So I’ve been thinking a lot about Deapool recently because I like the character and think he has enough good tools to be very competitive. So I started thinking of the best team I could think of for him and this is what I came up with, Deadpool (B), Spencer (B), Doom (B). I haven’t gotten around to really testing this yet so it’s all theory, but the basic game plan would be to zone with DP and missiles and then when you get a stray hit teleport in and do an optimal corner carry combo ending with a teleport malfunction OTG into Happy Happy Trigger. From there I would DHC into Bionic Maneuvers and if the character is still alive I could go for a follow up with Katanarama. Thoughts?
You won’t be able to get max damage out of the Happy Happy Trigger before you DHC to Bionic Maneuvers (not that you get very much damage from HHT when done after a failed teleport anyway without using an assist) because failed teleport xx HHT leaves the opponent in hard knockdown. You will be able to DHC into Bionic Maneuvers while the opponent is still in the air from the failed teleport explosion. However, this is before HHT hits much, or at all.
It’s probably better to optimize your Deadpool bnb to not use the wallbounce so that you have it for the Spencer followup than it is to rely on Katanarama. Here is a bnb for you that goes straight into failed teleport without using the wallbounce:
c.:l: s. c.:h: :s: j.:h: :qcf:+:h::h: :qcb:+:h: dash :s: j.:h: :qcf:+:h::h: :qcb:+:h: dash :s: j.:h: j.:s: :dp:+:h: :rdp:+:atk: xx :qcf:+:atk::atk:
Here’s one that burns a teleport then does a failed teleport:
c.:l: s. c.:h: :s: j.:h: :qcf:+:h::h: :qcb:+:h: dash :s: j.:h: :qcf:+:h::h: :qcb:+:h: :rdp:+:m: :s: j.:h: j.:s: :dp:+:h: :rdp:+:atk: xx :qcf:+:atk::atk:
An execution tip for quick work into teleport is to do it like this:
:d::db:(hold
)+:h: :d::db:+:m:
I’m not totally sure what Spencer followup is the best. You could probably do the TK H grapple into zip zip up grapple, then maybe call katanarama and get another up grapple off of that? If it works it’d be a lot of damage.
Check to see if there are any interesting extensions to the bnb with slant shot because you might be able to squeeze some extra damage. Since slant shot leaves the opponent standing, it’s possible that you could do:
:a1: :dp:+:h: :rdp:+:atk: xx :qcf:+:atk::atk:
to pull them back toward you and leave them standing when they get hit by HHT instead of on the ground. If it works you’ll get max HHT damage before you DHC to Bionic Maneuvers.
Thanks for such a detailed reply, it’ll definitely come in help later. I knew I’d have to make a combo without a wall bounce so this will be of great help and yeah I’m gonna have to find a good place insert the slant shot. I should have quite a bit of fun in the lab with this team when I finally get my ass off the computer.
I think the main problem with that team would be Spencer’s lack of a real get in assist to help him without the use of a beam or projectile. Missles are a good combo extension but they don’t allow him to cover ground as well as he should.
As Dren stated you could probably use the slant shot to get them standing even after a teleport malfunction for best scenario. Problem with that being that you have to be in the corner for it to give you all the hits and spacing. Alternatively you can do nice resets with slant shot and go for overheads, throws, etc.
I feel like missiles is enough honestly, Spencer has enough way to get in by himself but a lot of them aren’t safe, with missiles out though they become really hard to punish. Missiles allow both DP and Spencer to do their unsafe moves with out worry which is why I chose it.
How many people have tried Deadpool/Bolts? I don’t think he benefits from it the same way as dudes with an air approach and a fast overhead do (modok, spencer, Nova, Mags, etc.), but he does get a few cool bonuses.
Things I’ve noticed after a very small amount of labbing: beam bounce with MMHS and the second bolts, going into j.HS, gets some extra damage off a few easier ground confirmations, making them more equivalent to swaggier starters. In addition, it just seems between grenade, bolts and jumping M guns, this pairing has a pretty good mastery of jump-height space. Good luck, Nova. Corner beam bounce, s.S + Bolts, quick S again, first bolt whiffs, land with L guns during second bolt, s.S j.HS. And, occasional combos with launch-bolt-launch that just look hilarious, though the spacing on those seem really specific (land with the very top of the second bolt).
I’m still not sold with it on neutral, though. If anyone has godlike mixups/ideas for mixups with it, though, I’m all ears. Most things it just seems they can duck.
Edit: Also, forgot the obvious fullscreen guns and bolts, on hit teleport in, bolts keeps them still, I’m currently getting a free confirm off it into st.H quick work H S H bola, quick work H, S HS katana chimi katana chimi guns super, reduces like hell, so if anyone has something stronger there, lemme know.
So has anyone else found Deadpool’s TAC bait?
In an air series do j. j.
TK bolo. It catches every air tech direction and it works at any screen position. The TK causes Deadpool to double jump forward just before he throws the bolo. I think this makes Doom more viable as a teammate for Deadpool. Been holding onto this for a while cuz I thought I might run it but I’m pretty set on Deadpool/Dante/Strider so I thought I’d share.
