I took a bunch of notes. They are spoilered below.
Main things:
- You don’t do optimal combos.
- You REALLY need to work on confirms, what to do after katanarama chimichangas in the corner, and not dropping combos.
- You use your teleports to get in but resetting them in your combos is not a part of your gameplan. You should be doing that. Resetting teleports outside of combos is a great way to get hit.
- When you teleport in hit some s.L’s or c.L’s for a second before you go for the overhead. You crossed yourself up a bunch and got s.M instead of the overhead. Best case you get a full combo instead of an overhead combo. Worst case you have to wait one button press before you go for the overhead.
- You use c.H a lot when you’re just fishing for a hit. Sometimes it works but sometimes it’s a spectacular failure. I’m not convinced that you shouldn’t press it but be careful with it. Especially don’t use it as an anti-air.
- Be more careful with your grenades. You throw them out way too close to people.
- Overall, think hard about your team and how to keep momentum. Deadpool is funny in that he gets a lot of momentum by jumping back from midscreen instead of going in because he’s able to shoot guns and call an assist. The opponent is almost always forced to block that. Your job is to make them block that then find a way to keep the pressure on. Perhaps you could call the assist a bit later so that it could cover a teleport in right when you land. Bonus points if you can find a way to hitconfirm off of the assist or use it as cover for a teleport when it’s blocked.
- You have to tighten up your game if you want to play Deadpool. You must get a hit in with one of his two teleports because the failure makes him vulnerable. Plus, with 900k he’s pretty easy to kill so there’s not a lot of room for mistakes.
Spoiler
Game 1:
- You come down vs Wolverine with a j.S then eat a blockstring. You’re lucky you didn’t get killed right there. Doing the shoryukens instead would have given you a safe landing.
- Shortly thereafter you attempt a raw bolo, I guess in an attempt to catch a dive kick? It’s a bad choice as it whiffs and puts you in the corner. The Wolvie player should have hit you while you were in recovery from bolo. A quick LMH would have done the trick. You then made some questionable decisions with a c.L and two slides. I guess you were hoping to catch him while he was jumping? You get counterhit out of slide with a dive kick then the Wovlie player drops his combo which should have easily killed you.
- Back to neutral, you call Doom beam and do ground M guns. The Wolvie player responds with call Ryu + Barrage, which catches you in the startup of another guns and kills Deadpool.
It’s evident from game 1 that you need a better plan for fighting Wolverine. Against Wolverine you should be content to zone until you can catch him on the ground with Doom Beam or guns and teleport in. Where are the Vajra calls to scare him into not dive kicking? Why do you do Doom beam + ground M guns instead of Doom Beam + jump back M guns? The latter covers more screen space and will keep Wolverine from advancing on you. Why weren’t you using the shoryukens to safely cover your landing? You want to use the safe zoning patterns as a way to deal some chip and get a sense of the other player’s movement so that you can set him up for your teleport in. Wolverine should not be getting to touch Deadpool. Even at the start of the round since Deadpool can double jump.
Game 2:
- You’re much more content to zone. You get backed into the corner a bit but you manage to get out with the help of assists then punish Wolverine for an errant Fatal Claw. Something that scared me when you were toward the corner was that you threw a nade from fairly close. That’s reallllly risky. You’re lucky it hit.
- After the Fatal Claw punish you drop the combo, score an accidental bolo, then drop the followup to that. Sloppy! When you’re that close to the corner the regular followup to katanarama chimichangas can be tough. I think you can do s.H S.
- One thing I liked was the c.H + call Vajra xx Quick Work blockstring. I assume that works on hit? Nice.
- You drop into some zoning again and throw out an ill-advised HHT. You’re lucky the Wolverine player screwed up the punish and fell into the end of the hyper.
- Against Ryu you do a little better. Deadpool + Doom + Vajra is at a huge advantage in the zoning game vs. Ryu/Magneto and the Ryu player tried to hang back and throw fireballs. You missed a shot at a happy birthday when he called Magneto. You could have gone into HHT.
- You try to confirm HHT off of the Doom beam and miss. You should know your team and know that won’t connect. Don’t go for it if you know it won’t.
- You call Vajra and use the failed teleport. Forget how many teleports you’d used and botch a mixup? Fortunately, Disrupter hits you and saves you from eating an OTG Shinku Hadouken or whatever Ryu does to OTG.
