Alright, just watched the archive for your matches. I’m going to be extremely blunt. Don’t hate me for this, because you did fairly well and I’m not knocking you, but there are some things that definitely need to change.
Arthur is the biggest liability on your team. You really need to rethink your team composition.
Deadpool/Doom- yes! I’m the biggest advocate of this best friends pairing, and you were doing it even before I did. But missiles aren’t gonna do jack shit against Justin’s wolverine/storm/akuma. What’s going to stuff wolverine is a beam. Either use Doom plasma beam and replace Arthur with a character who works better with Doom’s beam (such as Wesker), or replace Arthur with a character who has a real beam instead of a poor, dagger-chucking excuse for one. Or just take the easy way out and use vajra like I do.
Your Deadpool is definitely your best character, that’s without a doubt. But because of your weak third assist (the daggers), Deadpool suffers from not being able to have a second useful assist to use in zoning or combos. Even if they were Taskmaster’s arrows instead of daggers, it’d help significantly.
When Arthur runs out of armor or xfactor… that’s it. If the opponent has a character with even a half-decent OTG, Arthur will die when he runs out of armor. I’d almost suggest not using armor at all, but then of course suggesting you play arthur without armor would also suggest that I think it’s alright for you to use Arthur…which it isn’t. When arthur runs out of xfactor, unless you’re fighting against the last character with low health and a very bad ranged game, you lose. That’s how it goes.
I know character loyalty is an issue- hell, we all play Deadpool here- but you need to let Arthur go. He’s a solid XF3 character, but not nearly as solid as quite a few better characters who are also viable without XFactor.
Go for Wesker. Go for Strider. Hell, go for Dante with Jam Session if you want. But Arthur has to go for your team to succeed at a higher level of play.
Definitely taking it into consideration. I’ve been thinking of playing Vergil as my 3rd character, and I might just start after RevLA. His anchor abilities are better than Arthur and his assist can keep rushdown characters at a full-screen distance. Much thanks for the constructive criticism.
Any time. If you want any help working with a third character for Deadpool/Doom, I tried pretty much everyone before settling on strider, so hit me up.
In case I didn’t make it evident enough, though, I wanna say good job for making it as far as you did man. Much respect.
On another note, I’m officially registered for Summer Jam as of yesterday, so hopefully I’ll get some stream time. If I get lucky, maybe I’ll get to show people why Chris G said Deadpool beats his team.
I’ve been thinking about using beam instead too, what’s funny is I was playing the other night and had thought of using the Failed Tele/Vajra to end a combo and you’ve already done it. Now I just need to get the teleport combo down.
You’re right that’s not nearly as good as some people make it out to be. It’s really good to open up people who are turtling or if you can pin someone down with an assist and slip it in. I often get hit out of it by any standing attack, so you have to use it judiciously.
Deadpool’s MAJOR weakness is his buttons.(If he would just use that damn sword…)
His s. :l: and Mad Wheel are his best buttons so I try to use them as much as possible and avoid everything else.
If I had to rank his normals…
s: :l:
Mad Wheel
cr. :h: (since you cancel into pineapple surprise to make it mostly safe)
cr :l:
st. :h:
I really don’t like ANY of his air normals. Like…any of them. His j. looks like it should beat some attacks, but it rarely does.
Jump towards them in the air with j.M. If it doesn’t connect, cancel the j.M into ninja stars and you’ll be completely safe. If it does connect, you’re probably going to kill them with:
j.MH j.QCF+HxxH QCB+H BDP+L s.H QCB+M BDP+L s.H QCB+M S sj.HS DP+HxxH, then if you play Deadpool/Doom you should do cutting time and DHC to sphere of flame. If you don’t, add a DP+MxxH and go into Happy-Happy Trigger.
Umm… it’s just you. Deadpool’s overhead is the greatest tool in his arsenal besides his standing jab. Not only is it a great mixup tool that you can combo off of for significant amounts of damage, but you can also use it after a wallbounce or an assist otg to put the opponent into a hard knockdown state. This can allow for some pretty ridiculous combo extension, such as the Deadpool/Doom best friends combo using the overhead and hidden missiles.
But even without using it as a combo tool- it’s a relatively good overhead that’s fantastic in mixups. It’s +4 on block and lifts Deadpool off of the ground, making Deadpool unable to be hit by some low-hitting attacks during the move. Its hitbox is actually fairly large and it has a slight tendency to crossup on crouching opponents. If you know how to use this move correctly, you’re never going to get punished for using it.
IN other news, I did alright at Summer Jam for my first UMvC3 tourney (I haven’t gone to anything since vanilla). I unfortunately got NickCam first round and had nearly zero Dormammu experience, so I lost 3-2. Then I ran through 2 or 3 haggar teams on my way to losers semis of my pool. I swear to god this character is free to us, I just chucked pineapples and bullets and called strider to render the character completely unviable. I dropped a combo in the losers semis match on a wesker, who proceeded to go level 3 xfactor on my ass and i wound up losing that match 3-2. Not a bad showing for my first time, I suppose.
I just posted that my j. gets beat by everything. And I mean EVERYTHING. I will try timing it a little better, but the hitbox on that gets beat to shit constantly. It’s usually a button war. The opponent his something while I hit j. and invariably, I am the one on the losing end in that trade.
I will go into training mode and see if I need to land the attack at a different point in their trajectory. shrug
I was doing some thinking about Deadpool and I believe I’ve come up with a blockstring that on hit is a full combo and on block is a guaranteed mixup. Doesn’t work on small characters since s.:h: whiffs on them.
The normal bnb is c.:l: c. :h: xx :d::db:+:h:, dash :s:, j.:h: :d::df::f:+:h::h:, :d::db:+:h:, dash :s:, j.:h: j.:s:, :f::d::df:+:h::h: into ender
If you change the first quick work from :h: to you get a true blockstring. If you always teleport cancel out of quick work you get a full combo on hit no matter what teleport you do or a safe mixup (assuming my frame math is right) opportunity.
The bnb would look like this: c.:l: c. :h: xx :d::db:+:m: :d::db:+:h: (teleport behind is probably the best for mixups), dash :s:, j.:h: :d::df::f:+:h::h:, :d::db:+:h:, dash :s:, j.:h: j.:s:, :f::d::df:+:h::h: into ender
Command dash :s: will connect no matter what teleport you do. If they block it you have a l/r mixup based on what teleport you did. Also, you could throw out the overhead.
I leave incorporating the failed teleport into your combos so that you can reset your teleports to you.
Also, I recommend going straight for the overhead against small characters since their normals are likely to whiff against it, it can cross them up, and s.H will whiff on them on block.
Wedge you use Deadpool + Doom beam and Dren uses Iron Man beam I think, do you guys have any good mixups using the beam? I assume you could do some nasty stuff with Quick Work + beam. Coming up with good incoming mixups has always been a very weak part of my game.
I just usually do H Trigger Happy xx Teleport or cross under/overhead stuff for incomings.