I do J. l, J.H(hitconfirm) xxBolo, if it’s blocked I either cancel to something else or J.s into throw or guns. You can even do J.l Dj. Throw. A lot harder to react to I’d say.
I’m not talking about an air-to-air confirm. I’m talking about a TAC break punish. I made a video:
[media=youtube]UzI1AePkPpg[/media]
It’d be good if you ran Deadpool/Doom and had the gameplan of TACing to Doom for damage.
So am I. I do it all the time. What it does is allow you to have more options because J.l, J.h will allow them to tech and and catch all mashing and if it’s blocked you can cancel into something other than bolo because I have been punished for bolo not hitting. It’s essentially like how magneto does j.L, J.s as a tac mix-up.
Ohh, I get you now. I didn’t think about options if people tried to punish the bolo. That’s pretty ballsy for someone to try to block the bolo if you’ve established a respectable TAC game.
so the point of this is to get a free reset if they are mashing out a potential TAC break right? because i actually run haggar/deadpool/doom… haggar can one touch with that setup, doom obviously can as anchor… but i don’t actually know how to TAC with him, just haven’t bothered learning. but doing so would basically make a deadpool touch ALSO a one touch… and this technique would be a great way to fuck with people if they fear that, right?
Please learn tacs asap. DP/Doom is so much better with them. I learned the infinite last weak and DP/Doom/Strider feels so much more viable with optimized TACs.
Also, totally stealing this bolo stuff now that my TAC combos are a threat. Good work, mercs.
If you do J.L, J.H (blocked), J.s It can be grabbed but you can also grab them if they don’t know it. You can do J.L, J.h, J.s xx Guns land jump throw
J.L, J.H, Double Jump Throw. There’s a lot of different things to deal with for the person.
Steeler, the idea is to turn TACs from 1/3 to 1/4 by having a technique to catch people who try to mash out of them. So with my setup you would do j.M j.M :d:+S for the TAC or j.M j.M :qcf::uf:+H H to catch a masher. The idea being that if you substitute the reset exactly where you normally put the TAC they won’t have time to react and block. If someone is godlike and can react to the reset attempt, try the stuff Shadow_Nobody is proposing.
The combo i do after the bolo is :qcb:+:h: dash :s: j.:h: :qcf:+:h: :qcb:+:h: dash :s: j.:h: j.:s: :dp:+:h::h: :dp:+:m::h: :qcf:+:atk::atk:
The combined total is just over a mill I think. You could dhc or do a teleport combo if you need to kill Thor or taskmaster.
There is a slight problem with playing Deadpool as a TAC character – he loses the ability to reset his teleports in the combo. I’m not saying you shouldn’t go for the one-touch. A dead character is a dead character. But if you’re going to go with the plan of doing TACs to turn Deadpool into a one-touch character then you should do some thinking about how you can safely reset Deadpool’s teleports after the TAC.
I’ve almost got my practice routine down now so maybe I’ll make a video in the next week showing how Deadpool’s failed teleport combos lead into amazing resets.
Oh, and sorry to spam up the thread but I wanted to point out that in Bones90’s video he posted, Did Someone Say Chimichanga? - Deadpool Thread Reloaded!, he demonstrated that L Katanarama xx teleport on incoming is better than H Happy Trigger xx teleport. You can see it work at 5:34 on his video.
I tested it a bit and it provides good options for a welcome mixup. Here’s how it handles the different situations:
[LIST]
[]On hit: Deadpool can convert with an S as seen in the video at 5:34.
[]Advancing Guard: The teleport negates Advancing Guard. Deadpool has the option to teleport in front of or behind the opponent at midscreen, giving him a L/R. After the teleport he has the option to jump and get an airthrow (it’s not a true guard break because he can’t get there fast enough to grab them out of the last frames of AG), hit with s.L to beat an airthrow tech attempt, go low with c.L to catch them when they fall, go for an overhead to catch them when they fall, or just go for a ground front throw. I didn’t test this idea but given how low his dash is he can probably cross under with his dash for another L/R, too.
[*]On Block: Deadpool gets the L/R midscreen with his teleport. He gets the high/low/throw at midscreen or in the corner with c.L/overhead.
[/LIST]
The best options are if they AG but overall those are really good options and he doesn’t even need an assist.
I’d say solo, yes, Deadpool’s best incoming mixup is L katanarama > Teleport. However, DP/Strider should still use H guns on incoming with vajra assist because it keeps the opponent locked down long enough for vajra to hit the guard and force the opponent to the ground. Shoot guns > wait for vajra to almost hit > teleport. You still get the high/low/throw mixup and also have the chance of crossing the opponent up and having them get knocked down from vajra.
But solo deadpool should always go for L. Kata if he can.
Wedge, are you saying that people can effectively escape the L Katanarama setup but that they can’t escape the H guns + Vajra setup? If so, how do they escape the L Katanarama setup? I guess they could double jump or airdash after they block the Katanarama. It might be possible to air throw or s.L that though.
I think I prefer the Katanarama setup because it doesn’t badly scale your combo and use up the OTG right away on hit.
Tbh, I don’t like using Katanarama as a mix-up on incoming. I don’t like the timing required to hit confirm it. It seems like you have very small amount of time to really hit confirm if it hit.