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The Ultimate Deadshot Guide

STB Krizbe

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The Ultimate Deadshot Guide

I wanted to make this guide to help all players who play or is looking to play Deadshot at a basic and or high level. I will be updating this guide daily on new tech, combos, and future patches. If you have better combos or if i make an input error on here. Just reply to the thread and ill make the appropriate corrections. Thanks



Table of Contents:
  • • Part 1: Normals
  • • Part 2: Specials
  • • Part 3: Combos
  • • Part 4: General Strategies
  • • Part 5: Matchups
Introduction

Deadshot is the best zoner in the game right now with his fast projectiles, multiple projectile specials, and the use of his trait. Don't let that fool you though. When up close Deadshot has great mix up potential so he is in some eyes, the best of both worlds.

Type: Gadget Character

Trait: These abilitys only work if the opponent gets hit by them and only apply to all wrist projectiles such as (bf1, db2, df2, df2b, df2d) and all of there EX versions.
  • 4
    • Damage over Time (DoT)
  • F4
    • Drains the opponents meter
  • B4
    • Knocks the opponents down and sends them full screen
  1. Deadshot's Strengths
  • Best zoning in the game
  • One of the best jump attacks in the game
  • Good mix up potential from close up
  • Very good meter building
  • Dangerous B4 trait ability
  1. Deadshot's Weaknesses
  • • Bad mobility (doesn't really need it)
  • • slow armored F3 and B3. Can be easily broken out of
  • • Only has good range on his b1
  • • One of the slowest d1's in the game at 8f
  • • Low midscreen damage
  • • Not too many uses for other strings besides b12^3 or F23
Part 1: Normals
  • 1
    • 6f high that is 0 on block
    • Poor range
  • 12
    • 6f high mid that is -9 on block
  • 123 (extend hold 1)
    • High-mid-low attack that can be extend by four hits.
    • No reason to use this string due to every hit in the extension being -10
  • B1
    • 13 frame low that's -1 on block
    • Very good range
  • B12
    • Deadshots main string for mixing his opponent.
    • Also -1 on block
  • B12^3
    • Full string that launches.
    • Poor combo damage from full screen but good in the corner
  • B12d3
    • Last hit of the string is a low
    • -9 on block.
    • I tend not to use the string too much or even at all.
  • F1
    • 6f mid that is -5 on block
    • "eh" range
  • F12
    • never use this string as it is -15 on block!
  • F123
    • I wouldn't use this string either unless it's in the corner.
    • Last hit of the string is a high series of wrist cannon shots that can be ducked and full combo punished by certain characters.
  • D1
    • 8 frame low poke that's -3 on block. It's not awful but that a good poke either. It's a low which is good.
  • 2
    • 9 frame high that's 0 on block that has a 22f hit advantage
  • 21
    • a high low string that is -7 on block.
    • Not very useful either
  • 213
    • 3 hit string that is -8 on block and CANNOT be special cancelled by anything.....
  • B2
    • 9f mid that is -2 on block
  • B23
    • This string should be used as part of your combo ender followed by an assassins knee for optimal damage.
  • B233
    • This string should only be used if you want the opponent full screen or used as cross up potential in the corner.
  • F2
    • 15f overhead attack that's -4 on block.
    • This is your main mix up string other than b12.
    • Mix both of these up and you'll have your opponent going crazy.
  • F23
    • The full overhead string that is -15 on block.
    • Be carful using this string without special canceling it.
  • D2
    • Poor uppercut.
    • Should only be used for trait combos
  • 3
    • 11f mid kick that's -6 on block.
    • Pretty useless unless you're in the corner
  • 33
    • -3 on block.
    • Not much use except using it as a combo extender in the corner.
  • B3
    • Range is just short of jumping distance.
    • Good mid screen damage if it connects.
    • Very slow while trying to armor.
    • Can be broken very easily.
  • F3
    • 29f overhead that is +6 on block
    • Good combo damage from it.
    • Poor speed on the armor so use it precisely.
  • D3
    • 11f low sweep that is -5 on block. Not much use too this unless you're in the corner for a combo ender.
  • Ji1
    • This is Deadshot's go to jump attack for every situation.
    • It has a 5 frame start up, has a very good hit box, and is active for a solid amount of time.
  • Ji2
    • Pretty useless as ji1 dominates this string in every way.
  • Ji3
    • Mainly used for cross up potential. -3 on block
Part 2: Specials