- You throw out a c.H and eat a jump in S from Ryu. No idea what you were doing there, c.H sucks asshole against jump ins, especially Ryu’s jump ins which are pretty good.
- You mash +H during Ryu’s combo and catch him with a throw when he drops it. lol.
- Next thing you go for is nade + teleport into overhead. You get hit with a raw S. Wedge mentioned that you probably shouldn’t be throwing out a raw overhead after a teleport and this is exactly why. Mash s.L or c.L a bit and see if it connects, then go for the overhead.
- You guys jump around each other for a while and you land a random quick work out of a c.H. It kills Ryu but it’s not convincing.
- XF3 Magneto comes in and rapes your doom, who you’ve tagged in so that you can recover some red life on your near death Deadpool. Deadpool comes in and catches Mags with a lucky raw bolo but drops the combo after the Quick Work H then gets killed. boo.
You have some good ideas with your team but you have a problem that I think plagues most Deadpool teams. After jump back guns + call assist you simply lose momentum. You’re at fullscreen and you can shoot some more guns, throw a grenade, or call an assist but none of those options are particularly oppressive. I believe the answer is timing your assist call with jump back guns then teleporting in upon landing. You should time it so that on assist hit you get a combo and on block you get a blockstring.
Quit throwing out those anti-air c.H’s. Those are terrible!
Game 3:
- You start the game off with jump back + zoning into a teleport and start to pressure Wolvie with and overhead and some blockstrings. This is exactly what Deadpool is all about. Unfortunately, you don’t get the hit. You still have him in the corner and you go for standing M guns + Doom beam. Wolverine superjumps up back and away from that shit. Here is where you ought to be doing jump back + M guns and call Doom beam instead of ground guns. Jumping guns at least had a shot at hitting Wolverine before he gets to superjump height and knocking him back down to the ground. Instead, Wolvie pops you with a divekick.
- Wolverine drops the combo and lets you live. You get some space and start zoning a bit. Right at 2:49:05 you throw a grenade. This is a great example of throwing a grenade with poor spacing. Wolvie gets WAY in on you and by all rights he HAS you. The grenade has shitty coverage for up close fighting like that. Wolvie should have killed you – you just can’t throw nades at that spacing, it’s way too risky.
- Next there is an lol DHC exchange. Wolvie goes for a raw Berserker Barrage X, I guess to DHC into Ryu. You’re in the air with Deadpool and you counter with an air HHT. However, your spacing is off and it doesn’t hit. Instead, Wolvie goes under you and DHCs to Ryu who sends the searchlight up Deadpool’s butt.
- You get a hit on Ryu, combo into Cuttin’ Time, and DHC to Doom for the plasma ball up the pooper. You could be doing a better combo but at least you got a hit.
- I’m gonna skip over the Doom stuff. Doom kills Ryu, wolverine comes in and kills Doom. Now it’s your Deadpool vs. his Wolverine again.
- You land a ground guns into HHT, then you do the vajra + failed teleport thing again. This seems ill-advised as it gives Wolverine time to get in on you.
- Wolverine has you in the corner but doesn’t do anything with it. You hit Wolverine with a stray j.L or something and kill him.
- You do a Vajra + teleport incoming mixup on Magneto and get a bit of a combo off of it but you drop it before you land any major damage.
- Magneto pops XF3 and the match gets very sloppy. You don’t throw out any zoning patterns that Magneto really has to respect. Instead, he recklessly rushes you down until he lands a stray hit and kills your Deadpool. You had a few chances. You hit with a raw bolo but Vajra screwed up the confirm for you. That bolo (2:50:49) was pretty good, a reckless rushdown Magneto is a great character to throw a raw bolo at. You specifically get hit because you try to do your c.H + Vajra xx Quick Work string but Vajra is on cooldown. Watch it with that!
Game 4:
- You flubbed a jump back M guns at the opening of the game and got a j.M. Then you threw shoryukens, landed, and you and Wolverine stared at each other for a moment. Perhaps this was the moment when the Wolverine player realized he was respecting you too much. Cuz after that he started going in. He happy birthday’d you with a b. slash and that was lights out for Deadpool and Strider.
This game highlights the weakness in your zoning patterns. You’re not being oppressive enough. You give the opponent a chance to breathe at fullscreen and at midscreen when Doom is on cooldown.
