Weird, I was testing stuff like this earlier with Deadpool and Wesker
Deadpool and Wesker have really good team synergy. :3
So a lot of people are sort of saying Deadpool is sub-par. I haven’t played him a lot, but I like him and want to learn him better. Is he really that bad? Just from what I’ve seen, he seems like he has potential. But maybe I’m wrong. I hope not.
Well Ogrimtitan I use him to anchor my Thor and Hulk, I like his Xfactor and he is just all around fun to use.
Oh by the way, his more useful BnB would have to involve Quick Work since it does spinning hitstun and you can combo C. into launcher for some good damage. :3
Quick quick favor, can anyone go into training mode and tell me how many reps they get off the bolo loop? I want to see if I’m just going crazy and seeing if the patch effected it or not. Feels like Deadpool falls faster after 2nd rep.
So what are DP’s primary BnB’s being used right now?
Could someone explain me how does his teleport work exactly?
Against Wolverine’s divekick specifically:
If they do it near the peak of a regular jump or from a superjump (ie: high), you can simply dash under them and time a slide to hit them as they land. There’s a short recovery period on the divekick and if you time it right (it isn’t that strict) you’ll win every time and can combo into launch. Not quite sure how well this works on other divekicks.
If it’s a low divekick you can do a grounded Bola (QCF H, H) and combo into L Quick Work > Super.
If you have Hulk AA you can just mindlessly mash it when you see it.
It’s just the usual “waaagh my character sux” that goes on in every character subforum. He’s fine. If you build your team around him you can do dumb shit like nigh unseeable instant crossups into 100% with the DHC glitch. All his assists have uses and his supers are good for DHCs and punishing assists. He’s also a pretty good XFactor character. He builds alot of meter, does alot of chip, and shares Dormmamu’s ability to hitconfirm into super from full screen. His overhead isn’t the fastest or the trickiest, but most of the cast would kill for it.
He has some bad matchups, big deal. He also rapes others when paired with a good “get off me” assist. I would peg him mid tier at worst, probably high-mid. It’s hard to make those kinds of judgments though when so many characters are good in this game.
L version teleports to left side of the screen. M to the middle, H to the right. Doesn’t matter where you or your opponent are, always goes Left, Middle, or Right of the screen. Third one always malfunctions, can’t do anything about it. Switching him out doesn’t help. The one thing that’s good about the malfunction is that it hits OTG, so if you’ve used two teleports you can do a regular combo into air J.S, Dash, Teleport (hits OTG) xx air Happy Happy Trigger. His teleport is one of his best tools, getting the malfunctions out of the way is important.
Thank you rampage, was so used to dormamus teleport that deadpool´s one was confusing me a bit lol
I’m having trouble timing a dash-in following quick work in his BnB quick work combos. I always seem to arrive at my opponent once they’ve touched the ground, not while they’re still in the airborne/spin state that quick work puts them in. Is there some timing tricks I should be aware of? I’ve spent literally hours trying to figure out how to time his dash to no avail. Any help would be super awesome. Thanks!
On that note: I don’t know if this is already known. I haven’t seen it mentioned, but pardon me if I’m restating. I was having a hell of a time reliably getting the double Quick Work BnB, too. Then I accidentally discovered that you can link off of DP’s cr., st.:h:, :h: Quick Work with a STANDING , :h: into an Quick Work, and you can do it WITHOUT dashing. The timing is a little funky. The standing hits after it looks like the opponent has already dropped below its hitbox. But it’s way easier than the dashing crouch string. After the (second) Quick Work, you also don’t have to dash. You can just do cr., :s:, into a short air combo, land, hyper (or whatever). Does just over 680k.
I have a question of my own: What are Deadpool’s best ground and air pokes for getting in? Most of his normals seem to have fairly low range/priority.
Cr. L is actually amazing.
Cr.l and St.l are really good. Slide is good for getting in if you have an assist to make it safe. His overhead leaves him at frame advantage on block. Jump forward M guns leaves you at advantage and you can combo after if they walk into it.
You are brilliant. Just ran this a few times and I’m getting it down pretty consistently. This definitely works as described. Thank you!
Edit: I have noticed that timing and spacing to hit with the follow-up standing , :h: change depending on where you hit them on the screen with the cr.,st.:h:, :h: Quick Work. It seems easier to land when you start this in the corner and less so when you begin mid-screen. Just me??
I was messing around in the lab lately and I’ve been working on his teleport shenanigans. I was working with “unblockables” with Felicia’s Rolling Buckler slide assist right before I teleport and then use the overhead or j.:s: and go into a combo. Same thing works with Wesker’s gun and other low assists. Deadpool might not be strong on point, but this type of stuff should definitely help him out.
I’m not sure if I’m posting in the right thread but since I don’t see a thread for matchups, here goes.
I’m having a lot of trouble against Magnetos, especially against zoning Magnetos. I haven’t found a reliable way to punish or stuff his Disruptor. It beats every version of happy trigger, it’s too big to go under it with Quick Work and the teleport is too slow. The thing that randomly gets me wins is jumping L guns but that’s not reliable at all.
My other team members are Hulk and Sentinel so they don’t have it any easier either. Any tips?
If you time a grenade to go through the disruptors he can’t really do another one for a few seconds unless he wants to get blown up.
Damn, why didn’t I think of that? That helps a lot, thanks! :tup:
Don’t know if this was known but you can actually negate a groundbounce with Dante’s assist (possibly others) so you can do two OTG Katana-Ramas in a combo.
So you can do like c.l, c.m, c.h, S, j.m, j.m, j.h, j.S, Dash + Dante call, pause, Katana-Rama + Chimichanga (Assist keeps from wallbouncing), S, J.h, J.S, Katana-Rama + Chimichanga (Wallbounce), Super.
Might be able to extend his usual Quick Work loop combos but my execution sucks dick.