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The Deadshot Combo List

Mikman360

Not the Milkman.
40% Hkd mid screen into Corner

Plz don't mind the SwampShit but here are some Deadshot ideas
Yo, very interesting stuff there. Is any of that optimized or just theory right now? I might hit the lab later and experiment with it. Also, is it possible on all characters? Swamp Thing is pretty large, so I'm hoping it's not specific to him.

I'm really digging the bounce into AK into strings stuff.

I DO want to mention however that B233 is NOT a hard knock down. I see a lot of people claiming it is. You even have ST in the video tech rolling it.
 
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MILE_HIGH_CLUB

FREEDOM'S LABORATORY
Yo, very interesting stuff there. Is any of that optimized or just theory right now? I might hit the lab later and experiment with it. Also, is it possible on all characters? Swamp Thing is pretty large, so I'm hoping it's not specific to him.

I'm really digging the bounce into AK into strings stuff.

I DO want to mention however that B233 is NOT a hard knock down. I see a lot of people claiming it is. You even have ST in the video tech rolling it.
Theory. I really want to see some different DS shenanigans so I took him into the lab. I will test this on small and average hit box characters today, it's not a hkd? I need to check this out Bc any time I work on knockdown oki, I make sure to turn on roll

Ahh I see now...we'll back into the lab I go

Yeah The combo I demonstrated works against every character
 
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Mikman360

Not the Milkman.
So I did some experimenting with the tech you posted. Sadly, I'm not sure if any of it is more optimal than some more basic stuff we've already found. It looks super swag though.

With you Wall/Ground Bounce, AK, stuff, I optimized a combo that looks like this:
F/B3, AK, B12, B23 xx AK = 319.82
Unfortunately, it still does less than my current bounce combo:
F/B3, Ji3, F1, F123 = 320.72

As for the bounce into 3, I can't get it to consistently land on smaller characters.
 
Helly everyone I'm new on the forum. Started playing fighting games since mk x and moved on to injustice 2 as well. From day 1 my main has been Deadshot and I wanted to share with what I have found so far. The damage goes from 29% to 62,5% damage.

 

Mouseke

Noob
I just picked up Deadshot and was trying his combos. It seems B12U3xDF1 DF1MBF, DF1 is a thing. But I can't seem to hit the last hit consistently I have landed it maybe 3 times in total. Is there some trick to it or is it inconsistent/tight link/gravity thing?
 
Have not played him for a few weeks until I see his inevitable nerfs. But here is a pretty good list of viable stuff.


Deadshot:
(All damage tested vs batman)

Concepts/Notes
⁃ Insta Airs: u/b, hit db and end on df. Ending on anything else makes it not come out
⁃ Corner finish with late/spaced f23 knee nj to reverse wake ups
⁃ Wall bounce j3 f12...?

BnBs
B12
⁃ ...u3, wc, wc
⁃ ...u3, wc, mb bs (gets meaty Riffle) slight delay bs for all hits
⁃ ...whiff AK and u get oki?

B3
⁃ ...12,12,b233 (387)
⁃ ...12, b23BB (388)
⁃ ...12, 12,b233wc
⁃ ...j2, 12, f123
⁃ ... f1, d2 trait b23 finish
⁃ ... f1, f1, f1, b233
⁃ ... dash, 12 12 b233
⁃ ... j3? F123

B1 wall bounce
⁃ dash 12, 12, b32 knee
⁃ J3, f123

F21
⁃ ...wc, bs (very tight link)
⁃ ...mb wc
⁃ ...bs
⁃ ...mb wc, mb wc step back

B23
⁃ ...wall bounce, F1,f1,f1, b233
⁃ ...wall bounce, f1, f1, f1, f123
⁃ ...bounce cx, 12, b23xBB (550)

D2 AA
⁃ ...xTrait,12, b23xMB BB (good with poison)
⁃ ...xTrait,f123, mb far BS (good with poison)
⁃ D2, trait, b23 wall bounce
⁃ D2, trait, b233

Air-to-air
⁃ F23wc
⁃ jump back 1, far bounce shot
⁃ Jump forward 2, b23 wall bounce??

Jump 3
⁃ 33 knee
⁃ 12 12 b23

Background bounce
⁃ f3, j3, f123
⁃ F3, j3, b233

Corner b12
⁃ ...u3, knee, 1, 1, f123, b233 or b23knee both gives u cross up b3, delay jump 3 reverses wakeups
⁃ ...u3, b23 super
⁃ After mb knee u get a meaty crossup knee
⁃ After finish with normal knee u get b3 cross up?
⁃ Finish with b233 get cross up b3?
⁃ ...knee, 1 knee, f123, b23knee

Corner f23knee... (mb for safety)
⁃ F123, b23knee (353) (0 bars) (safe jump)
⁃ f123, f12 knee, nj (reverses wakeups) (0 bars)
⁃ f123, b23knee mb (easy) (379) (quick rise)
⁃ f12 wc mb, b23 knee (371) (easy) (1 bars) (safe jump)
⁃ f12wc mb, b23knee mb (easy) (395) (2 bars)
⁃ f12wc mb, 21wc mb, 1knee 425 (medium) (2bars)
⁃ f12 wc mb, 2 wc mb, 21 knee 427 (hard) (2 bars)