Game 5:
- Wolverine knows not to respect you anymore. He goes after your jump back M guns + assist with a raw Barrage H and catches your Doom call but not Deadpool. This is a solid happy birthday tactic for Wolvie players. You can defend against it by shooting L guns or throwing a ninja gift to knock Wolvie out of
Barrage. Alternatively, you can let him cancel into Barrage X to punish Doom the way that you did. At the end of Barrage X he’s got to DHC or xfactor to be safe. He didn’t DHC or xfactor and you missed the punish because you tried to punish with c.H. What the hell man! You gotta lead with c.L it’s much faster and it will get you those hits. You must be in love with c.H because it is a shitty button that treats you wrong but you still press it all the time. - Somewhere in here you end a blockstring in S. NEVER DO THAT.
- Next you throw Wolverine out of a blocked berserker barrage. Bad punish. You should be punishing with a c.L there for a full combo. Instead you get a throw combo in the corner where you have already shown you have trouble converting off of katanarama chimichangas. You drop the combo.
- Wolvie gets away but you manage to zone him a bit then teleport in and hit with a s.M @ 2:53:05. Woot! But no confirm. ಠ_ಠ. This is because you were going for the overhead but the teleport crossed you up. Instead of :f:+:m: you got +:m:. Again, this is why you should be mashing s.L or c.L after you teleport. You won’t get crossed up, you’ll get a full combo. If they happen to be blocking you can always go into overhead after a hit or two. You can even stagger your L’s for a frame trap to catch pushblock.
- The new, more aggressive Wolvie gets hit by some j.S’s while dashing at you. But again you fail to confirm into a combo.
- Not respecting you at all and going HAM eventually pays off for Wolvie and he kills Deadpool.
Game 6:
- Really strong opening from you! jump back + doom beam throw shoryukens, land and L guns xx teleport then failure. Same problem as last time. You crossed yourself up and your overhead input came out as +:m:. It hits but you don’t confirm off of it because you weren’t expecting it. Press L. After the slight bit of confusion Wolverine does what he does best, presses buttons. And he hits you. It’s a full combo ending in a down TAC to Ryu. Your opponent drops the combo.
- With a new lease on life you throw out a bit of zoning and assists. This ends with a raw quick work. Your opponent punishes the quick work since quick work is not safe. You can make Quick Work safe on block by canceling it into teleport. The motion looks like this: :d::db: (hold) + :d::db: + :atk:. Press whatever attack puts you behind them. Then press L.
- Ryu drops the combo on his quick work punish, you go out to zone, but this time Ryu has meter and isn’t afraid to spend it. He shinku hadoukens you in the face as you try to throw out guns. Deadpool dies.
Game 7:
- Pretty much same opening as the last two games. Wolvie is scared of it now and he up-backs. Looks like you read this and you air throw him. Should’ve done a front air throw so you could combo off of it.
- This time you put up a way better defense while keeping Wolvie out. I saw better spacing with your nades and use of jumping L guns to catch dash unders. You missed a couple of happy birthday opportunities when you caught Wolvie plus assist with ground M guns and didn’t cancel to HHT. Throughout the sequence at the beginning of this game you catch Wolverine in blockstun on the ground a number of times. Remember, the goal is to teleport in on him and give him the high/low/left/right mixup as soon as you catch him in blockstun. Deadpool’s not going to kill anyone via chip. You have to be ready to pounce on them the first time you see that they’re on the ground and blocking guns or your assist. Wolverine never breaks through and lands a hit on you. Eventually you catch him with a c.H while he’s dashing in at you and take him down.
- Ryu comes in after Wolverine and forgets to block. You put him in a quick combo and DHC to Doom. Doom wins the rest of the match for you.
Game 8:
- Same opening as last few games. Wolverine respects it now. Wolverine comes in on you and does something unsafe that you punish with c.M into combo. You DHC into Doom for the plasma colon cleanser and kill Wolverine. This time you seem to be feeling your Deadpool and you bring him back in to fight Ryu.
- You look much much better in this game. You stay away from Ryu’s jump ins and beat up on him with your superior zoning. You catch him with a c.H while mashing s.L, then you catch him with the very tip of a c.L after landing from a jump. You take down Ryu. Magneto is next. He does something unsafe and you kill him too. ggs.
Game 9:
- Your opponent switches to Hulk/Ryu/Sentinel. He could’ve beaten you with Wolvie if he had used b. slash more but w/e. I don’t feel like writing these anymore. You beat Hulk/Ryu/Sent and take the set.