Sometimes I just jump, dash, and grab him out the air if he isn’t completely in my face but he is still doing his annoying full screen tentacle attack. I’m a pretty low rank though so maybe the people I play just really suck.
Any ideas on how to deal with chars with strong air dash plus good cover like sent charge?
don’t get grabbed, web zip can help by taggin sent so the drones disappear. stay mobile and safe, preferably stay in the air, watch for the big supers (ice storm, shockwave)
Thinking about it now, I haven’t played any good new magnetos. I would think all his gravitron bs would really be an annoyance with assist like drones or missiles. Hmmm
Zro was here…
Aside from web throw and spider bite, what moves are available for Spidey to confirm a combo? Like Wesker or Spencer for example; their j:h: or j:s: air to air can easily be converted to huge damage by linking c:l:… after landing. Spidey seems to have a hard time doing something like this, or maybe it’s just me.
I think people aren’t realizing how strong his :h: normals are. All of them have excellent hit stun and allow him to do things like hit confirm on the ground and air. S:h: knocks back but can combo into all his normals and on counter hit combo into CA. J:h: causes float allowing jump loops, dash unders, raw spider stings etc. Its a great air to air and it still crosses up. When coming from the air you can land s:m: or c:m: depending on your jump. The key to it is knowing what you can do after it. The whole point of a hit confirm.
I would definitely say c:h: is the worst of the three due to it being a knockdown and has horrible recovery.
Zro was here…
The question I had was only referring to air to air. Guess I should have restated it. I do agree that :h: has the best hit stun (I think) in his move list but it’s quite hard to say…get j:h: air to air then confirm a combo from that, unlike the chars I mentioned. It would be cool to get some sort of bnb from a j:h: air to air hit confirm. j:s: seems to drop them quick to the ground after j:h:so it’s hard to confirm. I also like to meet air to air with j:h: because it acts like and option select air throw or possibly a bnb if it were easy to confirm.
Oh no it wasn’t you I’ve just been hearing a lot of people say spidey can’t go air to ground. J:s: causes force roll that’s why they drop faster. Bnb’s vary but can include web swings and web zips into something grounded. I’ll look into it for ya
Edit: Check the video thread out. I’m posting up a video of two quick combos I came up with using :h: swing and zip cancel. They are just to give you ideas but I’ll really sit down and come up with some other stuff later I need to sleep now.
Zro was here…
Well, I don’t think that would work in a tight match since you’re gonna confirming after just a j:h: and if you continue :h:swing, zip when blocked, it’s gonna put you in a weird position. It’s not that I’m looking for ezmode, but rather something that would be a more practical air to ground. That’s one thing that would up Spidey’s ante against other chars, imo.
I think you could cut the :h:swing and go for straight zip then j:h: or j:s:.
That was just something that came up. Honestly I don’t like the damage on that. I know you can do a :l: web swing and go from there but I’ll be releasing another video with more air to ground stuff. Like I said it was something put together before I went to bed.
Zro was here…
I have a hard time with Ghost Rider and Nemesis in this game any tips?
Ghost Rider, you want to (like most Spider-Man adv matchups) attack from the air. Air Web Zip is the answer in this one imo. You don’t even necessarily have to come in with an attack on the zip - Ghosty’s can’t really handle anyone up close. Once you’re on top of him, a barrage of overheads and lockdown assist with a low here and there should open him up pretty easily. If you have a good projectile backing you up too, it becomes easier to start from farther out and works just as well imo. Just make sure to pick your spots well so he doesn’t tag both point and assist. Spider Sting pressure cancelled to zip is great in the corner against him.
Nemesis - most are looking for rocket or jumping H. Use M Webthrow or Spider-Sting to tag him out of the air, and L web balls to force mistakes. If he gets on top of you, don’t be afraid to push block, sj airdash, and reset the situation across the screen. I mix it in with just general pressure at different times to keep them on their toes.
I tend to have a lot of success against these characters just by using the above.
Thanks I’ll give these a shot.
hey guys, me again.
i was just wondering how you would deal with this team, Chris Hulk and Ryu.
its so frustrating im ready to throw my stick at my room mate!! all he does is spam heavy attack with Hulk. When Chris or Ryu are on point then you have that Hulk anti air assist. by the time Ryu is out, he has tons of meter to spam beam supers all day… i just never enjoy facing him anymore. yes, i know that i should be patient and wait for him to come to me… but since hes a heavy defense team he wants me to stay away so he can zone. i can take a loss… but knowing all he is doing is magic series compared to a more execution heavy Spidey just infuriates me… yes i need to cool off a bit lol.
your thoughts? thanks in advance.
What team are you running? A nice team for Spidey should be made of other chars that could assist him in getting in.
Careful web throw fishing works well vs jump attack mashers like nemesis, hulk and sometimes sent as the throw goes through armor moves. Successful web throws easily converted to high damage with the right combos. Also, Crawler Assault’s early frames are invincible and can beat beam supers if the timing and distance is right.
Alright, let’s see:
>Chris: I would assume that aside from properly tossed grenades, that team’s one anti-air with Chris on point would be Hulk’s anti-air Gamma Charge assist. That’s obviously his GTFO assist. I would assume that you will want to take to the air in order to deal with Chris, since I think he has to be above you in the air to actually hit you with something. When you get close, he’s going to probably hit his :a1: panic button and toss a grenade or do a magic series block string or something. You will want to advance with web zip, following behind a web ball occasionally, since you are able to block once you start flying across the screen, unlike air dash. When you know that he’s going to call Hulk, BLOCK!!! Hulk is *only *vulnerable on the way down from his Gamma Charge, which is the perfect time to get a happy birthday going (although you’ll want to be careful because this is when Chris will try to be protecting his assist the most often).
>Hulk: There’s one thing you should know about armored moves in this game: they lose to “capture-state” moves. A “capture-state” move is a move that will place the opponent in a state that they are unable to do anything that is not a normal hitstun or knockdown state. Examples of this are:
-Web Ball
-Moves that will go into an animation when they make contact with the point character (such as a normal throw or even a web throw ;D), including hyper combos
Basically, you can use these tools to outzone Hulk and make sure he never gets in range to threaten you with st.:h:, st., or command throws. I honestly think that this may be one of Hulk’s hardest MU’s, provided you play “gay” enough to play run-away against him the entire time. If you insist on playing aggressive with him, I advise tossing a web ball, grounded and aerial will both suffice, and then canceling into Web Zip, because he really can’t do much about it unless he feels like throwing out a random-ass Gamma Crush.
>Ryu: When you get him down to his Ryu, I wouldn’t advise calling any assists if he’s sitting on a lot of meter, unless you’re in the middle of a blockstring when he’s already popped X-Factor, or something to that degree. Basically, you just want to try to scare him into burning his meter if he’s all happy-go-lucky with it, but you need to be prepared to block at all times. If you manage to get within close distance and scare him into popping a Shinku while you’re not doing anything non-hyper combo cancelable, you can quickly cancel into Crawler Assault on reaction and beat him out of his hyper, due to Crawler Assault’s invincibility on startup.
That’s all I have for now. Hope it helps!
oh, sorry forgot to mention that i play Spidey - Web ball, Deadpool - OTG, Doom - Missiles
i usually have better results just wave dashing at him with and assist to cover me since GR does have some long reach anti air solutions
Oh for those who have problems with hawkeye, wave dashes shut down a good majority of his ground game. I think there’s maybe one or two arrows that really get low enough to touch spidey but I went full screen with my wave dashes and was able to catch him before he finished recovering from the last arrow he threw. So keep this in mind
Zro was here…
I honestly feel like Spider-Man beats Zero in a match up. I played against Flocker at SoCal Regionals and he had a tough time. I didn’t win but the point is that he found it hard to get in on Spidey. I also had a few matches against Marn before WNF starts and he also had a tough time against Spidey. I lose against him but it isn’t because of the characters. They are just better players overall. I find the web shot + web zip is amazing to get in with. At a distance, I always throw one out there and get in quick. I personally go with S when I web zip.
At BarFights, I took out ComboFiend’s Nova pretty free on the first round using Spidey. He blew me up second game because he caught on to my shenanigans. Still, I felt pretty good against Nova.
Spider-Man’s air game feels good even though he doesn’t have a flight mode.