LOL. Nah son not the way most people use them. People use grenades the wrong way.

The future of Deadpool’s zoning meta lies in pineapple usage. That is all.
extrapolate
i accidentally did something like throwing a grenade and then throwing a bolo while in air so i’m wondering if you figured out how to do that
edit: haha, figured it out. not that useful, it’s just doing grounded bolo and then doing grenade since grounded bolo has the same kinda thing as air shurikens where it doesn’t have much air recovery instead of ‘infinite’
He’s talking about using grenades simply to set-up guns zoning instead of as a zoning tool themselves. When grenades are out there are few things that people can do because of the durability. On one hand I agree on others you still have to be careful.
uhhh, isn’t that obvious?
the fact that it’s medium durability should be telling enough- it also works as a counterzoning tool to stop projectile attempts to snipe assists
but i mean what is the real deal here
He might mean something else but I think that’s what he was telling me. Only thing I really like it for is counter zoning to try and stop people like magneto and doom. And for set-ups after knockdowns.
Outside of zoning though I’m trying to use teleport in my block string of normals with my assists for more mix-ups. I realized I can’t worry about my explosion count especially now with strange as my dhc.
I personally love grenades, any delayed projectile, I call them, or something that I can lay down and trust it’ll give them blockstun later. I treat anytime I can get safe 'nades like a slightly worse version of when I can get Hawkeye DP+M, gives me a sec to setup more zoning. It’s really good, but I’m not sure it’s really the wave of the future.
I mean, how I zone, really, I thought that’s just what people did with Deadpool. He’s kinda the guy who uses all his tools when zoning, except I forget to use bolo.
Everyone zones differently. I use a lot of double jump guns and jump L guns.
Ooh, I’ve been meaning to use more jump L guns. Is it plus on a forward jump gun?

Okay, so I’m looking for a little clarification on the Bolo glitch that hopefully one of you Deadpool experts will be able to help me out with. I’ve been under the impression that as long as an opponent falls into an assist mid combo while in the Bolo, the glitch is activated. However, I’ve been in training mode and have been unable to replicate the combo that uses Drones. I end the combo with Call Drones -> Launcher -> j.H. -> Bolo and character falls into Drones but they are scaled normally. Why is this? Do I have to set the dummy to something in particular or is there some specific timing I’m unaware of. I’ve also done the combo with Nova’s Gavimetric Pulse using Pulse in the exact same way as Drones but still it is scaled. I end combo with Launcher (call Nova simultaneously) -> j.H -> Bolo -> character falls on Gav. Pulse, but it is once again scaled. I’m confused…
it’s not just ‘they fall on assist’, there’s a timing to it to where they fall on it during the last frames of the bolo before the tech out of it in the air. that’s all there is to it
jump l guns if blocked is definitely plus but it’s extremely easy to dash under so you gotta be careful with it.
i actually like to use it as a retreating kinda deal in similar to taskmaster’s j.h, but it’s still somewhat risky because it’s also whiff punishable by fast chars who will aa deadpool before he lands which blows
I use J. L guns more as a way to annoy oncoming approachers. Another thing I want to take note is that Cr.M as an AA seems really strong when over Jab jab jab in some situations. Also J.M is the best button to come down with Idk how many times I’ve landed that into combo.
I have been working on my start of the round options and my favorite so far is throw tech into stand Jab confirm or blockstring + assist into teleport mix-up. I want to work on doing J. H throw OS into Jump L guns as continuous pressure, but it’s a bit harder due to the spacing on whether I cross up or not when I input the qcf.
I’ve become pretty confident not even killing off my throws since I get my mix-ups a lot of times. Not to mention I haven’t found a strong way to get throw into unscale with strange eye assist(hint hint help help).
Also been trying to incorporate more teleports outside of Guns xx teleport.
Just deadpool thoughts

Did we just get someone trying to claim we weren’t proving anything after we do it all the time. We didn’t need to be proved it worked when we do it to others and we already knew and were confident it worked.
I mean good on you if you want to try and convince others, but I never really had anyone question after the first month whether or not it worked.
Someone posted a video of it happening in a completely unstructured setting and said “proof it works, you’re welcome”, so…
Obviously SOME people felt it needed proof. :]
The only flaw was that the proof that was given was pretty much meaningless; so, now, for those that DO doubt it and DO need proof(of which there certainly are many, even if you generally won’t find them in the deadpool forum admittedly), more concrete proof exists! Viola~
Oh, don’t worry I told Wedge already that there was no need for the video anyway. But I in no way mean to create any problems so I’ll just say thank you if it ever does come up.
I’m just going to work on trying to push the character as far as he can go.
lol, i left my video camera at home over the holidays so even if i found an unscale off throw i wouldn’t be able to record it.
off front throws you can do katanarama->chimichangas launch -> j.h bolo -> h quick work ->m teleport + position adjustment ->launch+call assist ->j.h, bolo at the right height.
the height i have it for the ground throw is the same as unscales for non-assisted jab mashing hits with deadpool
i’m really sad because i haven’t been hitting the unscale recently (vs human beings, but perfect in arcade mode ;_ but i’ve finally figured out the exact spacing off teleporting from quick work hs to know if i’m gonna hit it or not
i definitely use falling j.m already, mostly because you can doublejump it which is really great for suckerpunching people on block
cr.m i kept testing as aa but i don’t think it’s a good one. it looks like an aa normal but the hitbox really doesn’t extend outside of the hurtbox in a major disjointed vertical manner- it needs to aa helm breaker, pizza cutter or dorm j.s/h to be worth it and it’s not
I need to incorporate j.M while falling more. I use a ton of falling j.H because throw tech and it hits behind me, also the stun is so long I can dash after hit and combo or on block and be in there despite pushblock.
Deadpool doesn’t really have an end all be all anti air. Gotta use something different. I used to use just Raw S vs Zero and would either trade or win.
i want to experiment alternating between s and taunt to anti-air: specifically because taunt hits an an angle that deadpool has a lot of trouble with in general, which is s height but like further out in front of him.
the problem is that the last 2 of my buttons are not reliable so rewiring my stick to where taunt is on the face buttons wouldn’t do much
but i have a theory that using taunt as an antiair is actually an extremely significant thing
also st.h is also a good antiair, but mostly vs approaching characters at that height- dudes like nova and zero go slightly above it, where taunt hits which is pretty important
edit: it also aas all 3 things listed at the right distance, always
quad jump assist + grenade is something i’m looking into also. super risky, but with strider covering it feels like a bit of something
I’m somewhat upset that our taunt has more practical uses than our level 3 hyper.
haha, well at least level 3 hyper is actually somewhat useful from what i can tell- mostly because deadpool isn’t much of a meter burner and he’s extremely weak to invin physical super shenanigans- having a counter you can combo off of actually makes your ground game much, much stronger, even if it costs a significant amount of resources
what i’m trying to say is that “at least it’s not nemesis’s level 3 or mad beast”
As a Nemesis player (or former), I agree with what you just said a lot.
tested it out vs nova, zero in real games and yep- it’s great vs those approaches. the taunt is extremely active for a normal (roughly the same active time as a lot of st.h) so it’s very good - though you won’t always get a bolo conversion- (you can wait and s conversion, which isn’t bad)
the hitstun scaling on it is a bit strange- regular combos work, but the qw->teleport unscale is weird on height. not traditional, for sure.