it works with any assist you can get the timing down on
assists that i’ve tested that work: task arrows, unibeam, hidden missiles, trish traps (both), nova shield, dr strange eye, dr strange bolts, jam session
some of the faster assists it doesn’t work with simply because they’re too fast for the two specific setups i know
you can unscale to raw super with the bolo, by just delaying the super when you do taunt->bolo->super in the vids ive posted. the otg state doesnt work for unscaling from what i understand because it’s a different state that seems to be coded correctly. it’s gotta be an air untech.
So essentially what happens is they need to be hit as they are released from the bolo is that correct? What are the Jam Session setups you have found? I asked a few days ago and heard nothing, and have had difficulty finding some on my own.
Sadly the taunt setups are something that I have difficulty doing as my stick is not wired that way. I was looking at that exact setup and trying to find a way to get it set up.
haha, mine’s not either and i personally think if you don’t wire your stick that way the setup is not possible to get done consistently.
i keep waiting for someone to come up with a new setup that doesn’t require the taunt or even one that works with most assists that doesn’t use the groundbounce or wallbounce 'cuz i couldn’t figure it out and that would be hugeee
Is it possible to do sH (JS)xxQCF+H~H? Guess it depends on the level of hitstun. That might work from a throw into an OTG setup at least. Might be able to get you some loops with Quick Work.
Ah okay I thought I saw someone with a Vergil rapid slash setup but I think that was corner only and needed taunt. Is it the same with plasma beam or has anyone found a way to do it without taunt?
I don’t know. The glitch puts his damage at 900+ K for one bar which is kind of the standard nowadays for zero, doom, etc with the right teams. I want to touch dormammu on an incoming mixup and kill him. I can’t do that now even with a doom DHC (dorm has 1 million health I think).
There really aren’t THAT many characters who do 900+k For one meter. Yes Zero can. Doom can’t do 900k for one bar (2 bars yes)
Let’s look at other top tier characters that can’t do 900k for 1 meter, Wolverine (amazing character needs 2 bars), Nova (again amazing needs 2 bars or spencer + somone to hard tag into) etc etc.
Look, I get it, Bolo glitch is an amazing asset to have. However, we shouldn’t focus as much as people seem to want to on it because we need better neutral game, better set-ups, and better pressure for deadpool before he can become much better.
I’m sure Wedge could back me up here. Especially since anytime anyone wants to learn the character the first thing they ask (probably the only thing since they’ll give up soon after) is how to do the bolo glitch.
Defending pressure is my problem. I play against a wolverine and Rushdown Spider-Man every week, the latter has a one touch kill off of a throw (disgusting). What do you guys do other than teleporting to zone out heavy heavy Rushdown?
If you have the right assist (Doom Rocks, Lariat, Hulk) those work wonders.
I would suggest not using teleport unless you’re backed by an assist making them block a you could get hit out of it for free.
What you can do is jump, double jump, Ninja Stars to get them to respect you a bit like a bad version of coming down with photon shot with doom and then come down with J.m (underrated normal)
You can Super/Normal Jump back into the corner, wall jump, then double jump.
Coming down from jumps with stars or L. Guns are pretty helpful.
If the opponent super jumps vs you and you want to get away from them I’d suggest Quickworking under them.
tell me how to deal with strong ground pressure characters because i’m real curious
i mean wolverine and spencer specifically. i feel deadpool’s got a really terrible matchup vs spencer because he has horrendous recovery and generally inferior poking normals (st.l is not a good poke, unfortunately) and will get bullied to death with the threat of arm under his head
wolverine just bullies him to death i feel, though it also feels more likely to zone him out
all of those things are like real basic level stuff you can gather from messin’ with him a bit in neutral- i mean like using specific normals or specials in certain spacing situations and whatnot
i really wanna see footage of a deadpool dealing with a top level or actual high level player of those characters because it’s something that i personally have trouble with and have trouble visualizing options against with considering his toolset
at the moment i still believe that deadpool being able to fight those top tier characters he normally crumples against is defined by strider assist abuse and the unscale off strider hits combined with his unique long range control as to force strider assist mixups/hits. up close/close-midrange i always feel incredibly threatened and don’t see significant options that stop folks from doing what they want or significant escape options since as you mentioned, teleport is really easily poked out of/pressured against
edit: also i’m wondering how ya’ll pressure with him because right now i feel like he’s actually got a weak pressure game- while he does have a low/throw/overhead game, his overhead is hilariously easy to react to by good players, and his throw doesn’t convert to great damage even with unscales. you have to rely on TACs to really kill off 'em and it’s like he really can’t take huge advantage off the huge meter gain you get from the TAC infinite if you land it, y’know? have ya’ll explored his mixup options off pressure or even just a blocked st.l? i keep feeling like you’ve gotta blow teleports but i am terrible at managing them/getting the right feel to manage them, so i don’t do it even though my team allows me to more safely reset my teleport counts in the neutral game
I actually think that deadpool vs Spencer is 5-5 and is totally dependent on assists. Wolverine, on the other and, wrecks his shit. If at all possible when I go to SCR I’ll try to do my best but no guarantee as I don’t even consider myself the best pool but I can compete with some of the high-mid players. I believe that actually belongs to wedge. But next time I play vs GcYoshi I’ll let you know what I do if I can’t get any recordings.
I firmly believe that J.l is a much better choice than Mad Wheel. It just requires more work, however if you get your assists and everything right you can go for some pretty good damage. Great assists for this include Tatsu, Beams, Cold Star, Weasel Shot, Daggers, Jam Session, Eye. With proper timing though you can get multitude of assists to work after certain blockstrings etc. Easiest and probably best one is Cr.L+assist into another cr.l if long start-up or right into j.l.
Another rather strong one that I do is F+M + Triple arrow (or whatever your assist and may require timing changes) if they don’t block I get a free combo without using my otg. With other assists however this same set-up does wonders forcing them to stand block say Bolts assist. And at this point they eat a 50/50 that leads to good damage.
Also another thing deadpools don’t take advantage of is that your teleport even despite the limit is still a teleport. Use it like one! Teleport mix-ups in block strings that aren’t guns xx teleport. Idk how often cr.lmh+Hawkeye xx Teleport lands into death. Learn your timing on a DHC to land after teleport malfunction HHT Dhc. Few characters I can do a dhc with not that much difficulty (kind of spacing dependent.) Or you can go the easy route and just play strange second so you don’t have to worry about that.
If you don’t get your openings retreat while you have no more teleports left and find your teams specific way to just reset the situation. ex; Grenades + Strider xx Explosion, Guns + Nova Shield xx Explosion, Guns + Beam xx Explosion, and so on.
St.l is your anti-pressure tool against people without disjointed hitboxes aka swords. St.m is your go to spacing poke as it can lead into a teleport mix-up. Cr.H can also be a poke if used right I’ve used it to punish a few thing or catch people off guard.
I’ve played a few good wolverines and spencers. Can’t lie, those are some hard matchups, but they’re doable. If you have a ground control assist like beam, arrows, or rocks, it’s highly preferable.
-Basically all of your gun shooting vs. spencer is at the apex of regular jump height. Like buffer jump M guns as you’re rising because that’s the only way to hit him out of his zipline from fullscreen. Once you hit him out of zipline from full screen a few times, he should calm down with his approach. Once you confine him to the ground, jump back pineapple once or twice to establish ground control in the areas your pineapples land. This keeps him from dashing in on you and either forces him to jump or block. Call your horizontal ground control assist and dash in while the pineapple is still out to keep him from trying anything risky- people are and should be scared of getting hit by nades. As you follow in with your assist, watch spencer. He will either hold that shit and block, jump, or bionic arm. If he blocks, congratz you get your free mixup. Go for high/low/throw or teleport behind while he’s blocking and go low for the crossup. If he jumps, you can either choose to let him zip away from you- which is what you want really, him to be at full screen so you can shoot him in the face some more- or bait the air throw by pressuring and then going up right before he can zip away. If he does a bionic arm, just block it and punish, simple as that. If you have an unlucky start of the round and are forced to block right away, just hold that shit and block his mixup then late pushblock the end of his string. if you have an assist like doom beam or arrows once you pushblock you can do slide + assist to L quickwork for a safe pressure option that can also convert into a combo if it hits. once you get spencer locked down, he once again either has to hold that shit, jump out, or arm, none of which are really preferable. Once you get in on him and force him to react, spencer isn’t as bad as he seems.
-Wolvie is a bitch though. Basically at the start of the round you HAVE to block. Don’t call any assists. You can go for a throw if you want, but just beware you can get divekicked easily. You’re going to have to wait him out until he makes a mistake or runs out of meter. Again, like spencer, you can pushblock wolverine and do slide to quickwork with an assist covering you, but this is slightly riskier because if you whiff he can get your assist for free. Watch very closely for his bersker slash crossups, nothing you can do except block then really unless you can react with your jab and stuff him. If he lets up at ALL do ground L guns if he’s on the ground into a hyper to reset the neutral fullscreen. If he’s stuck fullscreen when the neutral is reset, you’re at advantage. Again you need to try to get a pineapple down to control the ground. The key to beating rushdown characters like wolverine is managing your grenades, L guns, and assists to control the groundspace wolverine wants to move in. Don’t be aiming at where wolverine IS, be aiming at where wolverine WILL be after his next move. If you manage to lock him down with an assist, teleport in and dash to overhead. It can cross up on standing wolverine if you get close enough to him and with whatever chip you did to him, you will most likely kill him off of the overhead.
Maybe that’s why I have so much trouble against Spider-Man. He’s like a hybrid of spencer and wolverine The cross up overhead is f*cking genius though. Haha I use my overhead MAYBE once every 3 games. Definitely something I’ll be using more.
Yeah actually the way I think of fighting spidey is a spencer-wolverine hybrid. The full height jump guns stuff and everything keeps him from getting in on you, but it’s safe to do the jump guns and call your assist fullscreen at the same time because he doesn’t have any options to blow you up really. And if spiderman ever does c.H in a blockstring on you you can pushblock is and do slide to light quickwork with an assist to convert because whatever he does can be punished by that slide.
Nova huh? back jump M guns ruins his box dashing facewrecker stuff until the nova learns to just to crouching M, which is when I switch to L guns.
Dormammu with missiles is just… just awful to fight. Seriously, like a Boggart from Harry Potter cough cough riddikulous.
I disagree with Spider-man and Wesker. Spider-man is extremely mobile as he is, and add in the fact that he can constantly block throughout it, sniping him in the air isn’t an option. Plus with Deadpool’s floaty jump, it makes it really feasible for Spiderman to use his very fast wavedash to hit Deadpool from under. Pineapple is almost a non-factor since he is rarely staying on the ground unless he sees an opening. I mean, if you guys put Firebrand on the bad match-ups list, I think you can put Spiderman there for mostly the same reasons, except Spiderman can easily kill you with solely assists, while Firebrand either has to risk a TAC or a reset.
Wesker is too slick for Deadpool to manage the entire match. Just one teleport, and he is already within favorable range against Deadpool. Pineapple again is less useful because it is only a singular hitbox that Wesker can teleport past and put him at a favorable advantage. Wesker’s counters are an actual factor in this matchup due to, again, Deadpool’s floaty jump, with not much risk attached. For Deadpool’s assists, Missiles can easily be sniped by Samurai Edge, same with Rocks; Vajra might hit once in a while, but Wesker dominates the ground control; your best bet is probably to run Plasma beam or some form of beam that won’t get bopped, in which case Wesker can select his own to even the fight out again.
Others I’m “ehhhh…” with are Thor, Cap, Arthur, and Chris: Even with the bolo glitch, Deadpool still has to hit Thor twice, while Thor can take as many hits as he wants until he’s in. Plus a charged might strike will armor through all the bullets Deadpool can shoot. For Cap, I’m not saying charging star is the defining game-changer, but it still makes you think twice about every decision you make that isn’t fullscreen. Deadpool beats Arthur, mobility being the key factor in that. With Chris, I don’t know if you guys have faced a competent Chris/Vajra player, but man, it is a nightmare. Chris says fuck you on the ground, Vajra says fuck you in the air, and Chris has more going for him in the damage, durability, and health department.