Do you guys have any tips against a rushdown Amaterasu? All I do is jump back, then H or S, but I don’t find it too effective.
I play both Tron and Deadpool; Tron has a pretty big vulnerable hitbox below her during her j.:h:. Deadpool’s :s: works pretty well against it. Remember to adjust your air combo afterwards, because Tron will be higher than usual. I wouldn’t recommend trying to counter with lvl3, unless you do it really late, because Tron can actually cancel into an air drill to avoid it if you do it too early.
Actually, slide might work well against it too, since j.:h: actually whiffs on crouching small hitbox characters. To the lab!
I always do it really late, as tron is literally on top of deadpool, so the air drill would hit the super anyway; granted i’ve never seen a tron air drill over, but i know it is possible.
Another bad point about using lvl 3 with deadpool is that it doesnt seem to do that much damage as opposed to other lvl3’s, but that might just seem that way because i tend to use it on characters that have high health.
Considering just about how useless a counter super is (most characters can cancel animation into a non-physical super,) it should do more damage, but that’s just me.
The option of being able to counter lvl3 into quick work loop against a tron is something to think about though, possibility to change the game from one jmp.H.
I’ve been trying really hard to find mixups and setups to improve my close game for Deadpool but haven’t really found anything. So I thought I’d try to get some discussion started on Deadpools options up close. Since I didn’t really find anything new, I decided to make a list of all the characters and how Deadpools overhead crosses them up. In the list S means it crosses up while standing, C’s the same while crouching, W is on wake up and K is on knockdown. I don’t know if the wake up or knockdown stuff is of any use to anyone but still decided to list it just in case someone finds some use for the info.
Akuma K, C
Amaterasu S, K, W, C (When Ammy is standing, the cross up depends on the stage of animation Deadpool is in)
Arthur S, K, W, C
C. Viper K, C
Captain America K, C
Chris K, C
Chun Li S, K, C (When Chun is standing, the cross up depends on the stage of animation Deadpool is in)
Dante K, C
Deadpool K, C
Doctor Doom K, C
Dormammu K, C
Felicia S, K, W, C
Haggar K, C
Hsien-Ko S, K, W, C
Hulk
Iron Man K, C
Jill W, K, C
Magneto K, C
Modok
Morrigan K, W, C
(Dark) Phoenix K, C
Ryu K, C
Sentinel
She-Hulk K, C
Shuma-Gorath K, W, C
Spencer K, C
Spiderman S, K, W, C
Storm K, C
Super Skrull K, C
Taskmaster K, C
Thor K, C
Trish K, C
Tron C
Viewtiful Joe S, K, W, C
Wesker K, C
Wolverine S, K, W, C
X-23 S, K, W, C
Zero S, K, W, C
With Ammy and Chun it’s really hard to tell if you’re gonna cross up or not when they’re standing. When you’re walking towards them, the walking animation pushes them farther away from you at some points and it’s not gonna cross up. When you’re standing and Deadpool’s hopping back and forth, it crosses up when he’s hopping forward and it doesn’t when he’s hopping back. Hope this list is of some use to anyone.
Kill Phoenix with throws:
Pho in corner:
Forward throw, dp+HH, back dash, cr M, st H xx qcb+M, S, sj HS, j. qcf+atkatk 422600
Note: you have to do the super before landing
Air throw:
Forward air throw, dp+HH, dash, cr H, S, sj MHS, j. qcf+atkatk 422700
Note: you can land and then jump super. Also, this one doesn’t work if you catch her too high like from the top of a super jump, for example.
There are easier ones that use Xfactor or 2 meters but these seem to be the most economical.
I just recently realized how dirty Deadpool’s overhead can be. For some reason I thought he was airborne while doing it but apparently not. You have three different options to mix people up with it. You can simply do the overhead and continue on from there (what’s the best combo off his overhead by the way?), or you can cancel into L Quick Work after the first hit is blocked. The third option is to cancel the overhead into L Quick Work before it hits. This works pretty well against players who try to pushblock everything because the overhead is so easy to see even if you cancel it early. These mixups should of course be covered by assists because Quick Work is so punishable and because those combos often help combo off of the QW.
I also found that using basic ghetto combos isn’t as bad as I thought it was. ABCS BCS is pretty good if you call Sentinel at the same time you press c. L. If you delay the air combo a bit, the opponent drops on the drones and you can either extend the combo or let them pop up for the reset. I like to sneak in an extra j. H in between the drones for the little bit of extra damage and also get in position to either cross under, fake cross under or the air throw. The downside of this setup is that c. L + Sentinel call is pretty much a birthday invitation for the opponent. That’s why I like to call Sentinel a bit early and just go for c. H. It’s a bit safer for Sent and the drones usually keep Deadpool pretty safe as well. This setup probably works with some other assists as well but I haven’t gotten to testing it yet (laziness is a factor too).
