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Deathstroke Viable

RM Truth

Unintentional Tier Whore Follow me @TruthRM
Does anyone know if these matches will be put on YouTube?
All of the streamed matches are put on Youtube by HAN usually about a week after they happen. Although I think from now on he is going to upload them as one video with time stamps to save time.
 

GGA Saucy Jack

The artist formerly known as ImNewbieSauce
Trust me. I didn't want to, and I saw that you were in grand finals. Good shit.
Its not about me being in grand finals. Its about the moment, and how amazing Injustice can be...

Edit: anyways, im done derailing this thread. Deathstroke is a good character. Im glad Slips is playing him again.
 

Red Reaper

The Hyrax Whisperer
Administrator
Good sir....you missed out on so much more....

Hint: grand finals.
Double hint: game 4 after the reset
Triple hint: dont leave early. :)
It was hype..
Watching on the stream I thought it was over when 16 Bit said it was.. lol. I was just about to look away when I saw you wake up Escrima Fury!

Also, Good Shit with Arrow. I have some theories on the Bane Match Up but I haven't ever gotten to play it and you're playing it pretty klose to how I would play it.
 

G4S Silent Jay

I enjoy hurting you.
Okay long rant time. DS is Viable. Although he somewhat lacks the insane shit that other characters have. DS Does still have Low gun shots. Which although are unsafe can still be used to duck under certain projectiles. He has Decent mix up game. Although its isn't the best in the game he is still actually able to get you in a mix up. His J3 is very good and its a fucking sword. His Jump 1 has decent crossup potential. His B3 has a pretty decent hit box although its not as big as Aquaman who i swear goes to the top to the screen. DS has 2 decent WU options although Sword Flip is unsafe as fuck its still not terrible. And sword spin can be punished on wiff. I know a lot of people would love to actually have a WU option. And if you get crossed up you can get either WU option still since they are the reverse input of each other. DS i feel like is a Jack of Trades he does all this stuff and has decent options but doesnt do anything the best. Also his F3 is really good. It can Cross up mis screen on Low crouching Characters and can cross up well in the corner. I feel like when i watch people play against DS they play the MU Sloppy. And run into a lot of Gun shots. Or stop blocking MB Gun shots. People need to listen to the game sounds IMO. So you can hear him Grunt and Scream when he goes for MB. Like each time someone just stops blocking MB low guns i cry a bit inside. @AVN PTH jonnitti @G4S Silent Jay Is this pretty accurate. You two are the DS players i play the most and you both know my gripe with Game Volume and DS MB Guns. ALSO LBSH DS has awesome quotes when he shooting you. I MAKE YOU BLEED.

Yeah. Pretty much this for the most part.

I just argue that for DS to be truly viable, you're gonna need a secondary. because you WILL run into a Flash player, and if anyone says that MU is only a 4-6, you're full of shit. To balance that out, you probably WILL run into a HG player, and they have to hate their lives for the next 2-3 games. Because as bad as I find Flash to be for Deathstroke.... Deathstroke is worse to Hawkgirl... And the world finds balance again.

His mix-ups are pretty predictable and to change it up, you have to take risk that other's don't for little reward. He's a character that forces you to play the match-up, which I like, but if they know it, it can get rough.

Viable? Yes.

Worth it? Probably not.


Now, I probably just suck at this game. But, that's just my opinion on him.

The Sektor comparisons make me laugh though as a Sektor main in MK9.... Huh....
 

Sami

Warrior
If I hit you with Bane's j.2 at the beginning of his jump, you're in stagger for 36 frames.
If I hit you with Bane's j.2 at the end of his jump, you're in stagger for 36 frames.

If you block Bane's j.2 at the beginning of his jump, I'm -7 on block.
If you block Bane's j.2 at the end of his jump, I'm -7 on block.

The only difference is I use up 25 of my 36 frames landing at the beginning, and only 4 of them at the end. I still get the +36 on hit regardless of where, or when, I hit you with j.2. So, advantage doesn't change, advantage usage does.
I think the only thing I think that's right there is that the block stun is fixed. From what I worked out from many months of playing everything else you said seems to be wrong (happy to be proved wrong!). Just did this in the lab with Bane: vs Zod, block all, reversal set to Zod Charge.