  • Wrist Cannon bf1
    • 11f high projectile that is deadshot's main zoning tool.
    • Use this gracefully.
    • If you hit the opponent with one of these shots, they have to block the next bf1 if you shoot one.
    • The hit advantage is long enough to where the second shot becomes a mid.
    • The EX version shoots of 2 more fast projectiles that may hit your opponent if they are just crouch walking up.
  • Air Wrist Cannon
    • Good against some characters who have air dashes and dive kicks but other than that I wouldn't use it.
    • Slow recovery and it leaves you in the air for too long.
  • Trick Shot df2
    • 10f mid shot that is -18 to -20 on block.
    • Good from full screen which keeps the opponent in check from dashing or moving forward.
    • There is also a close shot and a far shot. Far shot should be used at full screen.
    • THESE SHOTS ON BLOCK BUILD HELLA METER.
    • 5 of these shots on block build a bar and 19 shots build 4.
    • It's better to use these for building meter than the wrist cannon due to these being mids.
    • The EX version of these shoot off 3 more shots at the same range making it a good anti air or a "get away from me" type move.
  • Bullet Barrage db2
    • 24f series of gun shots that push your opponent back.
    • Unfortunately it's a high so it's main use is for anti airing.
    • When you think the opponent is going to jump throw one of these out and it will catch them on there way down.
    • Wrist cannon will also work for anti airs but more on reaction.
    • You could also do a gimmick by doing b1 db2 which will push your opponent back a little if they were expecting the overhead attack from b12.
    • The EX version of this has more duration and push back
  • Deadly Assault db3
    • 27f low shot that is mainly used for its EX version.
    • The EX version has a long series of shots that pushes your opponent back on block and hit.
    • It is also unclashable.
  • Assassins Knee bf3
    • 11f mid attack that is mainly used as a combo ender and Deadshot's main wake up.
    • The EX version is this is an overhead that is -3 on block. Yes Deadshot has a safe wake up.
    • Keep in mind that the first knee can be stuffed if its timed correctly but it's very strict timing.
Part 3: Combos

Combos are done against superman in practice mode with competitive mode on.

Midscreen Meterless
B1 Starters:

B1 bf1 = 94.70


B12^3 bf1 bf1 = 206.73 B12^3

B12^3 bf1 df2f = 199.14 (easier version)

F2 Starters

F2 bf1 = 94.70


F23 bf1 = 132.83

F3 Starters:

F3 ji2 f1 f1 b23 bf3 = 303.47


F3 bf3(hitting under the bounce of F3) f1 b23bf3 = 302.98 (flashy)

B3 Starters

B3 ji2 f1 f1 b23 bf3 = 303.47


Midscreen 1 Bar

B1 Starters

B1 db3EX = 175.50

B12^3 bf1 bf1EX = 246.72


B12^3 bf1 df2fEX = 238.13 (easier version)


F3 Starters


F3EX ji2 f1 f1 b23 bf3 = 362.14

B3 Starters

B3EX ji2 f1 f1 b23 bf3 = 362.14







Midscreen Bounce Cancel (2 bars)

B1 back bounce ji3 b23 bf3 = 379.00

23 back bounce ji3 b23 bf3 = 392.05



Corner Meterless
B1 Starters

B12^3 bf3 1 bf3 f123 b23 bf3 = 387.75

B12^3 bf3 1 bf3 f123 23 bf3 = 380.54 (easier version)

B12^3 bf3 f123 f123 = 346.91 (easiest version)


F2 Starters

F23 bf1 f1 bf1 f123 b23 bf3 = 349.10


Ji3

Ji3 23 bf1 f123 b23 bf3 = 399.85



Corner 1 Bar
F3 Starters

F3EX ji2 f1 bf1 f123 b23 bf3 = 439.99

B1 Starters

B12^3 bf3 1 bf3 f123 b23 bf3ex = 401.13

F2 Starters

F23 bf1 f1 bf1 f123 b23 bf3 = 361.01


Part 4: General Strategies

Start of Match
At the start of the match Deadshot has a few options. The safest option is to instantly jump back with his ji1 as it has a very good hit box and will either beat out or trade with the opponents jump in attack. Another safe option is to just start walking back or stand still. Depending on the priority of the range of your opponents strings. Lastly, you can just start off the match with a ji1 or you can be the aggressor and go for his b12 string series.