I don’t know if any of this is new to anyone but it’s not like there’s too much discussion going on here anyway. Step it up guys, the merc deserves more love!
Am I the only one who notices that you can DHC trick from the Bolo? Not really worth it, but it’s funny.
Damn, not much love for deadpool I see. Well I was considering trying him out and was hoping I could get some advice from y’all bout the basics of playing a good deadpool.
Try to stay on the move, make good use of pineapple/shurikens, double jumping is fantastic, learn to effectively use and manage your teleports because they’re awesome, don’t be an idiot like me and press S when your attacks get blocked, jumping medium guns are your best friend, learn a basic combo that can net you around 550-600k; never, ever shut your mouth.
Pretty much that. I made some long Deadpool combos while training, but I realized they weren’t great for damage, but they could be seen as stylish.Oh, and to add to Dingofist’s tips, use pineapples to cancel your crouching H if you’re being blocked, but be careful; some people (like some Dormammu users) catch on to that and chaotic flame you on reaction.In that case, the bolo should be more effective. (cuz of Deadpool’s big backward jumping distance when using this.)
Dingofist and M&D Master speak the truth. I don’t like using the bolo to make my blockstrings safer though, I rather use the shurikens (had some bad experiences with She-Hulk sliding under everything else). The ninja gifts are very useful moves in other situations too. Shurikens are fantastic to keep straightforward rushdown characters (She-Hulk, Wolvie, etc.) off of you and grenades are pretty good for zoning purposes. The bolo… Well… Has anyone figured an use for the bolo outside of combos? You should also learn to use the overhead and the teleport to your advantage. Deadpools mixups are kinda limited but those two moves are the best he has for opening people up. Just remember to protect your teleports with an assist.
In the interest of having the UMvC3 character threads be as awesome as possible, I am posting here to offer up my current Ultimate Dormammu Thread as a base skeleton to anyone who intends to manage a character thread, or something similar, in Ultimate. It is currently stripped of information, and will remain so until about a week before release. I am not attempting to toot my own horn, but rather offer to others what took me quite a bit of work to do, so that those who would rather not spend the time on such things do not have to.
I have received a lot of compliments to-date about the structure, and a few people have requested permission to use its structure for UMvC3, so I thought I would go around and make the offer to others who might not be aware that someone out there has already done the grunt work for them (haha). Because I am posting this in all the character forums, and this is time consuming on its own, I have not taken the time to check for how developed the thread I am posting on current is. Thus, I ask that no one be offended at my suggestion if your character forum is well constituted already - I mean no intrusion upon your methodologies!
Here is a link to the thread blueprint:
You can get an example of what it looks like when filled out here:
You are of course entirely welcome to change whatever you like if you want to incorporate this structure into your own thread. I have all of my posts saved as Word documents on my computer. If you would like these documents instead of having to copy/paste from the main threads, please feel free to PM me your email address, along with the character thread they will be used for, and I will gladly send them.
Highest Regards to All,
Karst
Anyone planning on doing the UMvC3 Deadpool thread and actually keeping it updated? If not I wouldn’t mind doing it, I’m already doing the Haggar thread and I’ve been maining Haggar/Deadpool/??? since release.
I was gonna offer to do it if no one else would but since you did, I’m not gonna bother :D. So yeah, you got my vote.
You asked first, so I don’t mind at all. Lemme know when it’s created.
P.S: Anyone sad about not being able to cancel Mad Wheel into a normal anymore?
The only normal you could cancel into was S. I never did that because it’s unsafe as all hell (without assist cover) and there’s no mixup there. Not being able to cancel into specials I’m kinda sad about but the tradeoff is more than fair.
So discovered something grievious today.
cM doesnt link to cH against firebrand.
It surprised me and fucked me up TT.
I don’t think it does against Rocket Raccoon either.
This applies to really tiny characters like Arthur to Rocket Raccoon small, and this happened in Vanilla Mahvel well. It’s sad because I have to keep it in mind when fighting small characters, and it’s tougher to hit confirm…
Yeah…and still no precision about the timing of chimichanga after quickwork (it work randomly or i have to mash like Jill on crackbeast). so cH is the only way to make the BnB