that’s why i dont use them in combo. Not THAT rewarding in comparaison to the bolo relaunch.
saving them for mixup is good.
As for M ninja gift, contrary to L ninja gift, you cant block on the way down so…
that’s why i dont use them in combo. Not THAT rewarding in comparaison to the bolo relaunch.
saving them for mixup is good.
As for M ninja gift, contrary to L ninja gift, you cant block on the way down so…
I only use them for mix ups. Specifically, welcome mixups.
I thought you couldn’t block after any ninja gift.
I think you can’t block after any of his air specials, could be wrong though.
I use teleports for mixups and for escaping the corner. I’d like to use them for combos too but I’m still kinda stuck playing vanilla Deadpool since I haven’t had time to get used to his new shenanigans. What people seem to often forget is that mad wheel (f. M) causes a hard knockdown even if it hits when the opponent is in the air. This means that pretty much any combo that ends with chimichangas into whatever can be used to reset the teleport count by using mad wheel, malfunction XX air HHT.
I personally hate it when I see people killing a character with Deadpool and then blowing themselves up before the next character comes in. I see where they’re coming from and it’s not that bad when the incoming character is someone like Haggar or Hulk who you can easily zone out and just chip to death but against the better characters, I feel it’s not at all worth it. You’re giving up a free mixup to gain a tool that you may not even get to use. And it’s not like Deadpool doesn’t have any tools for welcoming mixups without the teleport either.
I don’t like the idea of using the teleport to extend combos unless it’s necessary to kill someone, and that seems so rare to the point of not worrying about it.
I do like it for converting a random full screen guns into a combo, though. Even though the combo gets scaled, it still does good damage and builds back some of the meter you wind up spending on the super finisher at the end. It’s even better if you can end the combo with a teleport malfunction xx air HHT to reset your count.
Start-up speed for teleports is what matters most for cross-up mixups. Deadpool’s is slow. But unlike those with faster teleports, his teleport has 0 recovery.
That signals to me that it’s a weak cross-up tool, but a great tool for staying safe while zoning and punishing unsafe stuff with a teleport into his quick normals. The ability for him to teleport where he wants (not restricted to tracking on top of them) reinforces that to me, and the fact that he can’t cross-up people in the corner further reinforces it.
Like Jufo said - he has a lot of really strong mix-ups on incoming characters without using teleports, and that’s not really an opportunity you want to give away. His dash takes him super low to the ground and goes real fast. Quick Work does too. If you really want a left/right mix-up using an assist, you can use those and save your teleports.
That doesn’t mean you never use teleport mix-ups on incoming characters. I just wouldn’t use them as my only mix-ups due to the restrictions.
In terms of blockstrings, I normally cancel into ninja gifts M. Seems to be the safest and most profitable of the 3. I believe H sends you higher and helpless for longer than the other two if I’m not mistaken. If they try to punish the string and get hit by the grenade, I attempt to dash up and get an airgrab reset off of the air tech. Unless someone has a lot of deadpool experience against his strange mixups, it’s not common that they punish it too hard if they do figure out what you’re doing.
I use teleports almost solely for mixups unless I whiff something terribly bad and need to save myself. Normally I try to hit a QCF+L/M fullscreen into a teleport and then get a bnb combo off of that. Sometimes when I use my Deadpool/Task team I call out the horizontal arrows and shoot my own gunshots cancelled into a teleport, throw out a few jabs and if none connect I try to catch them crouching with an overhead. Teleport into jabs is a surprisingly strong mixup lol.
When it comes to blockstrings, I go for Ninja Gifts M after crouching H like a lot of the people here have said. I will say, though, it’s NOT the greatest idea to use this on Dormammu, since he can shut you up with Chaotic Flame’s rather quick startup.
I always keep track of how many teleports I have left at ALL times during a match, as I do tend to have them foiled and foiled about 2 times in a match. A good thing to do about this is after taking down a character from the opponent’s team, if you don’t have any Tports left go ahead and blow yourself up to reset the counter (of course if the incoming character has a long ranged OTG hyper, such as Magneto, Dormammu, etc. one must have caution where you’re trying to reset your ports)
I use up teleports after happy trigger shots from full screen range and it’s caught 8/10 people I use it on off guard and sometimes even crossed up (y’know, cuz of the set locations Deadpool appears in and all) The way I use Deadpool makes him great in every position I may play him in, but I tend to use him as an anchor with XF lv3 and the gun + teleport mixup/cross-up.
