Deadpool Critique

I took a bunch of notes. They are spoilered below.

Main things:

  1. You don’t do optimal combos.
  2. You REALLY need to work on confirms, what to do after katanarama chimichangas in the corner, and not dropping combos.
  3. 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.
  4. 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.
  5. 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.
  6. Be more careful with your grenades. You throw them out way too close to people.
  7. 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.
  8. 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 :b:+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 :b:+: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 :b:+: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::b: (hold) + :m: :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.

Thanks a million for the Critique guys, I’m going to work on changing some of those bad habits like throwing out Madwheel after teleports and c.H lol… or at least doing a ninja gift off of it for a block string. Also using teleport malfunctions as combo extenders instead of wasting them. I’m going to set some time aside tonight to work on the teleport reset combo w/ Strider and the Doom TAC.

@Wedge I try to consider XF not a option since Strider absolutely needs it, w/ his H-L Gram corner loop you can get 1 million w/o using bar then you still have orbs to kill the 2nd character if your opponent has one left.The thing is during that set I didn’t convert and get it done.

@Dren Thanks for the madden play by play. I really appreciate that and see everything you pointed out. What’s funny is I was mashing back H and got that grab on Ryu lol.

Kindafresh, after I saw you do a string of c.L c.M c.H, vajra hits, quick work I decided to try it out in the lab. To get the timing right for vajra to connect after the c.H I had to do c.L + Vajra c.L c.M c.H. I tried hitting with Quick Work M after Vajra hits but it didn’t connect. Perhaps you used Quick Work L or a different timing.

Do you use that as a blockstring or was it coincidence that it hit the way it did? If you are using it, what timing do you use and how do you follow it up? I noticed that the c.L c.M c.H string doesn’t work on Arthur. c.M knocks him too high and c.H doesn’t connect. Deadpool has a lot of trouble with safe blockstrings on little guys that confirm on hit.

I got interested because I want to come up with an assisted blockstring for Deadpool that will combo on the little guys. I found one with Tatsu but I was disappointed with Vajra.

You know honestly that’s not something that I normally try. I’ll have to go back and watch the match to see how I did it. Usually I’ll call Strider as protection then go in for something. My thought process might have been if he blocked high for Vajra I could get a Quickwork to start a combo off. I probably called Strider before the L because I never really hit A2 and L at the same time(which is something I know you have to do for some combos). I’ve been doing the Quick Work Teleport mixup that you suggested and that is soooo dirty LMAO. Oh and Rocket pops out of the same string that Authur does as well. You have to do cr.L,cr.M.s.H etc.

I would like to see some videos of that mixup in action if you get a chance to post another vid. I am really close to being able to pull it off. I’ve been really trying to level up my Deadpool lately and that’s meant learning a whole new team so I’m still not quite there.

In practice I had been focusing on hitting the quick work mixup. I tried to do it in some matches and realized that the mixup isn’t the hard part. The hard part is not crossing myself up L/R after teleporting in on someone. So to fix that I’m changing up my practice to include teleporting in on someone from different distances and throwing out a couple of L’s right after the teleport so I can get my bearings before going for the mixup (or just comboing). I can’t believe I didn’t realize that and practice it before.

btw, if you use tatsu you can do the following blockstring to confirm a hit on pretty much anyone:
c.:l: c.:l:+:a2: c.:m: c.:h: :d::db::b:+:m: :d::db:+:atk:

It isn’t ideal because you have to properly time the quick work for it to connect. On hit the c.H whiffs but it moves you forward far enough that quick work will hit. If you omit the c.H quick work won’t travel far enough at midscreen. There are two c.L’s at the beginning because you don’t want to start a string with button + assist. If the c.L gets beat for any reason you’ll get happy birthday’d. Putting the assist call on the second c.L ensures that they’re either blocking or already being hit so the assist call will be safe.

Aside from the timing issue I think it’s a pretty good blockstring. On block the tatsu assist will give you an opportunity for a safe teleport mixup. Similar blockstrings could probably be created with other assists. Unibeam would probably be really easy to convert off of.

Hey Deadpool players, got another match for you to look at.

[media=youtube]gKOrcHUhhrY[/media]

My match is the very first one/beginning of this video, and it actually started recording partway in. I choked really hard. I don’t know if it was tournament jitters or what. Dropped a game winning combo with Iron Man, and made some really shitty mistakes with IM in matchups he actually has an advantage in (Doom and Dormammu). But these are the Deadpool forums. What I’d like from you guys is ideas of how to fight Doom or improve my neutral with Deadpool. People keep telling me to play Deadpool first and Haggar second, maybe I should give that a shot. I have a DHC combo into Haggar that does over a million damage and also ways to TAC into him. Regardless, Doom is a character I don’t really know how to fight. Part of me wants to zone him but he has the mobility to get in on Deadpool so I was fishing for hit confirms that got me murdered. Any input would be appreciated, and as always thanks a lot for the help guys!

Deadpool vs solo Doom should be in Deadpool’s favor but he has to be careful to avoid footdive at all costs.

If Doom is super jumping and shooting finger lasers Deadpool can hit him with H guns or superjump straight up M guns. If Doom is on the ground shooting plasma beams Deadpool can superjump straight up and L guns. If the L guns hit you can confirm into HHT. If Doom tries to approach through the air the best bet is to dash under him and get away to the other side of the screen so you can resume zoning him. If Doom starts to dash toward Deadpool Deadpool can throw a bolo to catch Doom, since Doom’s movement is all tridashes he is vulnerable to getting caught in the air by a bolo, leading to an easy combo. Catching him with the bolo is vital to ending the matchup in a timely fashion. The Deadpool vs Doom zoning battle is in Deadpool’s favor but it’s a lame matchup and is slow to do damage.

Hey Deadpool guys its me again! I got another set for you to critique, its a FT10 for a god’s garden style tournament my community is doing. I won this set 10-6, but until I get my new gaming rig I won’t be able to record my own matches so I take advantage of when I can for purposes of feedback.

[media=youtube]0eTsE_FQmQ8[/media]

Please ignore the sloppy ass Iron Man play. Ugh. I didn’t play him properly at all in these sets. He’s a defensive/reactive character and all I wanted to do was throw Smart Bombs and ADDF j.S instead of controlling space and playing defensively to look for hit confirms. But you’re here for Deadpool! So please tell me what I’m doing right/wrong and what I still need to work on.

That looked more like 25 minutes of Haggar laying down his pipe! But I gotta say, your Deadpool is pretty crisp, especially against a team like his where its one bad matchup after another. One thing I really want to point out is where you let anchor Wesker live twice, and one of those times cost you a match. What you want to do is once you get that hit-confirm with Haggar, XF as soon as possible in your combo, so that the damage multiplier lasts throughout your combo rather than just the end.

Another thing I liked was the raw overheads you threw out. A lot of people like to do 3 st.L’s, then overhead, but to me that seems pointless since it doesn’t combo and gives your opponent more time to react. It’s a great move to just throw out after dashing up, but Samson seems to know the matchup pretty well judging by his reaction timing against the overhead.

There’s a billion things I could point out that Samson could have done better with his team lol, but other than that, your Haggar & Deadpool look really sharp. Anchor Ironman … he fits perfectly well with your team, I can see you put in the time with the synergy you have with the 3, but alas, there is only so much Ironman can do by himself.

If I played reactively/defensively with Iron Man I would have done fine. I just kept trying to force openings with him which is not what he is designed for. Wesker/Hawkeye are both good matchups for him because he has the tools to keep them out and control space.

I’m actually still kind of salty about how poor I played with Iron Man because I make comebacks with him all the time despite him not being that good. But I won and that’s all that matters.

Thanks for the feedback! I agree I need to work on my X-Factor use a lot more. ESPECIALLY X factor guard cancelling. Iron Man and Deadpool both have 4f c.Ls that lead to easy meterless kill combos in X Factor and I wasn’t utilizing that at all.

I watched the video and i’d like to say that your Haggar was indeed laying a smack down. You want to know about your Deadpool, though, so i’ll get onto that.

There were a few moments I noticed in the video where it seemed you either accidentally used your teleport move 2 times in a row (or are you doing that double teleport cancel move?) or you were trying to do your Quick Work ability but accidentally did the wrong direction. So if it’s the latter of the two, just a little more practice will suffice. I did notice that you used your Trigger move a little excessively which led you to getting hit sometimes afterwards, so try and be sure you can use it and be safe afterwards. You also didn’t do the Unibeam assist/Quick Work xx Teleport strategy that you mentioned in the other thread. Was this recorded before you knew that strat? Or did you just forget to do it? I’m not saying that it’s bad if you didn’t do that, just out of curiosity.

Another suggestion i’d like to make is maybe try and do some more grabs when you use your unibeam assist to let yourself get closer, or even try and grab them in the air. I know that deadpool’s supposed to stay back away from strong characters like the ones you faced, but it can catch them off-guard sometimes.

I really liked your reset combo of your Attack + Bolo loop to catch them off-guard after you Chimi-changaed them into the wall-bounce. I might have to start doing that with my Deadpool.

Overall you did a good job. The only last suggestion i’d make is to switch iron man and deadpool’s positions on your team. Deadpool has a lvl3 xfactor infinite and becomes extremely hard to fight against because he moves around so fast and can teleport around quickly, too. Iron man on lvl 3 xfactor is not nearly as good. But, this is just a suggestion. You keep it the way you like =D. You play on PSN? I play on both, so if you want to play me over some PSN i’d be up for that. I can’t play for a few weeks, though.

That Deadpool reset was a complete and total input goof, but watching it again I think I may have discovered a reset for Deadpool off his bnb, unless someone already knew about it. You should be able to get a full combo off bola

I liked your use of St.m to catch hawkeye in the few moments you used it.Sometimes I wonder if St.m is actually a really useful normal.
I might have to start doing the quick gunshot into teleport you were doing that looked incredibly effective.
That reset can be improved by doing what I’ve been doing; s, J.l, J.h(Hitconfirm into bolo) you can use it to get people mashing TAC or go for an actual TAC. It’s really good.

What’s up Mercs?!?!?! I’m back w/ terrible Deadpool gameplay footage (and even worse Doom play) for you to critique!
My friend just got a recording setup so we broke it in w/ a FT10.

[media=youtube]b5xlBocHaJA[/media]

Just a disclaimer, i watched only the first few 10 minutes of the video and stopped, so i may have missed a lot. But, it seems the main thing you need to do is simply polish up your combo’s and approach.

I don’t have a whole lot of other things to say because i feel that you were much superior in comparison to your friend that you were playing against, so it’s hard to see what could be improved upon with your Deadpool because your opponent doesn’t seem to be up to par with you. If you could record matches of you playing against equally or greater skilled players then it would be much easier to give an exact critique on what you should work on.

Hey you animals. This might be somewhat unusual for me, but I’m actually requesting critique of my new team. I’ve got most of a FT10 which I won the other day recorded and I’d like someone to give me some tips/pointers for what I can improve on. I’ve been feeling kind of weird lately, like my Deadpool play is missing something and I can’t figure out what it is. Any criticism, positive or negative, is appreciated. Thanks!
[media=youtube]OXjW-9oA7Cw[/media]

From one guy whose Dante is ass to another, your Dante is ass. This led you into a number of undesirable situations like early xfactors and low damage TAC combos. You should work really hard on your Dante. With that out of the way, here’s everything else.

I think I know three things that are missing from your Deadpool game. There’s a dead spot in your zoning game, some unsafe moves you do, and you don’t use ninja stars when you should.

The dead spot in the zoning game is after jump back guns + call Jam Session. I propose that you fill it with jump forward grenade before advancing to Vajra, guns, teleport in. Grenade is good for when you have some distance and you want to put a projectile out on the screen so people get slightly afraid to move. Plus, it’ll autocorrect if someone teleports behind you.

You do a couple things that are unsafe. In the next section I review some of the spots you get punished for them. Firstly, you were constantly doing uncovered teleports. You got punished for this a bunch toward the end of the set. Always cover it with Strider and if you can’t, don’t teleport in. Maybe teleport mid to bait a punish or don’t teleport at all. Secondly, you do the c.:l: c.:m: s.:h: xx :qcb:+:h: combo starter. I know that c.:l: c.:m: s.:h: xx :qcb:+:h: is max damage but it’s not safe so it’s not worth it. You can do :qcb:+:m: instead to be safe but on block you must teleport all the way away, not behind them or to the middle. I much prefer the c.:l: s.:m: c.:h: blockstring where you cancel into ninja stars or grenade on block because it doesn’t waste a teleport on block and perhaps more importantly it works on the whole cast. s.:h: can whiff on about half the cast when they’re crouching, leaving Deadpool open to a free punish if someone knows the matchup and notices what you’re doing.

You use grenades up close to create space when you should be using Ninja Stars. When people are in close rushing you down they will keep coming forward at you until you give them a reason not to. The grenade won’t stop them, it’ll go right over their heads and they’ll be able to punish you because you’re in recovery. The proper thing to do in close to create space is Jam Session then Ninja Stars. Ninja Stars covers a large area beneath Deadpool and should protect Jam Session unless you get too predictable, in which case you should jump or double jump before doing Jam Session + Ninja Stars.

@4:38 Strider killed Deadpool because you threw out an unsafe grenade.

@8:20 you double jump into the corner after getting hit by Viper then I think you try to land on her with j.H or something. Double jump out of the corner, call Jam Session and throw the Ninja stars. Deadpool does not land on people with his air normals. His air normals suck ass at air-to-ground and aren’t much better air-to-air. He’s does have a sweet looking air-to-air j.M combo though. The only person I’ve seen get away with using Deadpool’s air-to-ground normals is Snighter21 (that’s his youtube name, I forget his SRK name). He calls Tatsu assist then jumps forward with j.S. It seems to work.

@11:52 you jump back guns, then call Jam Session, then teleport in. It’s unsafe and this time Viper reads it and EX thunder knuckles you. Fortunately, she didn’t get Dante too.

@13:32 you noticed that Viper wised up regarding the raw teleports so you do Vajra + jump back M guns into teleport. However, the blockstring you go for is c.:l: c.:m: s.:h: :qcb:+:h: and you cancel the s.:h: before it becomes active, leaving a gap. Viper is mashing and she hits you. Viper fails to convert that c.:l: and you attempt to create space with a grenade. Bad move. You’re too close and she easily punishes you. This is where you need Ninja Stars + Jam Session.

I like the bnb that uses two teleports then does Jam Session extension into failed teleport. That’s gotta be pretty optimal for a failed teleport combo. However, I don’t like the bnb that uses both teleports to get optimal damage then doesn’t reset the teleport. It leaves Deadpool in a bad position where his best mixup options are gone because he has no teleports. You can still get good damage without using both the teleports. Try this bnb:
c.:l: s.:m: c.:h: :s: j.:h: :qcf:+:h::h:, :qcb:+:h:, dash :s:, j.:h: :qcf:+:h::h:, :qcb:+:h:, dash :s:, j.:h: j.:s:, :dp:+:h::h: then end it based on where you are on screen. There won’t be enough hitstun left to do another bolo after the chimichangas. With DHC into Million Dollars it does about 850k I think. Alternatively, you could end it with Katanarama (no chimichangas) :s: + :a1:, j.:s: j.:s: failed teleport.

In my opinion optimal Deadpool play is about never finishing a combo without resetting his teleports. No matter what combo you do and where you are on the screen you can always burn a teleport after katanarama chimichangas, then finish with a failed tp ender. That means that if you’ve used one teleport to get in you should always be able to reset your teleports during your combo. With the Jam Session extension this is especially true.

The thing that sucks about failed teleport combos is that you can’t DHC into Million Dollars after the teleport reset for extra damage unless you are ok with not getting any hits of HHT. If they aren’t too far away from you you can get all of the hits of HHT and DHC into Devil Trigger then OTG with Volcano xx Beehive and go into Million Dollars from there. But that’s three meters and Deadpool’s combos don’t build a whole lot of meter. To get the positioning you have to either be in the corner or use Vajra to quickly knock the opponent down after the failed tp picks them up.

The other thing that sucks about the failed teleport combos is that when performed in the corner it’s hard to do good wakeup mixups out of them. The best thing Deadpool can do on wakeup is L guns + Vajra into teleport. But if you end too close to the corner they can front roll through you which is balls. If you figure out something dirty to do on wakeup after the failed teleport let me know. Would call Jam Session + teleport guarantee a mixup?

Anyway, after watching your matches I’m reevaluating my gameplan a bit and I’m gonna hit the lab tonight so thanks for posting the video. I’ve been practicing this team for a while because I think it’s Deadpool’s best team and I really hope I have a breakthrough with it sometime soon because I know a lot about how to play it I just can’t get all the bnbs down.

K so what I’m taking out of this is:
[LIST]
[]My Dante is ass (I know)
[
]Fill in the spot in my zoning game. Jam session + jump back guns, jump forward grenade, vajra, guns->teleport. Or maybe after I throw a grenade, if I call vajra, I can just teleport in without the guns? Only reason I ask is because guns to teleport still leaves Deadpool at a few frames disadvantage, in which characters can grab him or even some can jab him during. If the grenade is out there causing fear, and vajra is coming down, would it be better to teleport as soon as I get to the ground rather than risk my guns to teleport getting pushblocked or grabbed?
[]Use c.LM s.H QCB+M as my blockstring if I’m going for a combo with an early quick work starter. I’ve been doing that lately, the problem is I think my s.H was whiffing or something. Idk, is it a legitimate blockstring? From what I can tell, s.H is -1 on block and has 19 frames of recovery, so the opponent must be in blockstun for 18 frames unless I’m mistaken. Quick Work M has an 18-frame startup. So if I cancel s.H as soon as the active frames are over, I should be safe enough to get that QW M in there right? And if I teleport away after to try to make it safe, quickwork has 34 frames of recovery and is -16 on block, so the opponent is in 18(?) frames of blockstun. If teleport has a 25-frame startup, I’m at a -7 disadvantage? Tell me if I’m doing that math wrong.
[
] When I’m getting rushed down, don’t throw nades. Instead normal jump call jam session and throw stars? Seems legit, I knew I was doing something wrong with creating space at close range.
[]Should I still end my low blockstrings in grenades? c.LMH QCF+MxxM
[
]Always reset teleports, even if it means sacrificing some damage.
[/LIST]

Grenades aren’t always good against everyone in block strings as certain chars can do things about the grenade such as Cap or Hulk so you have to choose between stars or Grenade depending on the match-ups.

My problem with your team is the lack of ToD but it’s more of a zoning/reset team so it has that going for it. The reason I liked doom after deadpool is because of the ability to TAC into a kill if you have a set-up for a tac or reset mix-up. I feel deadpool can’t leave the opponent any chance to do anything otherwise he’ll lose. He has to always have a mix-up or zoning waiting for them.

Dren pretty much gave the best advice possible. Which some of it I’m going incorporate into my gameplans lol.

Yeah, my problem though was that Doom didn’t do enough for Deadpool assist-wise. Even with hidden missiles, I feel like Deadpool needs something more instant like captain corridor from marvel 2. That means either jam session or tatsu for a get-off-me assist. And I wanted to keep Strider around as hard as it might be to work with him sometimes, and Dante fits much better with Strider.