Did Someone Say Chimichanga? - Deadpool Thread Reloaded!

Nova wins BARELY it’s negotiable as he’s like right on the line. He can’t really get in as much, however his shield oddly stops a lot of deadpools zoning.

With spider-man the thing is jump guns beats a lot of what spider-man does. Firebrand’s pressure and zoning is much better than spider-man’s it’s just that Spidey is slipperier. The thing is that he can’t navigate around zoning as well as firebrand can even with zip blocks.

For Wesker I actually said it was even, but that’s just me being kind of bad against the character in general. I can see how he loses though due to zoning and a guess counter is still a guess or it can be baited (which I’ve done a lot) Beam is a much better choice vs Wesker over missiles and rocks.

Hitting and killing thor isn’t a big deal since you can zone him rather easy. He has 2 options, Mighty Spark and SJ Mighty Strike. You can easily avoid a mighty strike though and you can do L guns under Spark. It’s really hard for him to navigate.
Again Cap is almost even because it depends on how nutty they got etc. You have to play almost perfect against cap really, but you can abuse Pineapples a ton because it beats charging star.
Arthur is also a barely even hovering around losing, but I think because of zoning tools deadpool actually loses. Sj Arrows and Jump daggers, etc beats deadpool.

I played GcYoshi a lot who is arguably the best chris player. Yes I know it’s not your “chris/vajra” but you can always navigate around Vajra or punish it depending on the situation. If he ever does Jump Gun + vajra up guns will beat both options. You can Full screen QW vs chris a lot too with him barely able to do much if he has no grenades out.

-I’ve fought my share of top spider-man players, and maybe it’s just a player skill thing, but I tend to find it in our favor. regardless of his air mobility and being able to block out of it, that doesn’t mean a thing if he can’t advance forward. Even if they run spidey missiles, jump M guns while countercalling missiles with a beam or arrows keeps him from being able to approach unless the deadpool player goofs up. We can also mess up their blockstrings fairly badly with pushblocking into slide; they’re forced to back off or eat a combo.
-I agree wesker is hard for deadpool if the deadpool is trying to go hamhocks in keeping wesker away. You play a somewhat passive aggressive game against him. He doesn’t have anything to really stop you advancing at him the same way you say deadpool can’t stop wesker teleporting in on him. Throwing down a grenade and dashing in with beam backup covers a lot of space and forces wesker to go airborne, where deadpool can get an airthrow or AA jab, otherwise he has to eat your mixup. The only possible argument is that vajra really messes up deadpool, but as long as you’re not just jump guns zoning it’s not that big of an issue. That’s the main problem in a lot of matchups i think, a lot of players just jump M guns zone and think it’ll work. You have to be more patient with your projectile usage with deadpool or risk getting clipped and killed. However deadpool’s mixups on wesker are superior to wesker’s mixups on deadpool and if you can get the wesker locked down he doesn’t really have great escape options. I’d say at worst it’s even, if not in wade’s favor.

  • Thor definitely loses to deadpool if you play runaway properly. Throwing a grenade down on the ground, dashing under him with an assist behind you, and then getting away again makes it really hard for thor to touch you. If you have thor fullscreen you can jump guns until he gets till about halfscreen. Then call assist and dash forward under him, quickwork under him, heck even guns to teleport under him. The point is he can’t catch you if you keep on the run rather than trying to just jump M guns him in the face and then guns to tele in on him for a mixup.
  • Cap i feel theoretically is in our favor but due to the nuttiness of a lot of cap players it can be even. When I beat jint at NEC it was pretty hopeless for him trying to catch me. you don’t shoot any guns unless they block the pineapple first. Pineapples control the ground areas where cap wants to be and prevent his charging stars. If he tries to shield slash you, there should always be a pineapple waiting at his feet to keep him from being able to go in off of it. Once again, the patient zoning is what wins the matchup.
    -Arthur i feel like we win only because he has no direct way to get in on us. jump towards L guns own his life if he’s trying to control the ground, and air guns own his life if he tries to jump up to zone.
    -Chris is only slightly in our favor because he has no horizontal air zoning tools. We can jump around up in that top corner of the screen all we want. and if he happens to be jumping and shooting without vajra coming down, we can M guns and shoot him and not worry about it as we fall helpless down to the ground because he can’t shoot us. And if he tries to vajra and jump gunshot, you upguns and call your horizontal assist and it will knock down strider as well as stuffing chris. It’s only like 55:45 deadpool’s favor though.

Doom can do 1.1 million for 1 bar.

Most of the top can get 900k easy off a standard confirm. Just because most players don’t bother to learn it, doesn’t make it impractical.

On the matchup discussion, as a Thor player I would agree that the match is at least slightly in deadpool’s favor.

He really is hard to pin down for Thor, but the one saving grace is that Thor can take a good number of stray hits without worrying too much.

That said, there are very few decent Thor or Dead pool players around so it’s hard to say anything conclusive.

I’m surprised to hear you guy poo poo Deadpool’s overhead. Sure it’s not the fastest, but it’s super safe and leads to decent damage.

I’m going to start playing him again I think.

He’s sorely under represented considering how good he is.

Doom can do 1.1 using only one bar? I take it with both assists?
I was probably talking about solo, but even so my point is that a lot of chars still tod for multiple bars. Me killing with a DHC is still perfectly fine to me.

The thing about deadpool’s overhead is if you do say a cr.l after it you can be thrown. It happens all the time to me so I usually opt for instant overhead J.l and thats why I love the F+M + assist set-ups

We welcome more deadpool players especially ones that talk on forums. Usually Wedge and I just talk to eachother about set-ups, neutral etc.

Well I am pretty set on playing Deadpool and I am interested in learning all I can. Currently working on showing what my new team (Deadpool/Dante/Frank) can do with a video, but I need to learn more about Wade.

Have you thought about trying to run team Snighter aka Dp/Dante/Akuma I’d say thats much better than frank. Since that’s my main problem with that team.

Well I found some great level up tech with both characters for Frank as well as uses with the assist. Frank is also my favorite character and I want to play him on every team. The appeal of Quick Work + jM with Frank was a huge reason for picking DP.

Gross. That sounds like a pretty dirty high low blockstring.

"It happens all the time to me so I usually opt for instant overhead J.l and thats why I love the F+M + assist set-ups"
I love the instant overhead light plus plasma beam but my combo is a bit wonky afterwards. I’m assuming you do j. m to carry Deadpool back to the ground while being able to finish the combo, right? Do you just do a standand BnB after that?

You can come down with J.h (usually what I come down with on hit) and then I go into cr.m, st.h xx QW H and standard bnb after that. If you feel the assist pops them up too much you can do a j.h bolo or just bolo and then QW, S, J.H xx Bolo, Qw, S, J.HS etc

My favorite teleport mix-up is cr.H + Assist, in my case triple arrow, and then I just teleport. You can actually with triple arrow and some other assists teleport far away and do QW H, St.H xx QW+H to combo since its full screen and close enough for QW to combo and hit for max damage.

Got some game time in with my buddies this weekend and I ran into a constant issue that I was looking to get some advice on. Deadpool’s back dash seems so bad, how do you get away from someone pressuring your sheild when that option is limited? I can think pushblock, jump back, super jump, teleport, etc.

Any input would be appreciated.

His backwave dash is the worst in the game next to arthur who has none. His back plink dash isn’t too bad and that is the recommended once you learn timing. His backwards movement is one of his weaknesses really since its sub-par.
For escaping situations you should learn pushblock timings so you can get away or start pressure.
If people are coming in on you from jump or sj height you can teleport or Quick work out of the corner.
When backed into the corner your best options are to play patient you can use Stars to come down and start pressure a bit against some chars. Or you can SJ, Wall Jump, Double jump your way out of the corner and then stars.
If the player isn’t that great or knows that you can sometimes punish a pushblock into quickwork you can abuse that. I abuse it vs vergil because of forcing vergil to whiff a normal makes it easy to get the quickwork out to start pressure. If you’re backed into the corner never ever do jump M guns, Bolo, Grenade. most of the time this will get you killed. You can try J.L Guns but that has varying degrees of effectiveness.
J.m Is deadpool’s best air normal hands down. Its fast, it has a good forward hitbox, It still hits behind, it can out prioritize a lot of moves like shield skills (my favorite button vs shield skills mashers) and you can dj from it on block to mess with people.

Yeah generally, the best option when being pressured isn’t to move back with deadpool, it’s to get under or over the opponent and behind them. You can try normal jump back L guns though since it covers the ground where you just were, but it depends on the character you’re fighting.

Alright so I’ve started compiling all my combos that I use and hit confirms. This is what I have so far if you have something to add or an improvement let me know.
Also this is just solo deadpool stuff. You can change the combos based on what your assist are and get more damage out of it, but this is a must know for always.
Ground hit confirms

[details=Spoiler] •Cr.L(xn), cr.m, St.H xx Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS, Katana~chimi, (teleport M if corner needed) Katan M~H xx HHT
(Teleports 0-1)

•Qcb+M/H xx Teleport, St.H xx Qcb+H, Dash S, J.h xx Bolo, Qcb+H, Dash S, J.HS, Katana~chimi, (teleport M if corner needed) Katan M~H (Teleport Malfunction if wanted) xx HHT
(Teleports 1-2/explosion)

•Cr.HS, J.H xx Bolo, Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS Katana~chimi, (teleport M if corner needed) Katan M~H xx HHT
(Teleports 0-1)

•Qcf+L/M xx Teleport, Cr.LM, St.H xx Qcf+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS, Katana~chimi, (teleport M if corner needed) Katan M~H xx HHT
(Teleports 1-2/Malfunction)
[/details]
Anti-Air Hit Confirms

[details=Spoiler]•St.LL, Cr.M, St.H xx Qcb+H, Dash S, J.H xx Bolo, Qcb +H, Dash S, J.HS, Katana~chimi, (teleport M if corner needed) Katan M~H xx HHT
(Teleports 0-1)

•St.LL, S, J.H xx Bolo, Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS, Katana~chimi, (teleport M if corner needed) Katan M~H xx HHT
(Teleports 0-1)

•Katana~L, (Teleport if midscreen), Cr.M, St.H xx Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS, Katana H~H (Tele if neccesary), Katana M~H (explosion if wanted) xx HHT
(Teleports 0-2/Malfunction)

•Katana~L, (Teleport if midscreen), S, J.H xx Bolo, Qcb+H, Dash S, J.MMHS, Katana H~H (Tele if neccesary), Katana M~H (explosion if wanted) xx HHT
(Teleports 0-2/malfunction)

•Taunt, S, J.H xx Bolo, Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS, Katana~chimi, (teleport M if corner needed) Katan M~H xx HHT •(Teleports 0-1)

•Air-to-Air, J.MH xx Bolo, Qcb+H, Dash S, J.H xx Bolo, Dash S, J.HS, Katana~chimi, (teleport M if corner needed) Katan M~H xx HHT
(Teleports 0-1)
[/details]

Xfactor Throw/Overhead Raw Tag

Spoiler

•Thr/OH, Katana H XF1, Cr.M, St.H xx Qcb+H xx Teleport, Raw Tag in Character

•Thr/OH, Katana H XF1, Cr.M, St.H xx Qcb+H Raw Tag in Character

•Thr/OH, Katana H XF1, Cr.M, St.H xx Qcb+M xx Teleport, Raw Tag in Character

•Thr/OH, Katana~Chimi XF1 Raw Tag in Character

•Thr/OH, Katana XF1, Dash Raw Tag

•Thr/OH, Katana~Chimi, Bolo XF1(Before Bolo Hits), Raw Tag

These can all be done in XF2 as well and some new combos for chars open up. For example in XF1 doom can’t do a conversion off Katana~chimi XF combo, but in XF2 he can convert.

