UMVC3/Deadpool/Combos

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Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Deadpool full Combo Guide

Various situational combos

Style combos

Solo Combos

2L > 5M > 5H xx 214H, dash up, 5S sjc. j.5M > j.5M > j.5H xx j.236H~H, land, 214H, dash up, 5S sjc. j.5H > j.5S, land, 623H > H, (dash) 623M > H xx 236XX (726,000 for 1 bar, builds 0.95 bars of meter)

Video Timestamp. Basic BnB off a grounded starter.

2L > 5M > 5H xx 214H, dash up, 5S sjc. j.5H > j.5S, land, 623H > H, 236H~H, 214H, 214L > H xx 236XX(732,000 for 1 bar, builds 0.8 bars of meter)

Video Timestamp. Alternate route. The timing is tight, but Deadpool can juggle 214L after 214H basically any time the latter hits.

2L > 2M > 5H xx 214H, dash up, 5S sjc. j.5H xx j.236H~H, land, 214H, dash up, 5S sjc. j.5H > j.5S, land, 623H > H xx 421X, 214H, 214L xx 236XX

Video Timestamp. The double Quick Work ender provides extra damage but can be awkward to time and dependent on screen positioning. Canceling Chimichangas! into a teleport (the specific teleport used will depend on where you are on screen) lets you reposition yourself to make the ender consistent at any position.

(Ground Throw), dash up 623H > H, dash up, 5H xx 214H, dash up 5S sjc. j.5H > j.5S, j.236X~M xx j.236XX (476,000 for 1 bar, builds 0.55 bars of meter)

Video Timestamp. Basic throw combo. Also works as a combo after the Hard Knockdown caused by 6M or by 4th Wall Crisis (214XX Counter), which will do more damage due to the lack of throw scaling.


Specific Teleport Routes

Deadpool's teleport can be a useful combo tool due to its ability to cancel special attacks quickly. The teleport's malfunction attack can also be useful as an OTG in specific circumstances. However, making use of Teleport regularly in combos requires paying attention to how many teleports have been used earlier in the match. If you have used an incorrect number of teleports since your most recent malfunction, these combos may fail in dangerous ways.

On 0 or 1 Teleports: 2L > 5M > 5H xx 214H xx 421X, 5H xx 214H xx 421X, 5H xx 214H, 5S sjc. j.5H > j.5S, land, 623H > H, 214H, 214L xx 236XX (783,000 for 1 bar, builds 1.05 bars of meter)

Video Timestamp. Basic extension loop using Teleport to cancel Quick Work. You could choose to perform only one loop if you have already used a Teleport earlier, or if you are worried you will need the cancel for the post-Wall Bounce extension due to screen positioning.

On 0 teleports: 236L/M xx 421X, 5L > 5M > 5H xx 214H, dash up 2M > 5H xx 214H, dash up 5S sjc. j.5H > j.5S, land, 623H > H xx 421X, 214H, 214L xx 236XX (533,800 for 1 bar, builds 0.95 bars of meter)

Video Timestamp. Deadpool can convert fullscreen gunshots as long as he has a teleport available. This is a fairly strong option that helps force opponents to respect Deadpool's zoning. It does not necessarily require a hit confirm, since Deadpool is plus even if the gunshots are blocked, and can attempt a mixup afterwards. The follow-up combo here uses an additional teleport, but it can be omitted if you do not have an extra one available.

On 0 teleports: 2L > 2M > 5H xx 214H xx 421X, 5H xx 214H, 5H xx 214H, short dash, 5S sjc. j.5H > j.5S, land, 623H > H xx 421X, 214H, 214L xx 236XX (799,000 for 1 bar, builds 1.05 bars of meter)

Video Timestamp.

X-Factor Combos

2L > 5M > 5H xx 214H xx X-Factor (level 1), 5H xx 214H, dash up 5H xx 214H, dash up 5S sjc. j.5H > j.5S, land, 623H > H, 214H, 214L xx 236XX (1,022,500 for 1 bar, builds ~1.2 bars of meter)

Video Timestamp. Spend X-Factor level 1 to secure a kill on normal health characters for 1 bar.

(anything) xx X-Factor (level 2/3), 214M, 214M, 214M, 214M, 214M, etc.

Video Timestamp. M Quick Work is an infinite in Level 2 or 3 X-Factor. This is a simple, guaranteed kill on any character, but does eat up a large amount of X-Factor time which can be an issue if your opponent has more characters remaining.

Sample Team Combos

Nova Hard Tag to Deadpool

Deadpool/Zero/Rocket Hard Tag

Deadpool/Dorm/Strider
Deadpool/Dorm/Taskmaster

Deadpool/Frank/Dante Hard Tag

Deadpool/Strange Hard Tag

Deadpool/Doom Bolo unscale combo
Deadpool/MODOK Bolo unscale combo


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor