M2Dave
Zoning Master
Enough trolling and time to contribute something of value. This thread is basically my updated version of REO 's old thread. I am certain those who use Deathstroke and those who do not will find this thread informative. My objective is to provide basic and brief strategies on how to overcome Deathstroke's zoning and correct some common misconceptions seen on the forums (i.e., guaranteed chip damage on EX Quick Fire).
Quick Fire (d,f+1). High attack. 10F start up.
Quick Fire is very fast but can always be crouched. After crouching, every character can advance with a complete forward dash without any consequences. If, however, Quick Fire connects, another Quick Fire cannot be jumped out of. On the other hand, Low Shots (b,d+1) can be jumped out of.
Furthermore, the characters below can crouch Quick Fire and punish Deathstroke anywhere on the screen. The timing varies from hard to easy depending on the start ups frames of the special move.
- Aquaman (d,b+2)
- Black Adam (d,b+1)
- Killer Frost (d,b+2)
- Nightwing (d,b+2, staff)
- Sinestro (d,b+1)
- Superman (super move)
The characters below can crouch Quick Fire and punish Deathstroke when in range (i.e., sweep to mid range). Raven can punish as long as she is in Soul Crush (d,f+2) range.
- Green Lantern (d,b+1)
- Lex Luthor (b,f+2)
- Raven (d,f+2)
- The Flash (d,b+3 and b,f+2)
Deathstroke may use MB Quick Fire to prevent your punishment. However, the MB Quick Fire has even more recovery frames than the regular Quick Fire. Thus, all of the punishment listed above also applies to MB Quick Fire. Just crouch, wait, and punish. The MB Quick Fire does 8% of chip damage, but only the first two hits force stand block (i.e., jail). The rest can be crouched on reaction.
Low Shots (b,d+1). Low attack. 14F start up.
Low Shots is Deathstroke's best projectile because it cannot be avoided by crouching like Quick Fire. Nonetheless, after every blocked Low Shots, you can do a full forward dash without any consequences. Quick Fire or another Low Shots cannot prevent you from dashing. Lex Luthor is the only character in the game who cannot forward dash a blocked Low Shots --> Quick Fire trap because of his slow dash. Every other character is able to block the Low Shots and advance freely with a complete forward dash. Low Shots and MB Low Shots is the only relevant full screen mix up that Deathstroke can do.
The characters below can block and punish Deathstroke's Low Shots when in range (i.e., sweep to mid range). Deathstroke can block Superman's super move if done too far away.
- Green Lantern (d,b+1)
- Lex Luthor (b,f+2)
- Superman (super move)
- The Flash (d,b+3 and b,f+2)
Machine Gun (d,b+2). Mid attack. 22F start up.
Machine Gun is a very slow and unsafe special move that any competent Deathstroke player should rarely ever use. The recovery is too long and the chip damage is minimal despite the several hits. Every character in the game is able to block the Machine Gun and freely advance forward without any consequences. Even though this special move cannot be crouched, Low Shots replaces this move entirely. Machine Gun is -33 on block and hence most characters with a long range and/or advancing special move are able to punish it with ease.
MB Machine Gun is more of a gimmick than anything else. MB Machine Gun tosses a grenade at the end. The grenade is an overhead and must therefore be blocked standing. However, the grenade must only be blocked at a specific range, where Deathstroke is approximately 3/4ths of the screen away from his opponent. At mid range, the grenade can be crouched and Deathstroke can be punished with a long range and/or advancing special move. At full screen away, some characters can jump the grenade and some cannot depending on the character's hitbox. Some can only jump while blocking Machine Gun standing and some can only jump in one direction only (i.e., either back or forward). I prefer not to create a list of these intricacies as the move is not very good. Deathstroke players ought to safe their meter for other purposes. Even though MB Machine Gun is Deathstroke's only projectile that creates push back on block, every character can advance forward freely using a full forward dash and block any follow ups.
Conclusion
- know when to dash to close the gap
- do not jump, especially not full screen away
- when guns hit, it is best to block
- Deathstroke cannot keep you out forever as none of his projectiles (with the exception of a terrible MB Machine Gun) has push back on bloc. Be patient and you will get in.
- A good Deathstroke player will throw you, set up safe 50/50 mix ups, and frame trap you when you try to approach which is what really makes the character top tier. The projectiles themselves are overrated and easily overcome.
