vs missiles you just web ball a lot and ground up forward zip/superjump airdash every time missiles are coming down
vs drones you web ball and ground upback zip a lot. i think drones are 3/3/3 or something, web ball is 5, and you can get off a lot of web balls (maybe 2?) before drones come.
just throwing this out here in case someone runs into a modok player
analyze cube is only 1 durability point so you can web throw through them and grab his big stupid head. he’s also so big that m webthrow when he’s at super jump height misses him less than other characters who like chilling up there.
I read some things earlier on with Gravitation giving Spidey problems but after experiencing it first hand, along with a Vergil Rapid Slash assist covering the ground I’m at a loss at what to do, if I call doom to cover me I eat a disruptor, and if I try and jump over said disruptor there’s gravitation waiting for me before I get close. I’m pretty salty because I couldn’t run anymore sets to try out some more things like zipping forward or anything else really overall it was just super frustrating dealing with it online haha.
I was playing against Drew Grimey he goes to the FGTVLive house a bunch and takes games off of FChamp and the other killers there so I was in over my head to begin with but when he was using Magneto/Vergil/Strider vs me it felt like every area is covered and Spidey just can’t play the game vs that team.
Gravitation leaves Mags wide open. It’s actually not as good a counter against Spidey as people think. If you are in the air running and say they try to pull you down you can punish with Maximum Spider. I can’t remember exactly but I believe if you activate before he does Magnetic Shockwave it beats him out in the super flash. You can kill him from there with a good XFC. If you are on the offense, well he shouldn’t be doing this, but web zip towards him and it negates the backwards movement. This applies the same when you are trying to approach from fullscreen and he keeps pushing you back. Normal jump and use your web swing to approach, be smart about this obviously, and then zip cancel any attempts to push you back. Using these plus defending his assist and using your own horizontal assist, should cut back his opportunities to try these
yeah that was something I felt I was missing, although this is turning into more a team based discussion by having dorm/doom I don’t have a horizontal assist, or at least dooms coverage feels more air-based and dorm’s seems to be better at covering your rush down after you’re already in =/ I have only been running the team for a few days though so I guess picking at it before I get used to it isn’t the smartest idea haha…but just lacking a horizontal assist isn’t the main reason I’m getting shutout that easily I’ll have to try those other methods of approaching, I’m still working on getting out of the web ball/web zip auto pilot mode too heh
You can still use Dark Hole as your go to horizontal assist. The problem is you are trying to run away without any fullscreen coverage. Doom’s missiles isn’t built to fight against Mags since disruptor is still fast enough to punish him. Work from just outside of Mags area and pin/punish with Dark Hole.
Bait the disrupter with the Doom assist call. Don’t try and react to the disrupter you will be too slow so you have to get a good read on it. You can cover the full screen with an AD -> a. H and punish magneto for being predictable. Magneto has piss poor health also so you’ll get free magneto kills for every disrupter you predict. The second you do this smart magneto’s will be afraid to zone and throw fireballs more sparingly. If he doesn’t catch on just keep doing this and scoring free magneto kills.
Also spiderman can do fine without an assist to cover his horizontal approach. You just need to be more patient and rely on your grounded footsies game more.
I’d suggest Web Zip j.:h: instead of air dash because Magneto could just cancel disruptor into Shockwave and then he has two characters for a good chunk of damage.
ziplines are too slow you won’t catch magneto if you try to punish with that. You have to take into account the SJ height needed combined with the ziplines starting animation. Unless he has storm in the immediate next slot you shouldn’t have to worry about much unless he is willing to burn his x-factor also just to kill your point spiderman. It will generally be a trade in your favor if he is willing to do this.
The purpose of that tactic I mentioned above would be to make it so that Web Ball will nullify any Disruptor attempts long enough for Doom to come out safely and Plasma Beam.
Edit: This would also be great for most “Happy Birthday Monster” characters like Hulk, where armored moves plow through most layers of space control or pressure, seeing that Web Ball is a capture state.
The issue is that it doesn’t work too well against characters with projectile-nullifying moves, such as Taskmaster, who coincidentally is also a frustrating MU because of his huge normals.
ohh my bad. I thought you meant jump, web ball, then web zip up forward and airdash. I do that because it gets me to almost SJ height and I can still call assists.
So any tips for Firebrand? God, he is so annoying. He wastes a good 30 seconds when playing him, and most of that time neither of us are getting any hits. The only tactic I have is to piss him off even more by calling Hidden missiles and jumping around while trying to avoid him. I can beat him every other match or so, but its not guaranteed (well, nothing is guaranteed in marvel lol.)
Any creative solutions to combat an overly foot divey Doom (99.9% of them) there is the backdash UWT, how about medium web throw? Will that snatch a foot diving doom?
If you still have assists, you can do wall jumps then up zips while calling an assist. You can then time your approaches from there. While web throws (and grounded specials) are tempting to do, they have a bit of recovery time which would allow Doom to get closer or even get to foot dive you so keep them to a minimum as much as you can.
Raw j:s: foot dives that aren’t cancelled with air dashes can be punished with (s:l:) s:m: s:h: sting during its recovery. Jump forward :h: foot dives should be pushblocked to avoid the high-low mix up when Doom cancels it with an air dash, similar with pushblocking Bionic Arm XFactor.
Doom has a hard time chasing opponents and hard punishing assists while Spidey’s very good at keep away and can call assists from sj height; so play to Spidey’s strengths and you’d have no problems.
Most of the doomtards I play are either doing finger lightning from top sj corner all the way to the ground, are at a constant foot dive across the screen or… Are bouncing me off the damn ground like a rubber ball, for 650 ground bounces/re-launches…
What you are saying does make sense though…
On a similar topic, if you are caught on the ground against an airborne happy foe like a foot dive Doom or pipe loving Hagar, is it worth it to dash under it? Or D up, weather the storm/advance block and wait for an opening?
If they are being that happy about it just web throw them or spider sting them on their start up. If they are smart about it they would know that would be coming and hit you with something unexpected.