Corner f23wc... (unsafe)
⁃ Wc, 21 wc, 21 wc mb, 21 knee (then neutral jump crosses up) (407.5) (medium) (1bar)

Corner 23 wall bounce
⁃ Nj2, 21 or b1 f3 bounce, nj2 late, 2 knee, f123, b23 knee
⁃ nj2 d2 trait after bounce the f123 b23 knee

Corner concepts
⁃ finish with late f23 knee and nj reverses wakeups? Easy off f23 combos. B12 do d2 trait f123 f12 knee or

Explore/Thoughts
⁃ Corner finish with b233 jump 3 was still hitting in front juggle to12, b233?
⁃ Wc d1 wc beats full screen jump timing
⁃ After an air shot what can I get that meaty?
⁃ Landed j1/2 to f2 f3 bounce combos? Makes the f2 hit late and combo
⁃ When safe jumping do nj2, b12. B12 will not come out if nj2 whiffs. Os?

Deadshot Hard knockdown strings
⁃ b12d3 (get meaty f3 or what ever, cross up 3?)
⁃ B233 huge adv and full screen
 
Have not played him for a few weeks until I see his inevitable nerfs. But here is a pretty good list of viable stuff.


Deadshot:
(All damage tested vs batman)

Concepts/Notes
⁃ Insta Airs: u/b, hit db and end on df. Ending on anything else makes it not come out
⁃ Corner finish with late/spaced f23 knee nj to reverse wake ups
⁃ Wall bounce j3 f12...?

BnBs
B12
⁃ ...u3, wc, wc
⁃ ...u3, wc, mb bs (gets meaty Riffle) slight delay bs for all hits
⁃ ...whiff AK and u get oki?

B3
⁃ ...12,12,b233 (387)
⁃ ...12, b23BB (388)
⁃ ...12, 12,b233wc
⁃ ...j2, 12, f123
⁃ ... f1, d2 trait b23 finish
⁃ ... f1, f1, f1, b233
⁃ ... dash, 12 12 b233
⁃ ... j3? F123

B1 wall bounce
⁃ dash 12, 12, b32 knee
⁃ J3, f123

F21
⁃ ...wc, bs (very tight link)
⁃ ...mb wc
⁃ ...bs
⁃ ...mb wc, mb wc step back

B23
⁃ ...wall bounce, F1,f1,f1, b233
⁃ ...wall bounce, f1, f1, f1, f123
⁃ ...bounce cx, 12, b23xBB (550)

D2 AA
⁃ ...xTrait,12, b23xMB BB (good with poison)
⁃ ...xTrait,f123, mb far BS (good with poison)
⁃ D2, trait, b23 wall bounce
⁃ D2, trait, b233

Air-to-air
⁃ F23wc
⁃ jump back 1, far bounce shot
⁃ Jump forward 2, b23 wall bounce??

Jump 3
⁃ 33 knee
⁃ 12 12 b23

Background bounce
⁃ f3, j3, f123
⁃ F3, j3, b233

Corner b12
⁃ ...u3, knee, 1, 1, f123, b233 or b23knee both gives u cross up b3, delay jump 3 reverses wakeups
⁃ ...u3, b23 super
⁃ After mb knee u get a meaty crossup knee
⁃ After finish with normal knee u get b3 cross up?
⁃ Finish with b233 get cross up b3?
⁃ ...knee, 1 knee, f123, b23knee

Corner f23knee... (mb for safety)
⁃ F123, b23knee (353) (0 bars) (safe jump)
⁃ f123, f12 knee, nj (reverses wakeups) (0 bars)
⁃ f123, b23knee mb (easy) (379) (quick rise)
⁃ f12 wc mb, b23 knee (371) (easy) (1 bars) (safe jump)
⁃ f12wc mb, b23knee mb (easy) (395) (2 bars)
⁃ f12wc mb, 21wc mb, 1knee 425 (medium) (2bars)
⁃ f12 wc mb, 2 wc mb, 21 knee 427 (hard) (2 bars)

Corner f23wc... (unsafe)
⁃ Wc, 21 wc, 21 wc mb, 21 knee (then neutral jump crosses up) (407.5) (medium) (1bar)

Corner 23 wall bounce
⁃ Nj2, 21 or b1 f3 bounce, nj2 late, 2 knee, f123, b23 knee
⁃ nj2 d2 trait after bounce the f123 b23 knee

Corner concepts
⁃ finish with late f23 knee and nj reverses wakeups? Easy off f23 combos. B12 do d2 trait f123 f12 knee or

Explore/Thoughts
⁃ Corner finish with b233 jump 3 was still hitting in front juggle to12, b233?
⁃ Wc d1 wc beats full screen jump timing
⁃ After an air shot what can I get that meaty?
⁃ Landed j1/2 to f2 f3 bounce combos? Makes the f2 hit late and combo
⁃ When safe jumping do nj2, b12. B12 will not come out if nj2 whiffs. Os?

Deadshot Hard knockdown strings
⁃ b12d3 (get meaty f3 or what ever, cross up 3?)
⁃ B233 huge adv and full screen
Alright, I am keeping the Brainiac forums alive, might as well try here. Right of the bat - all of your damage numbers are wrong, tried every single combo on high defense characters (Superman, Brainiac) and it is like 50-80 points less. Did you do them on somebody else? Or without competitive on maybe?

-The optimal follow up for bounces (f3,b3, and that includes bounce cancels) is j3,f1,f123 which does 320.72 damage. If you want to end in b233 knockdown the optimal is B3,J3, F1,b233 which does 298.82 damage.

-For b12 midscreen the optimal is of course:

b12u3xxwc,wc for no bar (206.73 or 211.59 with red bullets)
b12u3xxwc, wc mb step forward, wc for 1 bar (283.73 or 296.38 with red bullets)
b1 xx Wall bounce,J3,F1,F123 for 2 bars (392.42 or 395.81 with red bullets)

-For F23 midscreen the optimal is:
F32xxAK meterless (146.06)
(F23xxWC, TS is possible and does 170.45 but it doesn't connect on smaller hitboxes so i consider it inconsistent)
F23xxWC mb step forward, AK for a bar (224.37 or 233.99 with red bullets)
F23xxWC MB step forward, WC MB step forward, WC for 2 bars (286.43 or 304.1 with red bullets)
As you have mentioned F2xxBounce cancel is possible either of a Jip on hit or from max range. It can also be consistently done in OKI as it hits the rising opponent late in it's active frames. I usually do F2xxGround bounce (df mb) because it connects more often (1 less frame start up on f3 than on b3) and even combos on opponents up close if they are ducking.
F2xxGround bounce,J3,F1, F123 (392.42 or 395.81 with red bullets)

- For D2 AA I have:
D2xxTrait,F1,F123,WC ( it is tight but does 197.25 or 204.68 with red bullets)
D2xxTrait,F1,F123,WC MB (225.35 or 236.14 with red bullets)

- For Air to Airs with ji1:
J1,F1,F123,WC (238.68 or 248.25 with red bullets)

- For J3:
J3,F123,WC (283.81 or 295.14 with red bullets)

- For corner combos I found absolute optimal to be:
B1 starter
b12u3xxAK,F1xxWC,F123,B23xxAK ( or b233 for knockdown) which does 387.9 or 398.01 with red bullets
If you MB the Assassin Knee in the end you will get 407.28, but with red bullets on it is better to end in B23xxWC MB for 418.41 (even if you have green bullets on you still get 406.27 and take 2/3 of their bar)

B1xxGround bounce,J3,F1xxWC,F123,B23xxAK ( or B233 for knockdown) for 2 bars you get 482.42 or 491.37 with red bullets

F2 starter
F23xxAK,F1xxWC,F123,B23xxAK (or B233 for knockdown), it does 357.46 or 367.43 with red bullets (there is no need to do the unsafe f23xxwc because this combo does more than any meterless conversion of f23xxwc)

Again MB the Assassin Knee in the end to get 376.66 or do B23xxWC MB instead with red bullets to get 387.72 damage
(The combo you have for a bar starting with unsafe f23xxwc - f23xxWc, 21 wc, 21 wc mb, 21 knee actually does 366.77 damage, so again there is no need to be unsafe to get damage)
If you end you combo in b233 you have time to activate Trait and hit the F2 meaty so that F2xxGround bounce connects and you get:
F2xxGround bounce,J3,F1xxWC,F123, B23xxAK (or B233 for knockdown) 482.42 or 491.37 with red bullets

And some extra stuff:
With blue bullets, you can combo two WC shots from fullscreen away (or closer if your opponent has his back to the corner) for 137.94 damage
For a bar you can combo WC, WC MB, WC for 248.35 damage.
 

Bleu231

Tohan playing shotgun
With the patch now live on PS4, it's about (damn) time I updated this list.

From what I've tested of the existing combos, B1,2,U3xxWC~WC has a tighter link due to wrist cannon only having pre-patch recovery on hit. Also F2,3xxMB Forward WC~AK has a different timing now.

Corner combos seem to be intact. So you can still do double WC combos and stuff.

Please let me know if there are any BnBs or Damage combos you would like me to add.
 
Deadshot Frame trap on hit.... On a grounded combo... If Deadshot does meter burnt bf1 forward... He's plus 27. Meaning that He can frame-trap with his Whole move-set after. I don't know if this is known or if some one posted it before... But there it is.
 
Max possible damage from a ji2 starter that I could squeeze. I am open to suggestions on how to improve the combo damage.
421.85.... 2 bars.
439.84.... 3 bars.