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General/Other "You're Easy Money!" Deathstroke Guide

RYX

BIG PUSHER
Deathstroke vs The World
How Stages Affect You and Which You Should Pick​
While Deathstroke can hold his own against most of the roster up close, it's certainly not a place you want to stay in. Despite decent ranged strings and even some frame traps, you want to make sure you pick the stages with the most benefit to your game, and that means having a lot of zoning space. A few examples:​
-Atlantis is easily one of the best places for you to pick. It's large and incredibly gadget friendly; having two escape methods on either side of the starting positions and an overhanging bar that serves as another get-away move. On either end of the stages, there are two hazards that can keep an advancing opponent on their toes. Definitely a go-to choice for you.​
-The Watchtower is another solid pick. It's got a good size to it, and it's also great for zoning game. There's a moving environment hazard that flies right to left and is unblockable; definitely good for keeping people on their toes. Doing empty jumps to this hazard is great to prompt a reaction, enabling counter-attacks from afar with air shots and mix-ups.​
-Arkham Asylum is probably one of my favorites. Right off the bat, on either side you have two environment hazards that let you bounce away from the air. With a big screen size, you can easily take advantage of some characters' increased difficulty getting in. On the right, there's a hazard that freezes on hit; use this if you need it to get a free wall-bounce combo, or cross up and knock them into the corner(or do that awesome Scarecrow transition.) On the left is an environment interactible that bounces you away from the corner; a little further over, there's a Poison Ivy hazard that can stuff advancing moves, but has very little range.​
-The Fortress of Solitude should be avoided at all costs; it is VERY small in size and some characters can corner you right off of one combo. Stay away from this stage if you can help it.

>W.I.P<
 

RYX

BIG PUSHER
Gimmicks and Other Shit

~VORTEX~​
When ending combos with Sword Flip, Slade can follow up with a forward dash into an immediate forward jump. J.1 is the easiest and most consistent cross up. On hit, you have a 50/50 with D1~Sword Flip or B22~Sword Flip. On hit you can take them for another ride or back up and begin his zoning game. Examples:​
323, f.23 s.flip, f.dash j.1 d.1/b.22 s.flip​

>Reserved