What's new

Match-up Discussion Official Deathstroke Match-up Chart v2

Vagrant

Champion
Didn't realize dizzy was a bad aquaman player.

I'm about to drive to GGA, I'll blow you up later Dave.
 
D

Deleted member 5032

Guest
Anyone know a good way to deal with Sinestro? Since DS deals basically zero chip damage now, I'm finding this MU almost unwinnable. Trying to get in is a nightmare because of back-to-block making you walk backwards. Sure you can hold down, but as an online player it becomes very difficult to react to boulders. Even when you do get in, Sinestro seems to have a solid wakeup game, so maintaining pressure is difficult. Overall, I'm finding the nerf to DS's chip damage the most debilitating thing about the previous "normalization".
 

Mikman360

Not the Milkman.
Anyone know a good way to deal with Sinestro? Since DS deals basically zero chip damage now, I'm finding this MU almost unwinnable. Trying to get in is a nightmare because of back-to-block making you walk backwards. Sure you can hold down, but as an online player it becomes very difficult to react to boulders. Even when you do get in, Sinestro seems to have a solid wakeup game, so maintaining pressure is difficult. Overall, I'm finding the nerf to DS's chip damage the most debilitating thing about the previous "normalization".

I really don't find Sinestro that hard. You fight him similar to how you'd fight a DS (at least, in the getting department).

Sinestro can NOT use any projectile against DS safely aside from the fear blast. If yo ublock a shackles/boulder, MB QF and make him regret it.
Fear blast dodging is simle. You can jump them, or block-dash-block.
Block by holding down. It's not THAT hard to react to boulders. And if you successfully block it, MB QF once again. The gamble is NOT worth it on their part. Think about it, they're banking on hitting you overhead with a projectile that you CAN react to, and possibly eating 16% if they don't hit you.
Once you're in, watch out for his long range advancing string (forgot the input atm). That thing hits at a decent midrange. Other than that, you're superior up close. Just watch out for jumping in recklessly, or get AAed.
His wakeup game isn't that great seriously. He's got the arachnid sting, that's pretty much it. You can whiff punish that in various ways.
If you get the life lead, you can lame it out. You can trade projectiles with Sinestro constantly at full screen. Then again, why bother? You could also just hold back, reaction jump to fear blasts so you dont get chipped.
 
D

Deleted member 5032

Guest
You can't really jump fear blasts though, because Sinestro can just MB on reaction. I was also having similar issues with a good Cyborg player the other day. We just kept trading at range, and DS seems to lose all ranged trades now. I'll admit I'm definitely rusty after my 4 or 5 month hiatus, but I just feel totally impotent from full-screen, which seems wrong for a hybrid character.
 

Mikman360

Not the Milkman.
If you have the life lead and he's chucking MB Fear Blasts at you constantly from full screen, he's not gaining much unless you just BARELY have the life lead, and he can chip you down so that you dont. If you mean approaching, then just block-dash-block your way in, it's no different with DS himself.
 

drywall

Noob
Crouch to bait him into boulder then when he glows yellow stand block/punish. Or you could yolo flip at mid range as it moves you out of the way. Sinestro's trait makes him glow all the time though but you know what to do against that. Good luck against a sinestro that knows the shackle vortex though.

Wonder woman is really dirty. I used to use trait against her but now it is less useful. I thought they were going to remove OTGs in this game?
 
D

Deleted member 5032

Guest
Wow, I must have done my math wrong. I was just running the Sinestro MU in Practice mode, and Low Shots actually does about 1.4% chip as opposed to Fear Blasts 1.25%. That means Deathstroke can just stand in the corner and block trade all day long and win the MU. If Sinestro tries Shackles or Impact Event, both are easily blockable and are punished with 17% MB High Shots. This means Sinestro literally can not win the zoning war unless you get a bad input.

On a side note, I found that you can d3 under full-screen Fear Blasts. The timing isn't terribly strict, and it could potentially be useful to come back from a life deficit.
 
D

Deleted member 5032

Guest
Anyone have any good punishes for MM's overhead TP or Ares's MB.TP? For MM, it seems that a j2-b1u2 is pretty safe, though I'm not sure if he can back-dash to avoid it. He's definitely safe from f23 and 132. Sword Flip can catch him of you do it early enough, but it's fairly unreliable and barely connects for somewhere around 4% and a soft knockdown.

For Ares, the MB.TP drives me insane. He can basically appear next to you with his d1 already out and hitting you. I've been working on jumping punishes, which seem to work pretty well, though you have to be very quick when reading the start-up of the TP, and if he follows the TP with d1, about the most you can hope to score is a j3 knockdown. J1 and J2 both whiff.
 

Mikman360

Not the Milkman.
Anyone have any good punishes for MM's overhead TP or Ares's MB.TP? For MM, it seems that a j2-b1u2 is pretty safe, though I'm not sure if he can back-dash to avoid it. He's definitely safe from f23 and 132. Sword Flip can catch him of you do it early enough, but it's fairly unreliable and barely connects for somewhere around 4% and a soft knockdown.

For Ares, the MB.TP drives me insane. He can basically appear next to you with his d1 already out and hitting you. I've been working on jumping punishes, which seem to work pretty well, though you have to be very quick when reading the start-up of the TP, and if he follows the TP with d1, about the most you can hope to score is a j3 knockdown. J1 and J2 both whiff.

Punishing the MMH overhead teleport? You mean after you dodge it, or after you block it? If I dodge it (as in get behind him), I usually go with 1, 323, F23 xx Flip. If I block it, I go for a Ji2, and then follow it with a mixup (B1/B2).

Ares I'm not sure yet, haven't fought enough Ares post patch. Prepatch, I would jump back 1 every teleport he did that I saw coming. Ji1 has a deceptively good hitbox, and leads to a 132 combo. If he's doing teleport, D1 xx Trait, if you block D1, you can retaliate and interrupt him before the trait will hit you. D1 is a go to option to interrupt strings, Flip and Spin also work.
 
D

Deleted member 5032

Guest
Punishing the MMH overhead teleport? You mean after you dodge it, or after you block it? If I dodge it (as in get behind him), I usually go with 1, 323, F23 xx Flip. If I block it, I go for a Ji2, and then follow it with a mixup (B1/B2).

Ares I'm not sure yet, haven't fought enough Ares post patch. Prepatch, I would jump back 1 every teleport he did that I saw coming. Ji1 has a deceptively good hitbox, and leads to a 132 combo. If he's doing teleport, D1 xx Trait, if you block D1, you can retaliate and interrupt him before the trait will hit you. D1 is a go to option to interrupt strings, Flip and Spin also work.
I mean on block, since the "walking forward" tactic is so risky. I'm also aware mb.b3 is an option, but for times when I don't have the meter, it would be nice to have a decent followup in mind.

With Ares, I'm focusing on jump-based punishes just because the recovery on his mb.teleport is so quick that he can easily throw or mix you up if you don't make the correct split-second decision. As far as I can tell, there is literally nothing he can do against a jumping DS after teleporting, regardless of which side he teleports to. You will either cross him up with j3 or end up jumping out of range of his attacks with enough time to block any followups. The only issue I've discovered is that the game can glitch and reverse your inputs, causing you to jump the opposite direction of you input (so say you're facing right and you input up/right, Deathstroke will end up jumping backwards to the left for some reason).
 

The Slaj Jazz

TIckle my sweet salty nips
Man, how do you guys deal with NW -__- I can handle him in escrima but I have alot of trouble with the stupid staff. I tried to do what vagrant and NWdayzero suggested but when I go for the J3s they just staff b2 and then im not successful with the lgs/ staff pound trade.
 

JokeStroke

Mortal
You can't really jump fear blasts though, because Sinestro can just MB on reaction. I was also having similar issues with a good Cyborg player the other day. We just kept trading at range, and DS seems to lose all ranged trades now. I'll admit I'm definitely rusty after my 4 or 5 month hiatus, but I just feel totally impotent from full-screen, which seems wrong for a hybrid character.
Re: cyborg machine gun wins a damage trade with any projectile in the game. Most underutilized antizoning tool deathstroke has.
 

RYX

BIG PUSHER
What do we think about Lobo?

More specifically, can he trait up for a blocked/whiffed QF or LS? If so, he can readily punish the next one for 15%(?) or 28% if he spends a bar. I think Lobo can bully DS really well too. Hook Charge, Low Hook, CT, and 3 all hit him out of spin, so your only wake up on most knockdowns is flip.

how well does the flying ninja work on him? Hook Charge is still a pretty shit wake up, so I can't imagine DS has trouble on his own offense.
 

JokeStroke

Mortal
Let me put it to you this way.... if you play against lex, bats, cyborg, raven, green arrow, escrima nw, and their strategy is to run away and throw projectiles... once you are full screen you can mindlessly shoot mg and win every damage trade. So instead of gaining small percentages on chip I am getting 4 to 6 percent on damage and getting more meter than i would on the chip trade. It does not even require a read.