You have to keep your combo really short as the more hitstun the less chance you can combo. From Player 1 Side, Cr.lm St.H xx Qcb+H, Teleport L/H ( it doesn’t matter here but it is a lot easier to combo if you raw tag from H teleport mid screen)Raw Tag, St. M, F+H, S, mid screen loops.
This combo is finicky because it’s more realizing your spacing and teleporting accordingly.
Say you get a throw or F+M on the 1p side into the corner. Katanarama ~ Chimi, (let them fly out of the corner) S, J.mh xx Bolo, Qcb+H xx Teleport L, Raw Tag, St.m, F+H, S, Loops.
Alternatively when strange comes in you can do St.m, F+H + Deadpool Quickwork, DP+M, (Dash if not in the corner), F+H, S, Loops.
There have also been times where I was able to land just Raw Impact Palm after a raw tag.
If I wasn’t missing a cord I would record this and it would have been easier. Quickwork ~ Telecancel (either side) is probably the best way to get combos. Some chars hit the opponent better when they come in on one side after quickwork as opposed to the other it just takes experimenting.
You don’t have to do the s.M first shadow. You can get an impact palm after the tag in so you don’t have to worry as much about drops from the s.M scaling.
St.m made it easier for me to land(which is weird because they’re both 6 frames) and not every character do those 2 options seem to work on anyway. Sent I can’t seem to land them on due to size, weight, how they hit him. Plus when doing FoF loops I never notice HSD
Firstly,
Dren: 1
Wedge: 0
[media=youtube]rsjusuBrf5Q[/media]
It’s practical and I was stupid for thinking otherwise lmao.
Second,
Reichanman has officially dropped Doom from his team because he felt like it was holding him back and put strider on anchor, I got a japanese player to confirm this. Thoughts? I thought it was interesting that reichan and I decided to drop doom the same week.
I like the video. The situation where the Deadpool/Dante THC into failed teleport is good is if you’re going to kill and you’d like to reset your failed teleports.
Right now I’m looking at ending all of my Deadpool combos so that I can do call Vajra, L guns xx teleport for a mixup. It’s a similar to how you would end some of your combos with Air HHT then do Doom beam/Quickwork, Wedge. Unless you do the extra HHT at the end the Deadpool/Dante THC into a failed teleport doesn’t allow that mixup to work since at best Deadpool will recover at the same time as the opponent. Deadpool needs to recover before the opponent in order to call Vajra and get meaty L guns out.
I was REALLY hoping the Dante THC would last long enough that Deadpool could do a failed teleport and recover far enough away from the opponent that they couldn’t tech roll forward and get next to him. This would severely limit their ability to use invincible reversals on wakeup to get out of my meaty L guns setup. If you figure that out let me know because I will be ending every combo in THC + failed teleport.
I uploaded some gameplay of my deadpool/nova/hawkeye team from the latest 3 v 3 tournament at super arcade. Managed to take out infrit but then lost to his teammate Helix : ( (Helix match not included because of 15 minute limit).
That was nice @11:55 when you fell out of the air with j.M after chicken blocking and caught Infrit’s Nova. You also do a good job noticing matchups where you can throw out raw bolos like against Sent and Doom. You got away with murder with raw teleports against the first two players but your play against Infrit was really solid.
Well, just thought I would let everyone know, I won Jersey Shoreyuken 9 in south jersey last night with my DP/Doom/Strider team. I was hoping to show you guys the videos because I was playing on top of my game, but apparently the matches were never recorded. I’ve got the brackets but that’s about it: http://challonge.com/jsumvc3
I hope I can get some new offline match footage of myself up soon for you guys.
@fullbleed- are you still running DP, ironman, sent? I have been using IM, sent, for a while and have cycled though a number of point characters, and DP seems to be the most fun and works the best for me for now. I use repulsar blast assist with IM and drones with sent. Any ideas on:
best ways to convert with DP when someone gets caught with repulsar assist?
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<div class=“QuoteAuthor”><a href="/profile/FuLLBLeeD%2C%20post%3A%207695716%2C%20member%3A%2014909">FuLLBLeeD, post: 7695716, member: 14909</a> wrote:</div>
<div class=“QuoteText”>Thanks for trying for me man, I appreciate it. It probably only works with Drones but it seems way too tight to be worth it.<br />
<br />
Sent from my DROID X2 using Tapatalk 2</div>
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<br />
<a href="/profile/fullbleed">@fullbleed</a>- are you still running DP, ironman, sent? I have been using IM, sent, for a while and have cycled though a number of point characters, and DP seems to be the most fun and works the best for me for now. I use repulsar blast assist with IM and drones with sent. Any ideas on:<br />
best ways to convert with DP when someone gets caught with repulsar assist?<br />
DP Bnb with drones extension<br />
some tipsH</blockquote>
I don’t play that team anymore, Haggar/Deadpool/Iron Man is my team and has been for awhile. The key piece of tech I remember with that team is that you can do a double assist extension with Iron Man with drones and quick work. Call Drones during the c.M or s.H or S (timing varies based on screen position) of your bnb and then delay the air series so that you spike the opponent on top of the Drones, then do H Repulsor Blast (let it hit only a few times) Spread, L Repulsor Blast, then OTG with M Smart Bombs and Deadpool Quick work to juggle, H Repulsor Blast xx Spread into either hyper. You might be able to get an OTG L Smart Bombs after the last Repulsor, I’m not sure its been a really long time, but if HSD is too high just cancel it straight into Proton Cannon or Iron Avenger.
I’m pretty sure that’s the combo I used to practice but timing is tricky so it requires a lot of practice. As far a Iron Man/Sentinel stuff goes just watch Joker to get ideas of how good Drones are for Iron Man. One of the reasons I stopped playing Sentinel is because Deadpool had two assists that did the exact same thing (horizontal screen control) and I think Unibeam is better for him, plus I like playing Iron Man more than Sentinel. HOWEVER you can do the Bola unscale glitch with Drones so it would work, you could start a combo off Unibeam then unscale with Drones + bola and get a new combo. You should be using Unibeam with Deadpool because he benefits greatly from a beam assist and Repulsor Blast does next to nothing for him.
Hey you goons, I got some new Deadpool footage up. If you haven’t seen it yet, check it out. I know people kept requesting more match videos, so I’ve got over an hour of footage this time. Enjoy:
Consider this blockstring pattern:
c.L s.M c.H (confirm they blocked) A1, L guns xx teleport to the other side of them and repeat
You’d get better mileage out of your second teleport than you do when you use it to cancel quick work and teleport back out. Of course, on hit you’d have to do my combo that does less damage but I think it’s worth it for the extra mixup on block.
Also, start of round your opponent would sometimes call strider + burn kick or something, probably in an attempt to use Vajra to hit you out of jump back guns or a ninja gift. Deadpool has a happy birthday combo out of Happy Happy Trigger that can crush people who like to call an assist and do something with their point at round start. It builds exactly 2 bars so you can DHC to finish off anyone. The key is the c.M after the Quick Work H, without it you won’t build two bars.
HHT, XF, dash Quick Work H, dash c.M S, j.M j.M j.H j.S, Katanarama H Chimichangas, Katanarama M Chimichangas xx HHT.
It’s a bit of a gambit to throw out a raw HHT at start of round so you can hitconfirm standing M guns into HHT if you like.
Maybe rework your combos so that you always TAC out of your regular combo. The only time you do Katanrama H, S is when you’re going to TAC. Your opponent picked up on it at 18:25 and countered your TAC. It’s not bad to have a TAC specific combo but it certainly takes some of the guesswork out of when you’re going to TAC.
I really liked your use of Plasma Beam as cover for overheads and your TAC combos. I was pretty surprised that the Viper player didn’t try to EX Thunderknuckle through your vajra + guns xx teleport setup. I have a feeling EX Thunderknuckle blows up that setup.
@ 11:30 I would’ve really loved to see you sphere flame your opponent’s vajra calls
@ 12:44 your s.H whiffs and you get punished for it, this is why I don’t like that blockstring.
@ 14:13 nice way to clear the failed tp, I’ve been using that too. It’s a bit touchy against Viper since she can EX seismo her way out of anything but you can do assist + meaty L guns to setup a mixup after the failed tp xx HHT there.
@ 18:41 WTF was that? There was a goofy 8-bit sound effect and like an energy wave coming out of either Dante or Strider. Does Vajra do that?
@ 32:48 He figured out that he can stuff jump back guns with a well timed Vajra. Can’t Viper convert from basically fullscreen with an EX seismo? That would have sucked.
@ 58:57 Now u trollin’. I was sad when you didn’t lvl 3 with deadpool at the end of the match. The other dude had spent all his meter and his XF, it’s the only time Deadpool’s lvl 3 can actually work!
Ffffff you guys have been getting lazy! Cmon.<br>I just discovered a TAC infinite setup for Wade in the downward direction, but im having trouble figuring out what to do after the setup.<br>>TAC Down, double jump up, j.L or j.M right before touching ground, jump up, j.L, ???<div>I know it works because i’ve been able to follow up with more are series and such after it, just have yet to find anything that loops.<br>If anyone can figure out what to do next that ends in a j.L or j.M right before touching the ground, you’ll be my favorite person in the universe. And I’ll bake you brownies.</div>
It’s cool. I’m hoping that if one does get found it’s not that hard, but I’m not that optimistic because I think his strings might pop the opponent too high for a jump to get going.
According to an explanation I saw on crosscounter, another requisite for triggering the infinite glitch is that you need at least one attack hit prior to the hitstop-jumping trigger, which might explain why we haven’t been able to pull it off.<div><br></div><div>I’m likewise pessimistic about the viability of a Deadpool infinite. Without any way to reach a consistent height, his low hitstun, low hitstop normals, his infinite would be extremely impractical, if it exists at all.</div>