FIGHTER FILE 15
Deadpool sits in slot 15 of 21 on the select screen, rates 3 of 5 for ease of use, and wears 1 costume in 9 colours.
Deadpool's combination of standard and unique moves allows him to fight at any range. Expending his Healing Gauge, which is generated by enduring attacks, alters the versions of his Skills. His Unique, Meat Shield, also allows him to generate Healing Gauge on his own. Master his rich set of Skills!
Repeatedly fires projectiles from Deadpool's gun.
The aerial version attacks at a downward angle.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Leaps up while swinging his weapon.
It gains invincibility to aerial attacks from partway through the action, making it a great option against opponents in the air.
It slams the opponent down if the start of the attack hits.
The version cannot connect with crouching opponents.
version Skill Gauge cost: 25
Universal (grounded)
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Universal (aerial)
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
version
An attack that triggers a Break when near the corner.
Lunges forward before launching the opponent and performing a follow-up.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
version
An attack that triggers a Break when near the corner.
Leaps up high with forward momentum.
An additional input can alter the trajectory of the action.
version Skill Gauge cost: 25
Universal
A technique consisting of only movement.
A follow-up action available after grounded Death from Above.
Performs an attack while descending.
The trajectory varies depending on the attack button input.
Universal
A direct attack performed by the character.
Changes trajectory mid-air before attacking.
Unlike the grounded version, there is no additional input and the attack is performed directly.
The and versions don't perform an attack when at a distance from the opponent.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
When the player has Healing Gauge, the version of each Skill becomes the Fourth Wall Attack version.
The Fourth Wall Attack versions of Skills expend the Healing Gauge, but can be used in new ways.
Healing Gauge is the portion of the Vital Gauge that recovers over time, added when blocking Skills. Deadpool has attacks that can create Healing Gauge for himself, as well.
A Fourth Wall Attack.
At long range, pulls the opponent in towards you.
An additional input performs a follow-up attack.
Universal
An indirect attack using a projectile or other means.
After pulling the opponent in with Rope-a-Dope, launches them with an attack.
Inputting this at the correct timing results in extra damage.
Universal
A direct attack performed by the character.
After pulling the opponent in with Rope-a-Dope and launching them, throws a grenade as a follow-up attack.
Inputting this at the correct timing results in extra damage.
Universal
An indirect attack using a projectile or other means.
A Fourth Wall Attack.
Repeatedly tosses something resembling a long forgotten mascot character at a downward angle.
Universal
An indirect attack using a projectile or other means.
A Fourth Wall Attack.
Quickly launches the opponent up.
It cannot connect with crouching opponents.
The attack also varies when holding the Stun Grenade.
The Stun Grenade is consumed upon this move's second activation.
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
A Fourth Wall Attack.
Rides forward on an inflatable orca with a familiar battlecry, launching Deadpool at the opponent.
The attack also varies when holding the Incendiary Grenade.
The Incendiary Grenade is consumed upon activation.
Universal
A direct attack performed by the character.
A Fourth Wall Attack.
A follow-up action available after the grounded version of Death from Above.
Dives towards the ground, attacking with his feet.
The angle of the dive can be altered with different attack button inputs.
It can be followed up by another Foot Dive on hit.
The attack also varies when holding the Explosive Grenade.
The Explosive Grenade is consumed upon activation.
Universal
A direct attack performed by the character.
A Fourth Wall Attack.
Dives towards the ground at a slight angle, attacking with his feet.
It can be followed up by another Foot Dive on hit.
The attack also varies when holding the Explosive Grenade.
The Explosive Grenade is consumed upon activation.
Universal
A direct attack performed by the character.
A Fourth Wall attack.
Dives towards the ground, attacking with his feet.
It can be followed up by another Foot Dive on hit.
The attack also varies when holding the Explosive Grenade.
The Explosive Grenade is consumed upon activation.
Universal
A direct attack performed by the character.
Strikes a distinctive pose on the ground.
Universal
A move that does not hit as an attack.
Takes up the Agura stance, converting Healing Gauge into Vital Gauge.
Universal
A move that does not hit as an attack.
Super Skill
Lunges forward, then slams the opponent with various attacks.
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Lunges forward with some familiar moves from earlier times, then slams the opponent with various "attacks."
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Unleashes a lunging attack with a fierce sense of righteousness, then slams the opponent with various "attacks."
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Unleashes a lunging attack of evil intent, then slams the opponent with various "attacks."
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Lunges forward and launches the opponent, before calling for alternate universe Deadpools to perform an attack together.
After this move hits, you lose some Vital Gauge to increase the Healing Gauge.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
An attack that pierces through himself.
This move expends Vital Gauge to increase the Healing Gauge.
Can be canceled into a Skill if it connects with the opponent as well.
Holding the input performs another attack, but the pain causes him to faint.
When fully charged, it becomes an unblockable attack unless the opponent is already in blockstun.
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Full Charge
An attack that cannot be blocked. If the target is still in blockstun after a previous attack, it becomes possible to block.
Generates a projectile attack from his own center.
This move expends Vital Gauge to increase the Healing Gauge.
Can be canceled into a Skill if it connects with the opponent as well.
It can also be canceled into a Skill if it clashes with a projectile.
Universal
An indirect attack using a projectile or other means.
Swings his weapon, enduring damage without defending against attacks.
The damage taken during this move increases the Healing Gauge.
Inputting + again after enduring an attack can continue to endure subsequent attacks.
Universal
Will not be knocked back by attacks from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Takes out a grenade at random and holds it.
While holding a grenade, either taking an attack or letting a set duration pass causes it to explode and deal damage to the player.
There are three types of grenades:
・Explosive Grenade
Explodes to deal damage.
・Incendiary Grenade
Flames deal damage over time.
・Stun Grenade
Shocks the opponent with electricity.
The same grenade will not reappear until each grenade has been used once.
Universal
An indirect attack using a projectile or other means.
A follow-up action available while holding a Faulty Grenade.
It alternates between throwing the grenade or Headpool, a Deadpool from another universe, who lunges forward with the grenade in his mouth.
Both the player and opponent characters can attack Headpool to send him flying.
Universal
An indirect attack using a projectile or other means.
Hovers mid-air.
Inputting again while hovering performs an instant descent.
Universal
A technique consisting of only movement.
A projectile available with an additional input after Headpool Hover.
The trajectory of the projectile varies depending on the button input.
Universal
An indirect attack using a projectile or other means.
An explosion that forcibly interrupts the recovery time after normal moves or Skills, which Deadpool has convinced himself is a Roman Cancel.
This move expends Vital Gauge to increase the Healing Gauge.
Only available when the prior attack makes contact with the opponent.
Universal
An indirect attack using a projectile or other means.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Repeatedly fires projectiles from Deadpool's gun.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Leaps up while performing an attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
An attack that pierces through Deadpool and the opponent.
This move expends Vital Gauge to increase the Healing Gauge.
If damage is taken from the opponent right before the initial attack, he explodes.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Automatically performs a counter-attack in response to attacks from midway through the action.
On successful parry
An indirect attack using a projectile or other means.
Sends out a projectile towards the ground.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
An indirect attack using a projectile or other means.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After slamming the opponent to the ground, performs Fever Dream as a follow-up.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent