Protagonist_1
Champion
[Matchup Discussion] Cyborg vs. Deadshot(Last edit: 10/11/2017)
The goal of this thread is to not just discuss the matchup, but to go highly in detail of nearly all possible scenarios when going against Deadshot and all the options against each. This thread is meant so that any Cyborg player will have a general gameplan to go through the match, so that making the right decisions whether in neutral, or under pressure, can be made. I hope that matchup threads like these will be used in other character forums to provide better detail for future matchup discussion.
Keep in mind, this is not set and stone. With patches, and further reevalutation from other Cyborg players and Deadshot players, this will be updated. I plan to do this for every character in the game for Cyborg, and we as a Cyborg community should go in depth for all options to have the best chance at winning. #TEAMBOOYAH
BUTTON NOTATION
PS4
1 = square
2=triangle
3=X
4=circle
XBOX
1=X
2=Y
3=A
4=B
UNDERSTANTING RANGE SYSTEM:
Range 0: (point blank range)
Range 1: (area from one backdash away)
Range 2: (area from two backdashes way)
Range 3: (area from three backdashes away)
Range 4: (area from four backdashes away)
Range 5: (area from five backdashes away)
Range 6: (Full screen, will be regarded as such)
The range system is essential to know what you as a Cyborg player should be doing or to look out for at each range of the matchup. This is to break down the matchup easier and to evaluate each option.
GENERAL GAMEPLAN SUMMARY [Subject to change]:
Deadshot is a zoning character with a fast recovering high projectile (wrist cannon) and several other zoning tools that can be used to control space. Considering that Cyborg is outclassed at ranges 4-6, the goal of this matchup is to stay within ranges 0-3 and pressure/counterzone all while pushing deadshot to the corner. Establishing the first hit, and obtaining the life lead within the first 20 seconds is critical as deadshot will quickly control the tempo. Take occasional risks with grapple, jumping over wrist cannon, and punish him for everything. Don’t give deadshot room to breathe, one of the few matchups I feel you need to be patient to get in, but make it hurt when it counts.
NORMALS (All notes consist at range 0)
Standing 1 [6 frame startup/0 on block/+13 on hit/ high]
Standing 2 [9 frame startup/0 on block/+22 on hit/ high]
Standing 3 [11 frame startup/-6on block/+12 on hit/ mid]
F2 [X frame startup/X on block/X on hit/X]
F3 [X frame startup/X on block/X on hit/X]
B1 [X frame startup/X on block/X on hit/X]
B2 [X frame startup/X on block/X on hit/X]
B3 [X frame startup/X on block/X on hit/X]
Video Reference:
STRINGS:
*asterisk means there’s a gap (hasn’t been updated, will be later after patch)
12 [X on hit/X on block/ X]
123 [X on hit/X on block/ X]
123 (hold 3) [X on hit/X on block/ X]
b12 [X on hit/X on block/ X]
b12u3 [X on hit/X on block/ X]
b12d3 [X on hit/X on block/ X]
f12 [X on hit/X on block/ X]
f123 [X on hit/X on block/ X]
21 [X on hit/X on block/ X]
213 [X on hit/X on block/ X]
b23 [X on hit/X on block/ X]
b233 [X on hit/X on block/ X]
f23 [X on hit/X on block/ X]
33 [X on hit/X on block/ X]
SPECIALS:
Wrist Cannon [X frame startup/X on block/X on hit/X]
MB Wrist Cannon [X frame startup/X on block/X on hit/X]
Air Wrist Cannon [X frame startup/X on block/X on hit/X]
MB Air Wrsit Cannon [X frame startup/X on block/X on hit/X]
Trick Shot [X frame startup/X on block/X on hit/X]
MB Trick Shot [X frame startup/X on block/X on hit/X]
Close Trick Shot [X frame startup/X on block/X on hit/X]
MB Close Trick Shot [X frame startup/X on block/X on hit/X]
Far Trick Shot [X frame startup/X on block/X on hit/X]
MB Far Trick Shot [X frame startup/X on block/X on hit/X]
Bullet Barrage [X frame startup/X on block/X on hit/X]
MB Bullet Barrage [X frame startup/X on block/X on hit/X]
Assassin Knee [X frame startup/X on block/X on hit/X]
MB Assasin Knee [X frame startup/X on block/X on hit/X]
Deadly Assault [X frame startup/X on block/X on hit/X]
MB Deadly Assault [X frame startup/X on block/X on hit/X]
TRAIT: Living Weapon
Changes ammo, giving his zoning different abilities
Incendiary Ammo
Explosive Ammo
Poison Ammo
SPECIAL CANCEL GAPS
SUPERMOVE
Never Miss [X frame startup/X on block/X on hit/overhead
The goal of this thread is to not just discuss the matchup, but to go highly in detail of nearly all possible scenarios when going against Deadshot and all the options against each. This thread is meant so that any Cyborg player will have a general gameplan to go through the match, so that making the right decisions whether in neutral, or under pressure, can be made. I hope that matchup threads like these will be used in other character forums to provide better detail for future matchup discussion.
Keep in mind, this is not set and stone. With patches, and further reevalutation from other Cyborg players and Deadshot players, this will be updated. I plan to do this for every character in the game for Cyborg, and we as a Cyborg community should go in depth for all options to have the best chance at winning. #TEAMBOOYAH
BUTTON NOTATION
PS4
1 = square
2=triangle
3=X
4=circle
XBOX
1=X
2=Y
3=A
4=B
UNDERSTANTING RANGE SYSTEM:
Range 0: (point blank range)
Range 1: (area from one backdash away)
Range 2: (area from two backdashes way)
Range 3: (area from three backdashes away)
Range 4: (area from four backdashes away)
Range 5: (area from five backdashes away)
Range 6: (Full screen, will be regarded as such)
The range system is essential to know what you as a Cyborg player should be doing or to look out for at each range of the matchup. This is to break down the matchup easier and to evaluate each option.
GENERAL GAMEPLAN SUMMARY [Subject to change]:
Deadshot is a zoning character with a fast recovering high projectile (wrist cannon) and several other zoning tools that can be used to control space. Considering that Cyborg is outclassed at ranges 4-6, the goal of this matchup is to stay within ranges 0-3 and pressure/counterzone all while pushing deadshot to the corner. Establishing the first hit, and obtaining the life lead within the first 20 seconds is critical as deadshot will quickly control the tempo. Take occasional risks with grapple, jumping over wrist cannon, and punish him for everything. Don’t give deadshot room to breathe, one of the few matchups I feel you need to be patient to get in, but make it hurt when it counts.
NORMALS (All notes consist at range 0)
Standing 1 [6 frame startup/0 on block/+13 on hit/ high]
Standing 2 [9 frame startup/0 on block/+22 on hit/ high]
Standing 3 [11 frame startup/-6on block/+12 on hit/ mid]
- RANGE: Kick normal that reaches around range 0.75
- IF HIT: Must respect all mid and low attacks that are 19 frames or less
- IF BLOCKED: Can challenge with any mid or low attack 13 frames or faster. Thus you can counter poke with d1, 23, b123, f22 (strict), or reversal throw
- OTHER:
- IF HIT: must respect all low and mid options under 14 frames
- IF BLOCKED: Can reversal throw, counterpoke with d1, standing 2, or 23. Cyborg's b1 will trade with a followup d1
- OTHER:
- IF HIT: Get comboed
- IF BLOCKED: Full combo punishable with any attack 10 frames or less. Punish with 12b2PF. If two bars use 11 into bounce cancel for damage
- IF HIT: Look out for grab, and usuall mix up options
- IF BLOCKED: Although it is -5, it has considerable push back. The best counterpoke is 23. B123 whiffs
F2 [X frame startup/X on block/X on hit/X]
F3 [X frame startup/X on block/X on hit/X]
B1 [X frame startup/X on block/X on hit/X]
B2 [X frame startup/X on block/X on hit/X]
B3 [X frame startup/X on block/X on hit/X]
Video Reference:
STRINGS:
*asterisk means there’s a gap (hasn’t been updated, will be later after patch)
12 [X on hit/X on block/ X]
123 [X on hit/X on block/ X]
123 (hold 3) [X on hit/X on block/ X]
b12 [X on hit/X on block/ X]
b12u3 [X on hit/X on block/ X]
b12d3 [X on hit/X on block/ X]
f12 [X on hit/X on block/ X]
f123 [X on hit/X on block/ X]
21 [X on hit/X on block/ X]
213 [X on hit/X on block/ X]
b23 [X on hit/X on block/ X]
b233 [X on hit/X on block/ X]
f23 [X on hit/X on block/ X]
33 [X on hit/X on block/ X]
SPECIALS:
Wrist Cannon [X frame startup/X on block/X on hit/X]
MB Wrist Cannon [X frame startup/X on block/X on hit/X]
Air Wrist Cannon [X frame startup/X on block/X on hit/X]
MB Air Wrsit Cannon [X frame startup/X on block/X on hit/X]
Trick Shot [X frame startup/X on block/X on hit/X]
MB Trick Shot [X frame startup/X on block/X on hit/X]
Close Trick Shot [X frame startup/X on block/X on hit/X]
MB Close Trick Shot [X frame startup/X on block/X on hit/X]
Far Trick Shot [X frame startup/X on block/X on hit/X]
MB Far Trick Shot [X frame startup/X on block/X on hit/X]
Bullet Barrage [X frame startup/X on block/X on hit/X]
MB Bullet Barrage [X frame startup/X on block/X on hit/X]
Assassin Knee [X frame startup/X on block/X on hit/X]
MB Assasin Knee [X frame startup/X on block/X on hit/X]
Deadly Assault [X frame startup/X on block/X on hit/X]
MB Deadly Assault [X frame startup/X on block/X on hit/X]
TRAIT: Living Weapon
Changes ammo, giving his zoning different abilities
Incendiary Ammo
Explosive Ammo
Poison Ammo
SPECIAL CANCEL GAPS
SUPERMOVE
Never Miss [X frame startup/X on block/X on hit/overhead
- RANGE: Reaches at exactly range 3
- IF BLOCKED:
- OTHER: Large vertical hitbox, cannot be jumped over either unless point blank
- If done in a string, it's possible to air tech to avoid it
Last edited: