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Deathstroke

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Normals

* Non-Lethal = 1

> High

* Target Kick = 2

> Mid

* Slicing Moon = 3

> Mid

* Spinning Kick = b + 1

> Low

* Rifle Butt = b + 2

> Overhead

* Piercing Sun = b + 3

> Mid

> Wall Bounce

* Assassin's Fist = f + 2

> Mid

* Flying Axe = f + 3

> Overhead

* Toe Kick = d + 1

> Low

* Spinning Hook = d + 2

> Mid

* Sweep Kick = d + 3

> Low

* Double Knee = IN AIR, 1

> Overhead

* Double Kick = IN AIR, 2

> Overhead

* Razor's Edge = IN AIR, 3

> Overhead

Specials

* Quick Fire = d, f + 1

> High

> MB Ok

* Low Shots = b, d + 1

> Low

> MB Ok

* Machine Gun = d, f + 2

> Mid

> MB Ok

* Upward Machine Gun = d, b + 2

> High

> MB Ok

> MB version – follow-up grenade is overhead

* Sword Spin = d, b + 3

> Mid

> MB Ok

> MB version – adds another slice that is overhead

> MB version – after pressing MB, tap d to perform a low cut instead of the overhead

* Quick Fire = IN AIR, d, f + 1

> High

* Sword Flip = d, f + 3

> Mid

Character Power

* Enhanced Reflexes = 4

> Deathstroke's gunshots will be unblockable upon activation

> Upon cooldown however, his gunshots will all miss.

Super Move

* Eye For an Eye = SS + MB

> Mid

Combo Attacks

* Carbine = 1, 1

> Mid

* Terminator = 1, 2, 3

> Overhead

* High Noon = 1, 3

> Mid

* Human Hunting = 1, 3, 2

> Mid

* Contract Killer = b + 1, u + 2

> Mid

* Never Saw It = b + 1, d + 3

> Low

* Tango Down = 2, 3

> Mid

* Silent Approach = 2, 3, 1

> High

* Search and Destroy = f + 2, 3

> Mid

* Retractable Stock = b + 2, 2

> Mid

* Identity Crisis = b + 2, 2, 2

> Overhead

* Checkmate = b + 2, 3

> Mid

* Slade Way = b + 2, 3, f + 2

> Mid

* Cold Steel = 3, 2

> Mid

* Diamond Blade = 3, 2, 3

> Mid

* Kill Confirmed = 3, 2, 3, 1

> Mid

Strategies

* His f + 3 is one of the best overhead moves in the game. It has a huge hitbos, is an overhead, and is totally safe when blocked.

* Mix-up his f + 3 with his b + 1, u + 2 for a very solid high-low mix-up game.

* Use Sword Flip to end big combos and as an anti-air as well.

* Use f + 2, 3 as your main punishing string. Even when blocked it pushes the opponent, setting up more zoning for you.

 
Verdict:
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