XF Confirms and Happy Birthday Combos

Spoiler

•J.L, XF, J.LM, Cr.M, St.h xx Qcb+H, Dash St.H xx Qcb+H, Dash St.h xx Qcb+M, Dash S, J.HS, Katana~Chimi, Katana~Chimi xx HHT

•Qcf+H XF1/2, J.H xx Bolo, Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS, Katana~Chimi, Katana~Chimi xx HHT

•Qcf+L/M, XF1/2, (dash if full screen), Qcb+H, St.H xx Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS, Katana~Chimi, Katana~Chimi xx HHT

–For HHT Combos the longer you’re doing HHT the more HSD will be–

HHT, XF1/2, (dash if full screen), Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S J.HS, Katana~Chimi, Katana~Chimi xx HHT

Happy Birthday HHT, XF1/2, (dash if full screen), Qcb+H, [St.H xx Qcb+M]x2 (Long HHT the second rep will drop), Dash S, J.HS, Katana~Chimi, Katana~Chimi xx HHT

Happy Birthday Cr.L(xn), Cr.m ,St.H, xx Qcb+H xx Teleport, St.H xx Qcb+M, S, J.MMHS, Katana~Chimi, Katana~Chimi xx HHT

Misc Confirms & Combos

Spoiler

•Crossover Counter xx Teleport M, St.L, Cr.M, St.H xx Qcb+H, Dash S, J.H xx Bolo, Qcb+H, Dash S, J.HS, Katana~Chimi, Katana~Chimi xx HHT

Qcf+ATK~M, Qcb+M/H, St.H xx Qcb+H, St.H xx Qcb+M, S, J.HS, Katana~Chimi, Katana~Chimi xx HHT

Small Characters
•Cr.L(xn), cr.m, St.H xx Qcb+H, Dash S, J.H xx Bolo, Qcb+M, Dash S, J.HS, Katana~chimi, (teleport M if corner needed) Katan M~H xx HHT
(Teleports 0-1)
The basic idea vs small characters is that you want to do Qcb+M after any bolo you do that way you can land dash S and they won’t be too far away.

Hulk only combo
•Cr.LM, St.H xx Qcb+H, St.H xx Qcb+H, St.H xx Qcb+M, S, J.HS, Katana~chimi, (teleport M if corner needed) Katana M~H xx HHT
(Teleports 0-1)

Shadow, do you have the ability to record? If not, would you like me to start recording these so we can have a video reference for use on the forum?

I normally wind up recording his stuff for him. So I’ll probably do it lol.

Wedge is my go to guy to get stuff done. Idk why since he never gets anything done.

I’m working on wrapping up my team video for my team, but if you give me a list of things to record, I can record them pretty quickly and cleanly. The issue with the team video is I am trying to show off what I want to record…

It’s cool, I’m still trying to compile a list of things that should be recorded. I have a lot of ideas for Throw, Katan~Chimi XF Raw Tag and Other various XF Raw Tag ideas.

I added a lot more to the combos I put up earlier. Some of them aren’t that useful or are really situational but it is good knowledge to have every now and then that it happens.
I should probably post it in the combos section but I’m too lazy.

Hey guys it’s been a while.
Now that I’ve been playing it more an more, I gotta say I really prefer missiles over plasma beam. The double super lets you set up deadpool’s decent incoming stuff and it helps my vergil chip safely and combo.

On to the good stuff. My gun confirm combos have no damage due to damage scaling and I don’t always want to do my hard tag combos for one reason or another. I saw some of wedges light into air throw but what else do you guys have?