You could just do what I do. Deadpool/Doom/Dante. But that’s for masochist Dantes that like to work really hard with anchor if they have no XF or Meter. But I guess it’s better than no meter or xf Strider.
I understand what you mean though. It’s all about each persons playstyles and the assists are still really good regardless.
I checked that BnB with the double bolos. After DHC to Million Dollars it does 850-870k depending on how well HHT hits. Think it might even be able to do a little more.
I’ll respond to your questions point by point
The approach I am advocating is :a2: :qcf:+:l: xx :rdp:+:atk:. If you cancel from guns into teleport quickly enough Vajra will cover Deadpool and he’ll be safe. The great thing about this setup is that the guns are a projectile – if someone tries to punish Vajra with a physical hit like Hulk s.:h: or Dante s. the guns will hit them and protect strider, then you can just teleport in and continue the combo because guns xx teleport c.:l: (or s.:l:) is a combo. Guns protect Strider, Strider protects Deadpool. It’s a combo on hit or on block. It’s beautiful. Having grenade out there is icing on the cake. You can teleport in behind just the grenade, no Vajra, but be careful. There’s lots of stuff that can stuff the grenade early. Armored moves, projectile assists, the grenade hitting people who are blocking, etc. Just make sure the grenade is still out there before you commit to the teleport.
To the best of my knowledge c.:l: c. s.:h: :qcb:+:m: is a legitimate blockstring. I tested it by recording the dummy to press +:h: on turbo and try to throw me. It couldn’t throw me out of that one but it could get me out of :qcb:+:h:. You’re pretty safe teleporting away from the opponent after Quick Work. I believe the formula for blockstun is Active Frames + Recovery Frames + Advantage if Guarded. Obviously, Advantage if Guarded is negative here. For Quick Work that math works out to 4 + 34 - 16 = 22 leaving the 25 frame teleport at -3 if you cancel Quick Work frame perfect (yeah right). So you’re minus but most characters don’t have a -3 to -7 frame fullscreen move to punish you with. Ghost Rider could snap you or Phoenix Wright could put you on trial. EM Disrupter might get you depending on how late you teleport (it’s 7 frames).
Anyway, like I said, I’m not a huge fan of this blockstring. When I found out about it I really wanted it to work out but I don’t think it makes sense in a match because it makes you burn a teleport to be safe.
There are a scary amount of moves that can slip under the grenade and get at you or just power through it. Frank West’s slide, for example, goes right under that nade and after it does he’s free to funny face crusher you. Throwing the stars is much safer. If you are godlike and can confirm the stars on hit (or just know your opponent will attempt a punish) you can cancel into air HHT for free damage. You can also do Jam Session + Stars but that might be irresistible happy birthday bait for people with invincible level one’s if they sniff it out.
I’m not totally convinced of this but it is my operating theory. The other side of this is that you definitely don’t want to let characters live. If there were a way to guarantee a knockdown where Deadpool could do Vajra, L guns xx teleport to cover all ground techs after the failed teleport combo I would feel a whole lot better about not going for the damage.
I have considered playing Deadpool as a TAC character to fix his damage but I don’t want to play Doom and Dante’s TACs are not really ideal even though. Furthermore, if you TAC over to another character you then have no chance to reset the failed teleports.
Btw, I just tried out this failed teleport combo with the Jam Session extension ending in the corner:
c.:l: s. 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:, :s:+:a1:, j.:s: j.:s:, :rdp:+:atk: xx :qcf:+:atk::atk:
Damage is a piddly 607,400. 740,200 easy if you DHC into Million Dollars before the opponent falls all the way to the ground.
Using Vajra instead and ending in the corner you can get 669,700.
c.:l: s. 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:, :a2:, :dp:+:h:, :rdp:+:atk: xx :qcf:+:atk::atk:
Is it worth it to do these lower damage combos to reset the teleport count or it better to go for damage?
I would say if your combo isn’t going to kill anyways it’s worth it, but if you have a chance to kill you always take it even if you have to sacrifice the incoming mix-up by doing Jamsession Malfunction block string to get a safe malfunction.
It is always more important that a char never gets a chance to leave and heal than it is to get mix-ups.
So I borrowed a friend’s Dazzle, and recorded some matches (online unfortunately) against the first more than decent player I faced. Kinda messed up by using moviemaker and not Pinnacle to record these, so bear with me with the bad quality and no game audio.