Avenging Spiderman- The UMvC3 Matchup Thread

Spent the last few posts discussing Spencer and Doom. I would like to touch on Spidey vs Morrigan. Biggest trouble is catching the runaway Morrigan. The one good thing I have noticed is that a majority of her players (typical non-pro, online/local) run her to a flow chart style and almost seem cookie cutter. Figuring out how to catch her, or at least put her at a disadvantage is the key… Suggestions? What to punish? Discuss!

I also want to ask about Morrigan also. Would super jumping and shooting down web balls when I get the change be a good idea? That is what I do, and sometimes I somehow find an opening or catch her in the web ball even. Also, what about spider-stinging when she is above you? Would her j.:s: beat it out?

She’s pretty though to play against especially with Doom missiles or Strider vajra but without either those assists, you can play her according to how she’s throwing her fireballs (without astral vision). You really can’t run away from her too much if she’s got assists since her chip damage is enough to get her a nice life lead. If you catch her, I suggest you either XF her or snap an assist since you’d have less issues dealing with her as anchor rather than with some assist pinning you down.

Edit:

I’m not sure but I think sting would trade, c:m: however has its hurtbox lower than its hitbox so it should probably beat out Morrigan’s j:s: if you’re under her.

Ok thanks, I have have a pretty bad habit of doing spider-sting as an anti-air instead of c.:m: even though it has been said many many times that it is a very solid anti-air normal. I think I am losing out on a good amount of damage by doing spider-stings instead.

Without doom missiles or vajra I find it pretty easy to run from morrigans fireball spam. Just hang out at the top of the screen until shes done being a bitch, or sometimes I can catch her on the way down from a super jump web zip up. With either of those assists I got nothing though lol

Team of Spider-Man(sting)/Iron Man(repulsor)/Hawkeye(greyhound) looking for advice on how to deal with Morrigan/Doom/Wesker

I don’t think I need to go into too much detail. I’m sure you guys must have some idea of how this match goes. Played a set against a particular east coast player and lost something like 15-4. The only thing Spidey can do is get a (very) lucky spider-sting/bite, and hopefully kill Morrigan. Her projectiles plow through web throw, Hawkeye’s assist, the only thing it doesn’t go through is web ball. The matchup seems almost impossible.

Hmmm, I fair pretty well against Morrigan and missiles but I do have Hawkeye and Doom on my team. What I do usually is to dash with triple arrows to hit Doom assist since most Morri users jump then do 2 soul fists. Your arrow assist will be fast enough to eat 1 soul fist while leaving 1 arrow to hit Doom. Even if they use grounded soul fists before they jump, triple arrows will still allow you to get in since Spidey’s too short for the top soul fist. You can also abuse kara stings; since Spidey’s c:h: has good reach and has a low hurt box you can whiff it then do a sting motion to move forward under projectiles. Just remember to call your fast hitting assist to negate his missile calls and just run away when astral vision is on.

If it doesn’t work, maybe you can run Hawk (poison) first with IM (beam) since Hawkeye’s matches up pretty well vs Morrigan. With this setup, you’d be using your assist the other way around as Spidey; Hawk as extender and IM as neutral. Similarly, I switch Hawkeye assist on my team too when I play against Strider; I use missiles for neutral and poison as extender.

Don’t forget that whenever you get to hit Morrigan, KO her and don’t let Wesker get XF3, that way you get Doom for free.

What do I do against a zoning dorm? I have Spidey/Wesker/Strider. I call strider and dorm just launches him as he comes down.

I’m not so sure how well this would work when you are actually in a match, but if Dormamu is busy hitting strider, he can’t really block you, can he? Try going in around the same time that strider hits, or maybe right after because you don’t want spider-man to get caught in the launcher too. If he blocks both then at least you are in his face and he isn’t firing projectiles at you. If you hit him with web zip xx j.:h: or whatever it is that you are using to hit dorm, then you get a full combo. Of course this would only work on the people who do :s: with Dormamu on Vajra assist, this might not be the best plan for zoning teams in general.

you can maximum spider purification on reaction, so long as the dark matter he may or may not throw is not right in front of him.

both meteor showers lose to maximum spider on reaction but 2D1C (volcano looking thing) beats any and all atemmpts to punish.

web ball beats out dark matter so you can get some advancement started by zip canceling.

overall, I don’t like Strider against dormammu just because he has several options to beat out vajra on reaction. chaotic flame beats the initial assist frames, whereas St.m and S stuff the divekick itself.

I’d recommend looking into a horizontal assist such as hawkeye arrows, taskmaster arrows, any beam, or akuma tarsus to help you wear dormammus space control down.

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Don’t forget s:h: which is actually more preferred as it hits above his head and cancel to dark matter etc

I blame it on Airborne… shrug

[quote=Airborne, post: 7635274, member: 12077]
you can maximum spider purification on reaction, so long as the dark matter he may or may not throw is not right in front of him.

both meteor showers lose to maximum spider on reaction but 2D1C (volcano looking thing) beats any and all atemmpts to punish.

web ball beats out dark matter so you can get some advancement started by zip canceling.

overall, I don’t like Strider against dormammu just because he has several options to beat out vajra on reaction. chaotic flame beats the initial assist frames, whereas St.m and S stuff the divekick itself.

I’d recommend looking into a horizontal assist such as hawkeye arrows, taskmaster arrows, any beam, or akuma tarsus to help you wear dormammus space control down.
Uch, Im so stupid. I should just be playing to specific matchups! Its good I have a pocket hawkeye as well as other characters. Would you call spidey a char that you need pocket chars for, to play spcific matchups?
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I fucked up the quoting* “Uch, Im so stupid. I should just be playing to specific matchups! Its good I have a pocket hawkeye as well as other characters. Would you call spidey a char that you need pocket chars for, to play spcific matchups?” *

It doesn’t hurt to have pocket characters but make sure you aren’t copying and pasting strategies to different teams expecting them to always work

I blame it on Airborne… shrug

Okay so I don’t post in here often, but I think I stumbled upon some secret tech no one knows about and I plan to spill the beans here to all my fellow spider man players! So I was toying around in the lab with spidy when I found out that there is a bit of glitch or something weird that happens with tall characters. When I did the web ball (L) and was next to the character I was able to go through the character by dashing 3 times to get to the other side. I tested this out on every character and it seems this only works with tall characters that are taller then spider man, but does not work on smaller characters or same height. Off the top of my head it does not work on Rocket Raccoon, Viewfull Joe, armtarsu, arthur, wolverine, Hsien ko, Frank West, Tron, X-23, and Captain America. I record it later on tonight and upload it to you tube to show you guys. oh and it works on spider man oddly enough too.

Update: Forgot to add it doesnt work in corners

I think that may the 3rd time that that has been posted on these boards. XD Its not very well known, however. The thing about it is its hard to work with since the web ball doesn’t encased them for too long.

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oh. who was the first to discover the tech?

You have to look back through the threads. I stumbled across it but found it useless due to what airborne said but when exactly that was compared to the posts on the boards I am not sure. The thing about it I found useless was trying to combo into web ball to set it up for resets but they tech before touching ground even after shorter combos thus stopping the crossup

I blame it on Airborne… shrug

If you use c:h: xx web ball, the opponent will be in float state which would allow him to air tech in whichever direction he needs to, nullifying the cross up. Can probably work with Spencer’s slant grapple assist but after long combos, web ball capture state diminishes heavily.

What should I be doing against Tatsu happy Akuma?