Zoning

This is the main reason to play Deadshot. His zoning is by far superior to his opponents as it will make most of them have to inch there way in only to get hit by one shot sending them full screen again. When you're full screen you want to make your opponent scared of moving or even dashing forward by using his Wrist Cannon (BF1). Once you see that they respect the WC, that is when the fun begins. By throwing in some df2f shots and some random db3 shots. You'll have enough meter to start using it gracefully. If they start to get closer you can throw in a EXDB3 to push them back a bit making them somewhat impatient. If you have good experience at zoning you can predict when they are going to jump from mid to full screen and throw out a db2 as it will anti air them. You can also just throw out a WC on reaction to them jumping and knock them down.

Using Deadshot Knock down trait(B4) Activating Deadshot's blue trait from full screen gives you the freedom of just constantly shooting the hell out of your opponent calculating that one hits them sending them full screen. When you see them inching there way in, throw out a EXBF1 as it may hit them out of there "turtle walk" by the last two shots being timed differently. Jumping will also get them hit out of the air while using EXBF1. While in the neutral, Dont be afraid to shoot some Wrist cannons. Just out of there jump in range is perfect because if the wrist cannon doesn't hit them on the way up or down, they'll still be out of jump range giving you the freedom to MIX. An Ex DF2F will break anyones roll dash and send them back to full screen.


Up Close

There is not much to Deadshot's close up game. Mix up some B1's with B12 or even do the full string. B1 into throw is a good mix up as well as B12 throw. Throwing is your BFF with these string series. Dont forget to add in F23 bf1 or even just F2 bf1 to keep them standing for more mix ups. If you hit them with B12 you are not guaranteed a throw but the timing for them to poke after is strict. Being scared of the throw wil cause them to poke. That's when you just do another b12^3 bf1 bf1 to send them full screen. A little tech when hitting b12. After hitting them with a B12 you can time a Ji3 to either cross up or stay on the same side and if you hit them, you can combo of it.

Map Choice

While not in tournament and you just want to piss your opponent off. Pick Brainiac's ship because it has two unblockables on one stage, and the alternate has one unblockable that comes back every 8-10 seconds. (Just a guess).


Matchups

https://testyourmight.com/threads/deadshot-mu-chart.64800/
 
Last edited:

tafka Djinn

One for three off the roof
Lovely guide, wasn't aware of some of these combos. The b3/f3 combos were especially nice after using the flashy stuff that I thought was optimal.
Have to ask though, why not use the DF2 follow-up from f2,3xxBF1? Gives 170.45 rather than 138.83
 

STB Krizbe

Premium
Premium Supporter
Lovely guide, wasn't aware of some of these combos. The b3/f3 combos were especially nice after using the flashy stuff that I thought was optimal.
Have to ask though, why not use the DF2 follow-up from f2,3xxBF1? Gives 170.45 rather than 138.83
I'd have to look at the frame date for DF2 on block I forgot. I'm pretty sure it's very punishable on block so using it up close wouldn't be useful. BF1 is faster. Even though they can duck it and punish me, it's the safer option. I would suggest not even going for the knock down and just use F2 BF1. Keeps them standing and the hit advantage from it grants you a 50/50
 

tafka Djinn

One for three off the roof
I'd have to look at the frame date for DF2 on block I forgot. I'm pretty sure it's very punishable on block so using it up close wouldn't be useful. BF1 is faster. Even though they can duck it and punish me, it's the safer option. I would suggest not even going for the knock down and just use F2 BF1. Keeps them standing and the hit advantage from it grants you a 50/50
I mean f2,3xxBF1 DF2 combos, and am saying it ekes a little more damage out. On block DF2 is just awful, and the hit advantage on BF1 when left standing is significantly better you are right. I agree that generally F2xxBF1 is preferable, but if you need the space without trait it can be good to use the full combo every now and then.
 

STB Krizbe

Premium
Premium Supporter
I mean f2,3xxBF1 DF2 combos, and am saying it ekes a little more damage out. On block DF2 is just awful, and the hit advantage on BF1 when left standing is significantly better you are right. I agree that generally F2xxBF1 is preferable, but if you need the space without trait it can be good to use the full combo every now and then.
yeah i agree
 

The Farmer

Gunslinger since pre ptch -Shout out 2 Youphs 2015
Maybe list some trait cancel combo set ups, like say midscreen EX F3 ji1 d2 trait, F123, so on and so fourth. Corner trait set ups too would be a good as well. Good guide though, thanks for your hard work.
 

Mikman360

Not the Milkman.
Very nice guide so far, but I'd like to add a few improvements and things to note.

Starting from the top:

There's more to B4 that I feel should be mentioned. B4 does a LOT to the bullets.
  • Heavy horizontal knockback
  • Damage increase
  • Chip increase (Poison and Fire do NOT increase chip)
  • Vertical knockup reduced
Patch: B1 changed from 13 frames to 14 frames of startup
B1 changed from being -1 to -4
B12 changed from being -1 to -6
F1 changed from 6 frames to 7 frames of startup
D1 is now also 7 frames (tied with F1)
D1 is -4 on block, not -3 (not sure if this was a patch change)

On the note of the last 3, I think F1 needs to be explored more as an alternative poke to D1. D1 is easier to use of course and hits low, but what needs to be noted here is the hit advantage. F1 is +18 on hit, while D1 is +7. That's a guaranteed mixup with F2 or B1 right there on hit. I feel like this should be listed under the description of F1.

To follow that up, I think you don't give the F123 string enough credit. It's excellent for applying trait bullets mid combo, and from a lot of combos I've found, it is an optimal combo ender, doing more damage than B23 xx AK. I'll go more into those specific combos later.

I'd mention that Ji2 is at least useful for some combos, mostly anything starting with an AA uppercut.

It's worth mentioning the 3 different MB versions of WC. Backwards helps make some space, but more importantly, forwards has SIGNIFICANTLY less end lag. I'd never use the standstill version.
Also, MB WC+B4 trait is the ultimate mindgame against people who crouch walk their way in.

I personally think you underrate air WC a tad. It's useful to discourage people from jumping over your bullets, and covers some avenues that TS doesnt. It's great for covering those airborne interactables too.

Midscreen Meterless

Better F3 combo: F3, Ji3, F123 = 304.73
F3, Ji3, F1, F123 = 320.72

Better B3 combo: B3, Ji3, F123 = 304.73

Better F2 combo: F23 xx AK = 141.19
I don't know why you'd rather use WC over AK here. Both are equally punishable if they don't hit.

It should also be noted that as cool of a setup F2 xx WC is, it doesn't work on all characters, mostly the smaller ones (females and children). B1 works just fine however.

More optimized midscreen 1 bar combos:

B12U3 xx WC, MB WC (walk forwards), WC = 283.73
(tight link on the last bullet, but very little lost if it misses anyways)
B12U3 xx WC, MB WC (walk forwards), TSF = 277.56 (easier version)

F23 xx MB WC (walk forwards), AK = 224.37

MB F3/B3, Ji3, F123 = 363.39

Your midscreen bounce cancels section confuses me. None of those combos do the damages listed. Are we talking MB bounce cancels or background bounces? 23 is not a string (you actually have this listed a few places. Do you mean B23? F23? F12?)

Better corner meterless combos:
B12U3 xx AK, F1 xx WC, F123, B23 xx AK = 387.90 (and I find this one easier to do)

F23 xx WC, F1 xx WC is a pain in the ass to do after the patch. I recommend replacing the F1 xx WC with 1 xx WC.
F23 xx WC, 1 xx WC, F123, B23 xx AK = 341.80

Typo in the Ji3 corner combo. Again, 23 is not a string. I think you either mean B23 (2 hits) or F12. They both do 399.85.

Corner 1 bar

MB F3 corner combo:
MB F3, J3 (small delay between the jump and the 3), 1 xx WC, F123, B23 xx AK = 467.23

Better 1 bar B1 corner starter:
B12U3 xx AK, F1 xx WC, F123, B23 xx MB AK

Error in the last combo in this section. Your combo does 368.30, but as mentioned before, this one is a ***** to do with the patch changes. Change F1 to 1 and it does a consistent 341.80.

Lastly, I'd like to make some input on a stage suggestion. My personal favorite stage is Red Sun Prison. Deadshot can bomb both computers, and those satchel bombs are OP as hell. He can combo off of the giant popup the explosion causes with B12, F12 xx AK. There's even a third bombable spot in the right side corner. You can lock people into these by doing strings like F12 xx interactable. But most importantly is the laser in the far left corner. That laser has a HUGE hitbox, a ton of stagger, great damage, and hits low. Pair this with Deadshot's already excellent zoning, and it's a true nightmare for some opponents to get through.
 

STB Krizbe

Premium
Premium Supporter
Very nice guide so far, but I'd like to add a few improvements and things to note.

Starting from the top:

There's more to B4 that I feel should be mentioned. B4 does a LOT to the bullets.
  • Heavy horizontal knockback
  • Damage increase
  • Chip increase (Poison and Fire do NOT increase chip)
  • Vertical knockup reduced
Patch: B1 changed from 13 frames to 14 frames of startup
B1 changed from being -1 to -4
B12 changed from being -1 to -6
F1 changed from 6 frames to 7 frames of startup
D1 is now also 7 frames (tied with F1)
D1 is -4 on block, not -3 (not sure if this was a patch change)

On the note of the last 3, I think F1 needs to be explored more as an alternative poke to D1. D1 is easier to use of course and hits low, but what needs to be noted here is the hit advantage. F1 is +18 on hit, while D1 is +7. That's a guaranteed mixup with F2 or B1 right there on hit. I feel like this should be listed under the description of F1.

