So I finally start to figure out how to play against Dante, Wesker, Ammy, and Zero (as in… at least I’m able to block a bit better than I used to, those characters gave me such a headache)…
When all of a sudden… competent Deadpools start appearing. That keepaway game… crazy. My Thor has no real response at the moment.
His dash is very fast and covers so much ground. He can go underneath me no problem. He can teleport away too. Even if I land close to him, its ‘PINEAPPLE SURPRISE’ which keeps me in place, jumps him back automatically and resets the situation then he can start the guns all over again. And H-trigger and jumping medium trigger (the horizontal one I think) just make the sky a wall of projectiles.
All he has to do is keep that keepaway up and the chip even hurts Thor. If I get caught be a random trigger on the ground, its an easy hitconfirm into super. If I get caught into a combo, his BnB does a nice amount of damage too. This guy is a monster if played properly.
I had some success with anticipating H-trigger and actually coming in from the ground, but honestly he should have just ‘pineapple surprised’ to get away and started all the madness again. Mighty strikes from the air are only so so, since his guns come out so fast they kick you out of start up.
Deadpool is definitely a better character than most players have given him credit for, so far. I rotate him in and out of my zoning team. And you’re right that he’s a tough matchup for Thor, and one it’s probably a good idea to switch out against. But if you don’t want to (or can’t) switch out, about the best thing you can do is treat the situation like you were playing Zangief against Dhalsim in SF4. Dash/air-dash/jump/super-jump in bits at a time, covering yourself however you can (assists, Strikes, Sparks, etc.).
Know your distancing, too, since by the time you actually get right next to him, he’ll be looking to get away. So you need to get to a distance where you can probably tag him, but not actually be right up in his grill. From there, you can use an assist or try to time a Strike to blow through projectiles or block until you can kara cancel or whatever.
As for covering his angles of retreat, you’re probably best to try to close on him at ground level once you get close than half-screen. The reason for this is that if you’re super-jumping and he wants to dash under you, it takes basically no time before he can resume his keepaway. But if you get close on the ground, he has to super-jump away, meaning he can’t be attacking you for a second or two, and it’s much easier for you to follow his jumps than his dashes. The other option, of course, is his teleport, but he only gets two of those before one malfunctions, so remembering how many he’s used might be your opening. Just be sure you don’t get baited into the explosion canceled into an aerial hyper.
Honestly… he has too many tools that cover so many things. I can’t see why a deadpool would ever let themselves get into a bad situation if they knew what they were doing. This is deadpool by himself of course, not with even any assists.
For my Thor at least, it feels like a 7-3 or something. If I need to win the match, I’ll switch out. But for now, I’ll keep plugging away to see if Thor has any decent answers. My gut feeling is no though, and that instead beam hypers are the way to shut up the merc with a mouth.
EDIT: Also my bad I should have put this in another thread. These Thor forums are getting a bit of a mess these days… its all just general conversation really.
Deadpool’s biggest weakness (that I’ve found, at least) is that his normals just aren’t that good. They’re fast, but they’re short and pretty low-priority. If someone does get in on him, speed and escape are his only options. He’s also got pretty low health.
Try his mighty strike, I think it has some hits of projectile invincibility. On a side note, what do you gentlemen recommend as an assist choice for thor? My team is gonna be viper(burn kick), x-23(ankle slicer) and thor(???) So what assist do you think will help this team out the most? I don’t know any properties of any of his assists.
Mighty Punish is my 2nd most used super as Thor. If they jumped out, they were holding up in anticipation, not on reaction. The fact that it’s a command grab super means you use it in an entirely different way than his other supers (obviously). Thor’s a pretty shamelessly unsafe char on the ground outside of things like H Mighty Smash so you can play a little recklessly sometimes to bait a response and then super cancel, kinda like how Haggar can super cancel lariat on people who get a little careless on their punishes. It also makes his hitbox problems a mindgame.
Think about it. Arthur too short for ur blockstring into Mighty Spark? Super cancel it as the spark goes right over his head and he loves blockstun. Can even dhc after for even more pain.
Crossed them up with H Mighty Smash too far and it whiffed? Super cancel it by inputting the command in reverse and laugh.
Did a M Mighty Smash cause they blocked it and you thought you hit confirmed? Super cancel it.
Opponent uses a physical super as you whiffed a normal? (Wolverine using berserker barrage as you’re in the middle of a cr.M) Super cancel it.
The recovery on it is really good as well. If people start learning to respect it and start holding up-back after your more unsafe moves, you can start to get away with murder.
Well Mighty Punish is there for utility. Good for safe DHC’s, and that fun Spark xx Punish trick. It’s not too hard to land, but you usually shouldn’t be trying to land it outside of DHC trick startups.
I dont have the mvc3 guide on me but I do know that that Thor’s command grab does have some invincibility on startup though it is not entirely invincible on startup nor does it grab on frame 0. I believe its like a frame 6 or so grab where there’s invincibility almost up until that point. The super flash doesn’t happen until right before the grab though so people cannot jump out if they have seen the super flash.
Well, even switching just one of your tanks out for someone with a more maneuverability or long ranged attacks will help loads, you can probably still keep the overall tank mentality. I guess it really depends on who you want to keep and how you play with them.
Can you remember the glaring issues you had? I can imagine you couldn’t do a single thing about super jump homing fireballs from Phoenix. Your Thor would probably have had the most luck, trying to Mighty strike through them, but its not really good enough as you probably found out.
Skrull maybe, but a lot of his crap is unsafe. Chris…would actually just make them worse…if you have problems with air-based keepaway, Chris will only just get killed worse by it.
I run skrull with thor because in the corner his tenderizer can continue a combo and as an anchor he’s a joker card. Plus his inferno has a huge range that can pull in a phoenix spamming ridiculous shit and his meteor smash tags her out of the air as she throws homing fireballs.;