If I am missing anything, post in this thread or send me a private message.
Thanks for the sticky, Tim Static.
Quick Fire (d,f+1). High attack. 10F start up.
Quick Fire is very fast but can always be crouched. After crouching, every character can advance with a complete forward dash without any consequences. If, however, Quick Fire connects, another Quick Fire cannot be jumped out of. On the other hand, Low Shots (b,d+1) can be jumped out of.
Furthermore, the characters below can crouch Quick Fire and punish Deathstroke anywhere on the screen. The timing varies from hard to easy depending on the start ups frames of the special move.
- Aquaman (d,b+2)
- Black Adam (d,b+1)
- Killer Frost (d,b+2)
- Nightwing (d,b+2, staff)
- Sinestro (d,b+1)
- Superman (super move)
The characters below can crouch Quick Fire and punish Deathstroke when in range (i.e., sweep to mid range). Raven can punish as long as she is in Soul Crush (d,f+2) range.
- Green Lantern (d,b+1)
- Lex Luthor (b,f+2)
- Raven (d,f+2)
- The Flash (d,b+3 and b,f+2)
Deathstroke may use MB Quick Fire to prevent your punishment. However, the MB Quick Fire has even more recovery frames than the regular Quick Fire. Thus, all of the punishment listed above also applies to MB Quick Fire. Just crouch, wait, and punish. The MB Quick Fire does 8% of chip damage, but only the first two hits force stand block (i.e., jail). The rest can be crouched on reaction.
Low Shots (b,d+1). Low attack. 14F start up.
Low Shots is Deathstroke's best projectile because it cannot be avoided by crouching like Quick Fire. Nonetheless, after every blocked Low Shots, you can do a full forward dash without any consequences. Quick Fire or another Low Shots cannot prevent you from dashing. Lex Luthor is the only character in the game who cannot forward dash a blocked Low Shots --> Quick Fire trap because of his slow dash. Every other character is able to block the Low Shots and advance freely with a complete forward dash. Low Shots and MB Low Shots is the only relevant full screen mix up that Deathstroke can do.
The characters below can block and punish Deathstroke's Low Shots when in range (i.e., sweep to mid range). Deathstroke can block Superman's super move if done too far away.
- Green Lantern (d,b+1)
- Lex Luthor (b,f+2)
- Superman (super move)
- The Flash (d,b+3 and b,f+2)
Machine Gun (d,b+2). Mid attack. 22F start up.
Machine Gun is a very slow and unsafe special move that any competent Deathstroke player should rarely ever use. The recovery is too long and the chip damage is minimal despite the several hits. Every character in the game is able to block the Machine Gun and freely advance forward without any consequences. Even though this special move cannot be crouched, Low Shots replaces this move entirely. Machine Gun is -33 on block and hence most characters with a long range and/or advancing special move are able to punish it with ease.
MB Machine Gun is more of a gimmick than anything else. MB Machine Gun tosses a grenade at the end. The grenade is an overhead and must therefore be blocked standing. However, the grenade must only be blocked at a specific range, where Deathstroke is approximately 3/4ths of the screen away from his opponent. At mid range, the grenade can be crouched and Deathstroke can be punished with a long range and/or advancing special move. At full screen away, some characters can jump the grenade and some cannot depending on the character's hitbox. Some can only jump while blocking Machine Gun standing and some can only jump in one direction only (i.e., either back or forward). I prefer not to create a list of these intricacies as the move is not very good. Deathstroke players ought to safe their meter for other purposes. Even though MB Machine Gun is Deathstroke's only projectile that creates push back on block, every character can advance forward freely using a full forward dash and block any follow ups.
Conclusion
- know when to dash to close the gap
- do not jump, especially not full screen away
- when guns hit, it is best to block
- Deathstroke cannot keep you out forever as none of his projectiles (with the exception of a terrible MB Machine Gun) has push back on bloc. Be patient and you will get in.
- A good Deathstroke player will throw you, set up safe 50/50 mix ups, and frame trap you when you try to approach which is what really makes the character top tier. The projectiles themselves are overrated and easily overcome.
If I am missing anything, post in this thread or send me a private message.
Thanks for the sticky, Tim Static.