To follow that up, I think you don't give the F123 string enough credit. It's excellent for applying trait bullets mid combo, and from a lot of combos I've found, it is an optimal combo ender, doing more damage than B23 xx AK. I'll go more into those specific combos later.

I'd mention that Ji2 is at least useful for some combos, mostly anything starting with an AA uppercut.

It's worth mentioning the 3 different MB versions of WC. Backwards helps make some space, but more importantly, forwards has SIGNIFICANTLY less end lag. I'd never use the standstill version.
Also, MB WC+B4 trait is the ultimate mindgame against people who crouch walk their way in.

I personally think you underrate air WC a tad. It's useful to discourage people from jumping over your bullets, and covers some avenues that TS doesnt. It's great for covering those airborne interactables too.

Midscreen Meterless

Better F3 combo: F3, Ji3, F123 = 304.73
F3, Ji3, F1, F123 = 320.72

Better B3 combo: B3, Ji3, F123 = 304.73

Better F2 combo: F23 xx AK = 141.19
I don't know why you'd rather use WC over AK here. Both are equally punishable if they don't hit.

It should also be noted that as cool of a setup F2 xx WC is, it doesn't work on all characters, mostly the smaller ones (females and children). B1 works just fine however.

More optimized midscreen 1 bar combos:

B12U3 xx WC, MB WC (walk forwards), WC = 283.73
(tight link on the last bullet, but very little lost if it misses anyways)
B12U3 xx WC, MB WC (walk forwards), TSF = 277.56 (easier version)

F23 xx MB WC (walk forwards), AK = 224.37

MB F3/B3, Ji3, F123 = 363.39

Your midscreen bounce cancels section confuses me. None of those combos do the damages listed. Are we talking MB bounce cancels or background bounces? 23 is not a string (you actually have this listed a few places. Do you mean B23? F23? F12?)

Better corner meterless combos:
B12U3 xx AK, F1 xx WC, F123, B23 xx AK = 387.90 (and I find this one easier to do)

F23 xx WC, F1 xx WC is a pain in the ass to do after the patch. I recommend replacing the F1 xx WC with 1 xx WC.
F23 xx WC, 1 xx WC, F123, B23 xx AK = 341.80

Typo in the Ji3 corner combo. Again, 23 is not a string. I think you either mean B23 (2 hits) or F12. They both do 399.85.

Corner 1 bar

MB F3 corner combo:
MB F3, J3 (small delay between the jump and the 3), 1 xx WC, F123, B23 xx AK = 467.23

Better 1 bar B1 corner starter:
B12U3 xx AK, F1 xx WC, F123, B23 xx MB AK

Error in the last combo in this section. Your combo does 368.30, but as mentioned before, this one is a ***** to do with the patch changes. Change F1 to 1 and it does a consistent 341.80.

Lastly, I'd like to make some input on a stage suggestion. My personal favorite stage is Red Sun Prison. Deadshot can bomb both computers, and those satchel bombs are OP as hell. He can combo off of the giant popup the explosion causes with B12, F12 xx AK. There's even a third bombable spot in the right side corner. You can lock people into these by doing strings like F12 xx interactable. But most importantly is the laser in the far left corner. That laser has a HUGE hitbox, a ton of stagger, great damage, and hits low. Pair this with Deadshot's already excellent zoning, and it's a true nightmare for some opponents to get through.
thanks for the post. i haven't updated for the patch yet but i will shortly. thanks for the new info
 
B12^3 bf1 bf1EX = 246.72

Should be b12u3, bf1, bf1(mb)forward, bf1
if youre going to use a bar then you need the 3rd WC or else you may aswell just use 2 normal WC

Another 1 bar midscreen combo is
F23, BF1(mb)forward, bf3

Corner combo meterless should be
B12U3 bf3, 2 xx bf1, f123, b233(knockdown is better than b23 xx ak, you can get ammo out before they wakeup)

MB F3 corner combo I use after the above combo(which I use inc ammo while they are knocked down)
MB F3, 33 xx bf3, F123, then end it with either B233 or B23 xx BF1

Also bounce combos should be J3, F123 for most dmg