Test 1: Showing variable advantage
  • NJ2 and hit Zod on the way up. Move will be blocked, Zod will pusish you with Zod Charge while you're still falling. This is because Zod's block-stun ran out while you were in the air so the reversal triggered.
  • NJ2 and hit Zod on the way down. You will have a crap-tonne of advantage and can block, back-dash and punish Zod's reversal by spamming 1s or other normals. The amount you can do varies based on how far down you hit him.
Test 2: Landing recovery cancel (applies to all J1 and J2 attacks)
  • JI2 on the way down. During the landing recovery (i.e. when you're on the ground, not before!) start mashing 11. Once the landing recovery is over you will do 11 and either beat or trade with Zod Charge. The beat or trade depends on how high you are when you hit with the JI2.
  • JI2 on the way down. While you're still in the air but AFTER the ji2 has been blocked, start mashing 11. Upon landing you go straight into the 11 without any recovery frames. Zod's reversal shouldn't even trigger as he will be in block stun for the whole duration (it will trigger at the end of the string). This is because ji1 and ji2 can be cancelled into normals/strings/specials. Much like cancelling a normal/string into a special negates the recovery of the last hit, you can cancel ji1 and ji2 to negate their ground recovery.
Test 3: JI3 variable advantage
  • JI3 early then spam 11. Chances are you'll either get punished by the charge before the 11 comes out or will trade with it.
  • JI3 late (with bane this has to be super late) then mash 11. You'll land, do full landing recovery frames (which are a fixed number) and then start doing 11. Timed right Zod will be in blockstun and won't trigger the reversal. Timed wrong and you'll punch him out of the reversal.
JI3s are universally "special". Because they launch the opponent off the ground NRS turned off the ability to cancel their recovery into normals. The game won't start registering inputs until the landing recovery has finished either. JI1 and JI2 work the same way if you don't input the string while you're still falling - any inputs during their landing recovery frames are dropped.

The frame data displayed in-game for "hit advantage" and "block advantage" seems to be a guess based on on how high NRS think you'll be when you hit the opponent. The only 2 constants of aerial move hit/block data that I know of are:
  • Hit/Block stun. Always a fixed number of frames.
  • Landing recovery. Always a fixed number of frames. Can be called on J1 and J2 attacks into normals/strings/specials.
The thing that messes up the advantage calculation is how many frames you are in the air for after the attack hits before you land. Lets say NRS assume 15 frames of air time after the attack hits and the move has 7 landing frames. The move in the frame data is listed as -5 on block. The assumed total recovery time is 22 frames (15+7), and if you are at -5 then the actual blockstun is 17 frames (22-5). Now, lets say you get your air frames down to 7. Your actual recovery time is now 14 frames (7 air + 7 landing). As the fixed blockstun is 17, you are now +3. Finally, factor in the ability to cancel the landing frames. We're going to cancel it with an 8 frame move. You now have 7 air frames followed by 8 start-up frames of the move meaning you'll hit them again on frame 15. As the opponent was in 17 frames of blockstun you now have a gapless block sting.

Thing to remember about all advantage calculations is that they are based on comparing the recovery time of the attacker the stun time of the opponent. Find a way of changing the recovery time and the advantage will change.

Again, all of this worked out from messing about in training mode. Probably some big flaw in there somewhere that I've missed!

P.S. The one I was never able to work out is whether moves that are active for more than 1 frame alter the hit/block stun based on which frame they hit. If you have a move that is active for 5 frames then recovers for 10 and causes 20 frames of hit stun. In a perfect world, 10 frames of recovery vs 20 frames of stun puts you at +10. However, if you hit on frame one then there are 4 more active frames to go through before the recovery kicks in. Does the game add 4 more frames of hit-stun or not? Because if not, hitting on active frame 1 will actually give you less advantage (6: +10 minus the 4 remaining active frames) then hitting on active frame 5 (just +10 as there are no additional frames). I know MK9 has reports of variable hit/block stun and not just on aerial moves - if the game doesn't compensate for moves with multiple active frames then that might be the cause...

P.P.S. Fuck me this turned into a rambling wall of text quick...
 

Doombawkz

Trust me, I'm a doctor
Uh?

You said the only thing right was blockstun was a fixed number, but the rest was wrong, but the rest was on-hit, and all of your numbers are on block.

But from what you've explained, yeah its basically the same as what I said where "the advantage doesn't change, but how you're using the advantage does".
 

Under_The_Mayo

Master of Quanculations
With the zoning entirely eliminated, some good tools remain but far from anything that is considered top 10.
You're not suggesting that Deathstroke's zoning is entirely eliminated, are you?

You do know that "zoning" doesn't just mean "the ability to mercilessly throw projectiles at all times with a low risk factor," don't you?

Zoning is controlling your opponent at a range, which a smart player can do well with Deathstroke with his tools and good decision making and control and defense.
 

M2Dave

Zoning Master
You're not suggesting that Deathstroke's zoning is entirely eliminated, are you?

You do know that "zoning" doesn't just mean "the ability to mercilessly throw projectiles at all times with a low risk factor," don't you?

Zoning is controlling your opponent at a range, which a smart player can do well with Deathstroke with his tools and good decision making and control and defense.
I was specifically referring to the low gunshots zoning game.
 

RM Jonnitti

Hot Dog
the thing a lot of people dont understand is now that DS has shitty frames on guns, you have to do them more so on reaction to people doing things. some characters cant punish it until they're relatively close so low guns can be used to buy time and chip them on their way in as you come up with a plan of attack when they get close enough to start their offense.