UMvC3 Deadpool Changes?

I think getting quickwork xx chimichangas is a spacing thing rather than a timing thing. I’ve yet to get it consistently either, though.

Honestly, I think its both.

I’ve been trying to work the chimichanga follow up into that quick work loop combo, and managed to get it off of the second medium quickwork, but I mashed like a furious war-god to do it. It -feels- like depending on how far away your quick work is started, the timing for the follow up changes, or outright vanishes, but that’s spacing too xD

I feel a bit shameful, since I’ve focused more on this than the teleport cancel. Has anyone done the new mission modes for Deadpool? I was able to finish them, but I’ve yet to go into training mode and see how much that one quick work / bolo combo did.

Yeah, it’s messing up some of my combos, because till someone figures out the timing for it i really don’t want to use it. i like to go for the overhead quick work dash up S relaunch into air happy trigger into DHC, but if the chimichangas comes out i have to go right into happy trigger.

(i dash using MH)

What it seems like to me is that Deadpool’s back has to be touching the corner for the chimichangas to come out. whether it be the actual corner, or just the current screen corner. it’s really weird. Deadpool breaks the 4th wall. So he knows where he is at all times. Maybe that’s what Capcom was thinking. I don’t know.

I’m glad I’m not the only person having trouble with this; it’s a shame they made it so timing intensive.

capcom really put the shackles on umvc3 deadpool. i thought his new abilities would open up a world of bs with him, but they don’t IMO. teleport cancels can make specials safe, set up good mixups, and allow some new combos, but nothing to write home about. extra damage on mashed happy happy trigger is nice, but not great. non-cancellable f+B OH…why? not even sure if it crosses up anymore. ninja gift H (bolo) hsd kicks in WAY too fast. teleport malfunction is still dumb and REALLY irritating, even moreso considering his new utility of teleport. quick work>chimichangas input window is way too small (2 frames)…no one will be able to do that consistently. when trying to incorporate teleport cancels into combos, the applications seem kinda limited and leave me saying to myself “where’s the beef?”. it also seems his quick work combos are WAY harder now, but that could be just me. he still has xf infinites from quick work, which is REALLY good for some matchups, and assist killing abilities with guns into dhc, but that’s about all i see that stands out about him.
i really did think this character was gonna be way better in ultimate, but what he gained in ultimate is far less valuable than what he lost from vanilla IMO. unless some new tech, gimmick, combos arise, i don’t see deadpool being a threat outside of a few matchups.

Your zoning character got better at zoning and worse are rushdown. Quite, frankly, I think it’s ridiculous to say Deadpool got “worse” just because you feel like the buffs don’t add enough to the character.

Here’s how I’ve been using the new tech:

End the first air series in Bolo, land, quickwork, relaunch. (I never use the ground quickwork loop, actually - too character specific, too tight to perform consistently.)

Teleport cancels are most useful for mixups, and teleport management. Doing teleport cancels mid-combo allows you to end combos in OTG teleport malfunction whenever possible.

Raw bolo actually works as an anti-air bait now. Hitconfirm it into full combo.

Aside: overhead still crosses up crouching opponents.
If you think a 2f link is too tight to hit consistently, Street Fighter says hi. Sounds like good news if that’s all it takes for quickwork xx chimichanga to work. (You can doubletap H to turn it into a 4f link).

Bolo links after the j.H in the first air series? I don’t think that worked in Vanilla.

The increased untechable time after an anti-air bolo is my favorite buff in Ultimate. It’s so easy to bait people into jumping with Deadpool then hit them with a bolo and combo them.

I feel like the quick work xx chimichangas thing is nothing but a penalty for mashing to link a c.H after a quick work. It doesn’t seem useful at all and is hard to hit reliably.

Not gonna lie Deadpool’s overhead in Vanilla was pretty retarded in how good it was . . . but damn I miss it. Not being able to cancel into launcher cost me a couple times when I forgot you had to do Chimichanga for the follow up.

Other than that, yea the buffs were most certainly buffs. Being greedy doesn’t mean a character got the shaft. Being greedy in and of itself I don’t think is a bad thing though. Continues playing wesker

While I’m completely new to MvC3 in general, I’ve been playing Deadpool and a bunch of other chars(but mainly Deadpool XD). Anyways, it seems to me that getting the Chimichangas to come out after Quick Work depends on where they are in the air(I guess timing XD). Keep in mind that I am new and that I may have just gotten lucky. I’ve been in training/mission mode for the last 2 hours now, and I’ve just been trying this out. All of these were done against Chun-Li in Training room btw at the default spacing.

Quick Work L - Chimichangas = Press H as she starts descending. (Should be like right after the apex of the launch; pretty much pressing H right after QW; like a half second delay)

Quick Work M - Chimichangas = I would say about halfway of her descent from max height after QW. In training stage, the line roughly where Deadpool’s shoulders are are where you should be aiming to hit H.

Quick Work H - Chimichangas = Alright this one I’m like 99.9% sure on. Keep in mind the line where Chun-Li’s head is at when starting. When she is falling hit H as soon as she drops to that line.

I really hope some of the Deadpool pros try this out and can confirm that they they can get this to work. Hopefully I was able to provide some kind of help to you guys.

Edit: I’ll also try it at various distances and post my findings later on today.

Sorry if this has already answered before, search function doesnt like me today.
Does using Katanarama assist at the same time as hitting with the point character still give you another groundbounce? Still dont have a copy of the game sob

edit:
finally got the game, tested it, still resets ground bounce, all is right with the world

ive noticed them teching out of the extended ground bounce when the combos are very long (occasionally), something to watch for.

and you can still crossup with fB, it’s still really gross.

Can anyone confirm about the increased damage that Deadpool takes for this teleport malfuntion? In the Brady guide, it says it was increased to 30,000 but I do not know any way to confirm it and it wasn’t mentioned in the official changelog for Deadpool.

I’m pretty sure that Deadpool does indeed take more damage when his teleport malfunctions. Didn’t he only take like 5,800 in Vanilla? Either way, the damage he took looked more noticeable to me.

I still think there are some other hidden changes which aren’t mentioned in the official changelog for a lot of other characters as well which might be mentioned in the guide.

Yep, malfunction causes more self-damage now. I actually pulled an evo moment suicide the other day.

Also, according to the guide, QW xx Chimichangas is just a timing thing - it’s a two-frame link. Try double tapping if you’re incorporating it in your combos.

it seems that after the H&H patch, your opponent flies up faster after being caught in the “Cuttin’ Time” hyper combo… making it impossible to connect some Hypers after it. i used to do CT into Spidey’s MS or Dr Doom’s “Doom’s Time” for big damage… damn… i liked those DHC’s :S