Does anyone have the frame data for Deadpool? I’m going to at least try to get that new marvel testament in all its glory soon, but I’m impatient and tired of getting blown up from random things…
At least, is chimichanga (from both katanaranma, and quickwork) safe on block? It seems like it pushes characters back just enough to be so, but I figure it has too much recovery to actually make it work out.
As for Quick Work into Chimichangas…it’s so awkward. It -is- a matter of timing, I’ve been trying to find an absolute visual clue for when the appropriate moment comes up. It somewhat seems like when Deadpool begins to put his swords away, but it probably varies for each Quick Work. QW L you can just mash out, even on block, Quick Work M feels the hardest to do overall.
Actually after playing with his teleports some more, I’m starting to realize that you can do combos in a way that always end with a Teleport Explosion into Air Happy Happy Trigger or a combo extension of some sort with the right assists. The benefit is that since you’re working in an explosion, you’ll always be reset back to 2 teleports after each combo and they do a lot of damage.
The tough thing is that you have to be really good at adjusting your combo on the fly depending on your position and how many teleports you have. You want to keep them in the corner, so you need to teleport correctly to achieve that.
It adds some nice depth to his gameplay though. I like it :tup:
Yeah, the way I reset the teleport counter is by either using it to otg after a bnb or call task arrows assist to make it safe as long as there isn’t an otg hyper character.
Deadpool gets blown up by Dorm and Strange because of how hard they punish his long range attacks and whiffed moves. It’s upsetting
I feel like he can work as a Frank counter though and I like that, because frank is such a bitch to fight.
Funny you say that, cuz I use Frank and Deadpool in the same team, lol. Basically, whatever Frank at Lv1 can’t handle (i.e Zoners) I let Deadpool give it a try.
Chimichangas is -11 on block. So very punishable, but maybe hard to punish online. The only true way to make quick work safe is a teleport cancel.
As for QW xx Chimichanga, there’s a 2-frame window for the cancel, at different timings for each version of QW. You can double tap H for better consistency. It’s weird doing “links” in Marvel 3, but I know I do harder things in SF4.
Thanks for the information.
It’s not necessarily the links themselves, just the format of the game itself they seem rather out of place and more so awkward. Still, it’s so valuable a tool for him, to expect any higher level play I’d imagine one should really get his chimichanga follow up almost second nature.
The thing about Chimichangas after Quick Work is that the fast nature of the game makes me rush the inputting of the H. But you can get it down easily after a while.
Hey, haven’t posted in a while, but I’m back to give a little insight:
By this point, each of my combos end in a teleport explosion in the corner, either for the purpose of maximizing damage or resetting his teleport count.
The great thing about Air HHT is that when they roll, you can set up a meaty L Happy Trigger xx Teleport + Assist. Depending on where they roll, you can do a cross-up, overhead, or tick throw.
My zoning has changed quite a bit as well. Heavy emphasis on double wall-jump zoning (a.k.a. bounce-zoning), i.e. using Deadpool’s wall-jump followed by a double jump (+ guns) in tandem with an assist, allowing DP to zone super-jumpers, remain above ground level to avoid random supers, and always have the upper-hand in projectile wars.
This method is safer, more versatile, and can lead to bigger damage. It can basically create cross-up mix-ups at SUPER-JUMP height.
You can make some strong zoning patterns depending on your assist. I personally use Doom Missiles/Arthur Daggers, which can cover super-jumpers, teleporters, and generate a quick offense.
Learn bounce-zoning and love it. The concept is vastly different from jump-guns and requires smart assist (lol smart-ass) choice. Dante Jam Session, Akuma Tatsu, and Doom Plasma, among other assists, compliment this type of zoning.
I was waiting for a solid tourney result to actually show by example rather than post about it, but I only went so far at SCR (5-2, sent Yipes to Loser’s, got eliminated by X-Ray).
Hope this helps some of you, feel free to ask questions about it.
Can I see you play anywhere? I tried to find your matches in the SCR archives but they’re way too big to search through for any particular match.
Unfortunately, I didn’t get any stream time at SCR. I was on deck to play Yipes on the main stage, but they canceled last minute due to time restrictions. If I get any stream coverage, I’ll be sure to post it in the video thread.
What exactly is bounce zoning im very interested
bounce zoning is just, do a wall jump, do a double jump. then as your falling medium happy trigger!
What should Deadpool do as a mixup against an incoming character? (I use Deadpool/Dante/Hawkeye)