UMvC3 Deadpool Changes?

Let’s compare; values from the guide

Dormammu: 13 startup, 17 recovery, tracks to air only, front, behind, or directly above
Wesker: 11 startup, 19-20 recovery, set distance to air or ground, crosses up at corners
Phoenix: 10 startup, 20 recovery, tracks front, behind, or air, air or ground, does not cross up at corners
Dante: 10 startup, 0 recovery, always tracks behind in air, crosses up at corners
Deadpool: 18 startup, 12 recovery, set location on screen, does not cross up at corners, malfunctions every 3rd time

As you can see, Deadpool’s teleport has the slowest startup, and second fastest recovery if you count Dante’s. Deadpool has the fastest recovery of all ground teleports.

Honestly, I think Dante’s teleports are the easiest to react to, even though he “recovers” the fastest, because he’s always going to cross up in the air. Wesker’s are easy to react to - even to punish, once you gain the matchup experience and get a feel for where he’s going to end up. Dormammu’s just requires you to be quick on the airthrow - if you guess the wrong direction, you’ll probably just hit him with a j.H.

Which leaves Phoenix and Deadpool. Phoenix is harder to defend because you have to react and recognize which side she’s on, unless you back yourself into the corner. Combine that with her fireball, flight + teleport overhead shenanigans, and you’ll basically be subject to dangerous mixup any time you’re on the ground.

Deadpool’s slower startup and limited use makes the opportunity to use the teleport fewer and farther between - but he’s a zoner, c’mon. If you can score a hard knockdown, you can run a teleport trap just as difficult to block as Phoenix. But if you’re trying to use Deadpool’s teleport the same way as everyone else… you’re doing it wrong.

As people have stated above, Deadpools teleport is pretty fast. I don’t know what lead you to think that Phoenix has a teleport that has no recovery but rest assured, that’s not the case. I’ve often caught Phoenix players with standing jabs when they’ve teleported in… Only to get hit by tracking a salty ball before I can kill her… But still. I don’t mind the teleport malfunction that much. It would be nice if I could have more consecutive teleports before blowing myself up and if I had some way to know how many I have left other than keeping track of it myself. This would help prevent that Evo stuff happening again. But even without those changes he’s fine. Now he can use his guns to cover the startup of the teleport and an assist to cover the recovery. He can also use it to escape bad situations he couldn’t escape in vanilla. The change might (and probably will) also open up new combo possibilities.

I agree that Deadpool is lacking. He has a really tough time with some matchups. That doesn’t mean he’s just annoying. He’s keepaway game is annoying but it’s also very effective compared to what many other characters have. His guns cover a lot of space and his ninja gifts are amazing when used correctly. Deadpool is pretty tricky with his mobility and a lot of characters have trouble catching him. His mobility also helps his rushdown a lot. He’s no Wolverine with his damage or mixups but I’ve never really had any problems opening people up with Deadpool. The biggest problem with Deadpool is how unsafe it can be to do stuff with him. You have to be really smart with his jumping guns and ninja gifts. They’re effective tools but when used in unsafe situations, they’ll have you freefalling straight to hell. Other than that, I don’t think he has any glaring weaknesses.

Deadpool needs a “real” level 3:
[media=youtube]GLDJf8MmoXU[/media]
1:48

Is that fear I see in your eyes?
I’M GONNA KILL YOU

How good are his assists now?

I’m a bit mixed upon the Deadpool changes. A good deal of people are claiming he’s same old-same old, despite his new teleport cancel and ‘better’ speeds/recovery. Has anyone actually seen anyone really utilize it well so far? Or is Deadpool not getting too much coverage, understandably?

As far as his teleport is concerned, I think the explosion is fine. I get how Marvel/Capcom is trying to keep him a little true to his character, though I think its a little tedious that it will always be after 3 teleports, since that always leaves him without a useful tool should he use them anywhere near as freely as other teleporters. If anything, I’d love to see them add a new variant, possible one in air using S. Really though, I’d love to see additions to his moveset, or at least small variations.

Hell, if Marvel (and Capcom for that matter) wanted him to both be true to his character and a bit more viable, they could tweak his level 3 to draw the ire Deadpool is known for in the comic books. Have him run his mouth while in his sexy pose, or even crazier (maybe a bit more op’d) have him heal slowly like Devil Trigger (slower though), to sort of tempt players to hit him. Maybe I’m getting a bit ahead of myself there though…

I only got to use gun/teleport a few times but I really feel like it’s a huge improvement. You’ll be able to shrink the gaps in his offense and change sides really fast while your assist is out.

That’s really great to hear then. Still, I wish there was something possible to get around having to really get blown up by his teleport on the 4th go, especially considering how its going to take more than a combo or two with the DHC trick removed.

Standing guns in vanilla is actually pretty unsafe - if the opponent has any kind of air mobility, you can get punished for using them from 3/4 screen. If nothing else, faster guns recovery will let Deadpool zone easier from fullscreen to midscreen.

