quickly. I've also been punished for MBing the shotgun in the corner before.
The hitbox on the water jet is still really good, and reaches as far as the wave. You can't jump it (except for maybe Hawkgirl), so it's just as effective. DS has a huge advantage in that his crossup j3 is around +10 on block. This means he can crossup an opponent in the corner and activate the pipe whether it's blocked or not. Once he's in the corner with the pipe, you can't safely approach him. He builds meter quickly enough to almost always be able to armor the pipe, and if he gets a knockdown from an aerial gunshot he can activate the pipe for an unblockable setup.i see the water jet argument that you can use it multiple times and they can only use it once is similar to the turret. you can use it multiple times while they can only use it once. however, their use of the water in atlantis is much better than yours. water jets have an extremely whack hitbox while theirs takes up the entire fucking screen minus a little bit at full screen. the pipe is really shitty IMO. its just asking to get hit because you can't come off of it with your own attack and it pretty much just leaves you vulnerable to get popped with a d2 or something. i honestly see if deathstroke gets to a turret there are a handful of characters that dont even have a chance of getting close to him. if hes on p1 side i feel like he is at advantage in almost every matchup.
i see the water jet argument that you can use it multiple times and they can only use it once is similar to the turret. you can use it multiple times while they can only use it once. however, their use of the water in atlantis is much better than yours. water jets have an extremely whack hitbox while theirs takes up the entire fucking screen minus a little bit at full screen. the pipe is really shitty IMO. its just asking to get hit because you can't come off of it with your own attack and it pretty much just leaves you vulnerable to get popped with a d2 or something. i honestly see if deathstroke gets to a turret there are a handful of characters that dont even have a chance of getting close to him. if hes on p1 side i feel like he is at advantage in almost every matchup.
The hitbox on the water jet is still really good, and reaches as far as the wave. You can't jump it (except for maybe Hawkgirl), so it's just as effective. DS has a huge advantage in that his crossup j3 is around +10 on block. This means he can crossup an opponent in the corner and activate the pipe whether it's blocked or not. Once he's in the corner with the pipe, you can't safely approach him. He builds meter quickly enough to almost always be able to armor the pipe, and if he gets a knockdown from an aerial gunshot he can activate the pipe for an unblockable setup.
The other big benefit to Atlantis, though, is that there are no transitions. Sure you can camp the corner on Stryker pretty well, but you're also open to an armored b3, or one of the characters who incorporate b3's into their combos.
Finally, Atlantis has pipes on both sides, so you don't stand a chance of getting cornered with no interactables to help you defend yourself, unless a power character has already broken the glass.
Oh wait, I forgot to mention, power characters destroy the interactable on Stryker's Island, making it unavailable to BOTH characters afterwards. On Atlantis, you can still use the water jets even if a power character has smashed the glass.