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Guide "I Love My Job" -- Deathstroke General Discussion Thread

Gesture Required Ahead

Get on that hook
Ok how about this for a buff suggestion:

Since the haters are so inclined that DS plays more of an up-close game, then how about buffs on Sword Spin?

-Give it Anti-Air properties
-Give it more invincibility on wake-up
-Make it +4 on hit (includes during juggles as well)
-Make it -4 on block
-Make the LowMB come out after the 2nd hit just like the regMB
-Make the low MB safer(as safe as regMB or maybe more, 'cause regMB does pushback)
-Make LowMB give a hard knockdown so he can set up his oki game
-Give LowMB more frame advantage on hit


With this, DS will turn into a full counter-zoner character with above-average rushdown capabilities.

They also need to make LowGS as negative as the Start-up frames for KF's Iceberg that way she can't punish from full-screen.

I think these are reasonable enough.

Edited inspired by suggestions from Mikman360 and DaiHuu
 

DaiHuu

Nightwolf Mourner
Ok how about this for a buff suggestion:

Since the haters are so inclined that DS plays more of an up-close game, then how about buffs on Sword Spin?

-Give it Anti-Air properties
-Make it +4 on hit (includes during juggles as well)
-Make it -4 on block
-Make the LowMB come out after the 2nd hit just like the regMB
-Make the low MB safer(as safe as regMB or maybe more, 'cause regMB does pushback)
-Make LowMB give a hard knockdown so he can set up his oki game

I agree with everything but the first 1 If we give it anti air properties, it would be too good, considering we can MB it for more damage. At the moment I feel like only the AA grabs should be able to anti air on reaction, if it anti airs, then it'd be WAY too good. You can already anti air with sword flip if their distancing is off, which is fine enough for me.

I also think that if we MB the sword spin on hit mid screen, it should cause the person to bounce in place, giving us a chance to do a jump in combo for it.
 

Jack White

The Clown Prince of Crime
So the UFGT stream is up now. I'm watching it, but I won't have time to watch the whole thing. Can someone tell me if a single Deathstroke makes it to top 8? Thanks.

A Deathstroke/Sinestro player made top 8. That same player sent Tom Brady to losers with his Deathstroke.
 

Mikman360

Not the Milkman.
Ok how about this for a buff suggestion:

Since the haters are so inclined that DS plays more of an up-close game, then how about buffs on Sword Spin?

-Give it Anti-Air properties
-Make it +4 on hit (includes during juggles as well)
-Make it -4 on block
-Make the LowMB come out after the 2nd hit just like the regMB
-Make the low MB safer(as safe as regMB or maybe more, 'cause regMB does pushback)
-Make LowMB give a hard knockdown so he can set up his oki game

With this, DS will turn into a full counter-zoner character with above-average rushdown capabilities.

They also need to make LowGS as negative as the Start-up frames for KF's Iceberg that way she can't punish from full-screen.

I think these are reasonable enough.

I like these, but like the above poster said, I'd be fine with it not anti-airing so well. That's kinda a lot. I WOULD like a REAL combo bounce off of the MB though, since all we can get atm is a corner combo, guns, or a sword flip (hard).

Also, MB Spin low is already a hard knockdown. It's just DS has so much recovery after the move that he really can't take advantage of the HKD.
 

Gesture Required Ahead

Get on that hook
I agree with everything but the first 1 If we give it anti air properties, it would be too good, considering we can MB it for more damage. At the moment I feel like only the AA grabs should be able to anti air on reaction, if it anti airs, then it'd be WAY too good. You can already anti air with sword flip if their distancing is off, which is fine enough for me.

I also think that if we MB the sword spin on hit mid screen, it should cause the person to bounce in place, giving us a chance to do a jump in combo for it.
I said the AA thing thinking about wake-ups. You're right. Then I guess replace that with more invincibility frames.

Full combo off of Sword Spin MB is too good I think if the LowMB gets buffed as I listed. Leave it as it is.
 

Gesture Required Ahead

Get on that hook
I like these, but like the above poster said, I'd be fine with it not anti-airing so well. That's kinda a lot. I WOULD like a REAL combo bounce off of the MB though, since all we can get atm is a corner combo, guns, or a sword flip (hard).

Also, MB Spin low is already a hard knockdown. It's just DS has so much recovery after the move that he really can't take advantage of the HKD.
Ok then give it more advantage on hit.
 

Mikman360

Not the Milkman.
I said the AA thing thinking about wake-ups. You're right. Then I guess replace that with more invincibility frames.

Full combo off of Sword Spin MB is too good I think if the LowMB gets buffed as I listed. Leave it as it is.

I dont feel like the MB Spin giving a better combo on hit would be too OP. I mean, a lot of other characters have a "MB = free combo" move. Not to mention, DS's damage is very average. As it stands, DS pretty much has NO combo extending specials.
 

DaiHuu

Nightwolf Mourner
I said the AA thing thinking about wake-ups. You're right. Then I guess replace that with more invincibility frames.

Full combo off of Sword Spin MB is too good I think if the LowMB gets buffed as I listed. Leave it as it is.
I can work with more invincibility frames, that's fair in the ol game of Injustice.
Now why would sword spin MB be too good? If you think about it, isn't it relatively the same as a hit confirm ice breath MB? We usually get 30-35%, so getting a 40% for 1 bar mid screen wouldn't be an issue, would it? o.o;; It would give DS players more incentive to burn bars for rushing down, rather than on MB gun shots.
 

Gesture Required Ahead

Get on that hook
I dont feel like the MB Spin giving a better combo on hit would be too OP. I mean, a lot of other characters have a "MB = free combo" move. Not to mention, DS's damage is very average. As it stands, DS pretty much has NO combo extending specials.
I still feel that that's fine. Even with average damage, Sword Flip is one of the best combo enders in the game and it's be too good to get that from a metered 50/50 considering DS's other tools.
 

Gesture Required Ahead

Get on that hook
I can work with more invincibility frames, that's fair in the ol game of Injustice.
Now why would sword spin MB be too good? If you think about it, isn't it relatively the same as a hit confirm ice breath MB? We usually get 30-35%, so getting a 40% for 1 bar mid screen wouldn't be an issue, would it? o.o;; It would give DS players more incentive to burn bars for rushing down, rather than on MB gun shots.
Supes is an overpowered piece of shit and his breath needs nerfs. Let's not stoop down to his level of braindead-ness.
 

DaiHuu

Nightwolf Mourner
Supes is an overpowered piece of shit and his breath needs nerfs. Let's not stoop down to his level of braindead-ness.
That's not what I'm saying, i'm referring to his ability to get a decent combo off of a MB. Catwoman can do the same with cat dash, and so can Grundy with MB Swamp hands
 

Gesture Required Ahead

Get on that hook
Explain why he wouldn't instead of making a general statement. I'm asking you to see why he wouldn't, meaning I value your opinion.
Because it gives him too much damage off of guessing right from a 7f safe 50/50. It would make Sword Spin from good to REALLY GOOD. And giving DS more REALLY GOOD tools will make him top tier if not broken.

I'm tired of the crying already and I'd be fine with a good character than a top-tier.
 

Mikman360

Not the Milkman.
Because it gives him too much damage off of guessing right from a 7f safe 50/50. It would make Sword Spin from good to REALLY GOOD. And giving DS more REALLY GOOD tools will make him top tier if not broken.

I'm tired of the crying already and I'd be fine with a good character than a top-tier.

But since it's a bounce, it wont make the combo damage TOO rediculous. At least, not to the extent that Ice Breath (full ground stun), Cat Dash (crumple), and Batmans Grappling Hook (full ground stun).

But I understand, you're simply protecting poor ol' Slade from any more beatings from his violent spouse the nerf bat.
 

Gesture Required Ahead

Get on that hook
But since it's a bounce, it wont make the combo damage TOO rediculous. At least, not to the extent that Ice Breath (full ground stun), Cat Dash (crumple), and Batmans Grappling Hook (full ground stun).

But I understand, you're simply protecting poor ol' Slade from any more beatings from his violent spouse the nerf bat.
Even as that, his BnBs are based off of juggles anyways(B1U2 , F3 , 132). So nothing changes.
 

RYX

BIG PUSHER
karaokelove
Mikman360
Hitoshura
Too lazy to tag others

Have any of you been using 123 as an ender? It's a hard knockdown and lets you 50/50 at all ranges. Weakens your combos but has more opportunity than sword flip.

Something like b1u2 j.1 123 as a basic combo.

Also j.1 has a phantom hitbox lol

What can you do after a blocked f.23? +9 is worthless with all that push and 3 is kind of slow. :v
 

Heaton

NO MONEY DOWN
Have any of you been using 123 as an ender? It's a hard knockdown and lets you 50/50 at all ranges. Weakens your combos but has more opportunity than sword flip.

Something like b1u2 j.1 123 as a basic combo.
The Flying Ninja Vortex (good name). 123 is probably my go-to ender if I'm not trying to kill just because the mix-up is so ambiguous and difficult (if not impossible) for most of the cast to punish. I'll gladly give up the damage just to keep people in vortex. To put it another way: Everyone wants to be in 50/50 Town.

Also j.1 has a phantom hitbox lol

Look at that form. Look at that. Respect that.

What can you do after a blocked f.23? +9 is worthless with all that push and 3 is kind of slow. :v
Haven't really done much to pressure after it. I usually just take my frames and run away. If you want to do SOMETHING, maybe f+2,3 ~ EX Low Guns, but that's pretty high risk for not much reward.
 

Heaton

NO MONEY DOWN
RYX

Okay, so...b+1 and b+2 are actually connecting after f+2,3 on block, even though like it doesn't look like they should at all. The caveat being the third hit of b+2,2,2 whiffs on block, but that's only on block, and you can hit confirm it well enough to avoid that problem.

Is this me being bad at Practice mode, or do we still have a 50/50 (if they don't jump out) after f+2,3 on block from mid-screen?
 

RYX

BIG PUSHER
RYX

Okay, so...b+1 and b+2 are actually connecting after f+2,3 on block, even though like it doesn't look like they should at all. The caveat being the third hit of b+2,2,2 whiffs on block, but that's only on block, and you can hit confirm it well enough to avoid that problem.

Is this me being bad at Practice mode, or do we still have a 50/50 (if they don't jump out) after f+2,3 on block from mid-screen?
That sounds positively dirty.

I'm starting to like f.23. Now if only the range wasn't so abysmal. ;_;
 

Heaton

NO MONEY DOWN
More testing.

  • If your opponent stays put, b+1 and b+2 will always connect.
  • Throw will sometimes connect. The closer f+2,3 is blocked, the better.
  • Certain characters may be able to armor through b+2,2,2 if their f+3/b+3 moves their hurtbox low enough to avoid the second hit. This can be observed with Deathstroke's own f+3. The timing is extremely precise, however.
  • b+1,u+2 has the distinction of protecting you from Bane and Grundy armoring through with Walking Corpse, since it puts you in an un-grabbable state.
  • On block, the third hit of b+2,2,2 inconsistently whiffs. Can't tell what makes it whiff.
  • b+1 and b+2 (and probably most of his moveset) will NOT connect if you whiff the first hit of f+2,3 and just barely hit them with Slade's big toe on the second hit.
  • Bane's Venom specials don't give a fuck about this whatsoever.
Tested so far on Bane, Batgirl, Batman, Deathstroke, and Killer Frost.
 
D

Deleted member 5032

Guest
After f23, I've just been doing one of the following options, mixing it up each time:
1. Jump forward into a crossover j3-b1u2. If they block the crossover, they usually get hit with the b1us for around 28%. If the j3 connects, the b1u2 still results in a quick 19% that leaves you at advantage.
2. Jump back, and Air Quickfire just before I hit the ground, depending on how they react.
3. 323. If they're pressing buttons, the 323 will hit and confirm into 323-f23-SF for 16%. If the 32 is blocked you can backdash to safety depending on the MU.
 

Hitoshura

Head Cage
karaokelove
Mikman360
Hitoshura
Too lazy to tag others

Have any of you been using 123 as an ender? It's a hard knockdown and lets you 50/50 at all ranges. Weakens your combos but has more opportunity than sword flip.

Something like b1u2 j.1 123 as a basic combo.

Also j.1 has a phantom hitbox lol

What can you do after a blocked f.23? +9 is worthless with all that push and 3 is kind of slow. :v
I only use 123 when I want to go into the vortex. Don't want to over abuse it so people can't get out of it. 123 may be safe, but you can't continue your pressure from a block 123 string in theory. I wouldn't over abuse it.

Best way to use 123 in a mu is a mu where you want to get a life lead and zone out for a guaranteed win. So I usally end the vortex with 132, ji2, 323, f23 EX quick fire. This sends the opponent full screen and forced to block gun shots from there.

Oh for those who don't know I'm still maining DS. I'm not giving up on this character.