If teleport is going to become a major part of Deadpool’s offense, it should be relatively simple to manage the malfunctions by intentionally using them in combos. Since you can cancel specials into it, you can basically use a teleport at will within a combo, with the goal of using the explosion OTG at the end of the combo.

i.e:
Guns/teleport mixup to start -> combo of choice -> katanarama xx chimichanga xx m.Teleport -> hard knockdown (air combo, or overhead) -> teleport malfunction xx air HHT

or, you can just use the teleport for a reset and end with the malfunction OTG.

Maximillian mentioned Deadpool getting “a lot better” in the Firebrand/Ghost Rider Q/A video. I’m excited :).

Deadpool’s official changelog from Eventhubs.

• Can cancel grounded normal moves into his taunt.

• Madwheel (Deadpool’s overhead flip kick) is no longer cancelable.

• Deadpool’s throws now cause longer knockdown time. (Hope this means I can combo MODOK after a ground throw cause it was messed up that i couldn’t do it on him)

• The amount of times that you can do the Bolo loop have been decreased.

• Deadpool now hands in the air longer when performing the Bolo (Ninja Gift H)

• The amount of time that someone is trapped by the Bolo has been decreased.

• Quick Work can now be followed up with Chimichangas!!.

• You can now cancel all of Deadpool’s special moves into his Teleport.

• Deadpool’s mashable Hyper is Happy Happy Trigger, both air and ground.

Minus his Forward M nerf, I think he’s been improved.

Thoughts?

Honestly, it’s at a point where so may buffs have been given to him it’s hard to complain…but madwheel losing cancel is harsh for me, I really depended on the mixup/unblockabale game it creates. You guys read the chimichanga’s after quickwork thing on the front page though? (goes back to make sure it was really there) Since nothing was stated about his quicktime’s hit’s changing it should be quite a thing to see. I can foresee something like " Standing fierce> quick time,> chimichangas> teleport> bolo> s. Fierce >quicktime>launcher.

Deadpool will probably end up being better than he is now. Canceling normal moves into taunt would be a lot more interesting if you could cancel the taunt with something other than a super. I do kinda hate that they gave the merc some nerfs. It just feels really silly that a character like Doctor Doom is recieving nothing but buffs but then they nerf the second best mixup tool Deadpool has. I know I shouldn’t be complaining but it just grinds my gears.

I can see Quick work xx chimichangas xx teleport st H quick work.

Swag.
Rocket punch

Taunt can be canceled into specials at the beginning.

Yea, I know. It just seems that Capcom really loves Doctor Doom, I honestly dunno why he hasn’t received at least one nerf out of everyone.

Anyway, no more overhead cancel does hurt him and his mixup, but then again i’ve always prefer to zone, Despite this, I still think he’ll be a stronger character overall.

Agree’d, it makes him much more predictable for the high/low mixup game. I know the teleport cancel is going create many more opportunities, but man was i looking forward to block stringing quicktime>teleport/assist/Mad wheel/quicktime.

One thing i was looking at was that stupid slow moving, low hitting dog assist from Pheonix W. , i think for both MoDizzle and Deadpool it could be excellent and highly abused.

Godamn, the Dudepeel forum is quick to respond!

No word on faster guns - deconfirmed?

Throw buff is nice for online play, but doesn’t really change much - unless backthrow can be combo-ed off of easier (maybe?), or the window is long enough for a throw switch (unlikely).

Quickwork xx chimichangas buff = universal, easy execution higher damage combo. I’m really grateful for that, because the quickwork -> dash -> c.M, st.H -> quickwork link is like 10% for me, lol.

I wonder if you can teleport cancel a non-wallbounced chimichanga for a combo?

I can confirm guns were faster at the Evo build, but who knows if that changed.

Although, there is a video somewhere where with S-Kill saying that Deadpool has faster guns now… at least I’m pretty sure I saw that.

Ugh, brainfart. It doesn’t really change anything though, unless… Well, we’ll see if someone can figure something out after the game is out.

The throw buff is cool. I don’t know if it’s just me or the fact that I play online a lot but sometimes it’s really hard to get the OTG after a throw. This combined with the fact that standing H has a pretty juicy hitbox and is safe on block is really nice. Now if only my team had a good follow up to the throw without using an early wallbounce…

The change list has apparently been retranslated. The updated list:

• Can cancel grounded normal moves into his taunt.

• Madwheel (Deadpool’s overhead flip kick) is no longer cancelable.

• Deadpool’s throws now cause longer knockdown time.

• The amount of times that you can do the Bolo loop have been decreased.

** • Deadpool now hangs in the air lower when performing the Bolo (Ninja Gift H)**

** • The amount of time that someone is trapped by the Bolo has been increased.**

• Quick Work can now be followed up with Chimichangas!!.

• You can now cancel all of Deadpool’s special moves into his Teleport.

• Deadpool’s mashable Hyper is Happy Happy Trigger, both air and ground.

Can’t really say much about these changes, but this’ll probably help with combos and maybe allow for some nice resets. We might even get a reason to use the bolo outside of combos! Yay!

Took the words right out of my mouth. It’s a bummer that characters like Doom are only getting better while Deadpool gets hit with a big nerf on his fantastic 6M. That’s one of the only things I managed to score combos from at Season’s Beatings with my execution being destroyed by tourney nerves, and it’s one of my favorite tools anyway!

It says it’s no longer cancelable, but…can we still do Katanarama after it hits for the OTG–> baby combo?