Avenging Spiderman- The UMvC3 Matchup Thread

Loses to:
Dante
Vergil
Spencer (w/ beam only)
Nova
Zero (his worst matchup easily. Zero by himself beats spiderman with 3 assists)
Morrigan (YOLO MS and UWT are your only choices)
Wolverine
Striders assist
V.Joe

Even with:
Wesker (leans in spidermans favor)
Hawkeye
Ammy
Task
Skrull
Trish
lvl 4-5 frank

Beats:
Dorm
Magneto
Storm
Firebrand
Viper
everyone else in the game

Solid list. I’d personally move both Wolv and Hawk one notch down.

For those who don’t understand why Spidey loses to those characters, you can see what they all have in common: projectile wall + movement. Spidey’s angles of attack make it hard for him to get through hitboxes setup by those who beat him. Spencer with beam assist emulates this a bit with his assist covered zip lines and Vergil does this with his disjointed normal hitboxes. Vajra is just a dick move.

Morri + Missiles can be worked around with beam assist + kara stings vs her non AV soul fist flowchart but aside from that and the YOLO MS and UWT, Spidey’s pretty much toast. Against Morri+Beam though, it’d a better idea to swap for a char with good durability spam or tele+beam/vajra.

Agree with Zero, he has all the tools to limit Spidey’s movement and assist calls.

**Spidey V. Doom. **
It’s kinda tough for me to get around the screen via web-swinging, because most Dooms Super Jump>Foot Dive and stay in the air for untold periods of time.
I’m unable to PLink Dash, I’m using a controller (360, unless they’ve found a way to do that on 360 controllers), and Web Zipping upward gets me scooped about 80% of the time. I know Spidey’s fast, and I know he has great options, but what to do in the air?

Just run away and call assists to put pressure him out when he lands. Doom’s relatively easy to keep away unless he’s got vajra assist. Web throw goes through finger lasers but I’d rather just keep away and chip/pressure with your assists. Biggest mistake players make against Doom is becoming impatient, rushing him down then eating a foot dive.

you can plink dash on controller, you just have to set 1 button to dash and plink that button with the other button. That sounds really confusing lol. map one button to be :l: + :m: . then you just plink with that button and your :h: button. you get the good plink dash that way too. the one that also option selects throw.

remember, doom isn’t gonna chip you to death. he’s gotta come down some time. and you also have tools like :m: webthrow, ultimate web throw, air throw.

get under him and throw web throws up his ass

So I’m possibly going to be playing comboman70 at EVO this year and I’m just wondering how does spiderman go about escaping Haggar’s hooligan launcher reset? Can he just maximum spider out on reaction? okay so he CANT Maximum spider out because little ol’ Spidey just dives into the hooligan launcher rofl, more testing is needed. Alright yeah all I’ve found out is unless Spiderman has 2 meters to DHC into another character he can’t escape this reset in the corner (midscreen he can just neutral tech and he’s a okay)

Have you tried L swing up or down-back zip+normal? It’s probably not going to work either. Spidey does have some problems with air command grab resets because of his air dash and zip movement.

yeah I tried all of those his only option is burning 2 meters to avoid dying haha poor spidey, oh well it holds true for haggar/hulk that they cant get out of UWT in the corner his jump.L doesn’t reach even teching forward same with hulk’s foot. (unless I’m testing it wrong by just mashing L and holding forward heh)

Just break it with your assist then. Missiles will do the trick.

Try to pay attention to when hes going for it. Look at the scaling his combo is doing. Pay attention to how much meter he has and if he has enough to just kill you.

you can air dash out on reaction

so I read that Spidey vs Zero and Spidey vs Wolverine are bad matchup on Spidey side, can anyone tell me how to deal with both of them? I kinda sucks when I played with someone who using both of them(except if they are really scrub)

Spidey vs Wolv is pretty even to me except for the first few seconds of the match where Wolv is top tier. Just cover yourself with beam when you rushdown or keepaway, spider sting is your friend.

As for playing vs Zero, Spidey’s approach is flat out negated by Zero’s tools and normals, it’s also difficult to call assist while keeping them safe. He’s easy to kill off though if you get a lucky air grab or a stray hit confirm if you have a decent team.

For zero, just make sure you aren’t doing stupid shit when he has his buster charged. Wait for him to throw one out then make your move when he is still charging another one.

well, thank you to all of you guys, hope I can improve my gameplay more than before after reading your posts here :smiley:

I’d also highly recommend a good aa like jam session to keep zero’s air movement limited. Don’t be afraid to throw a FEW webballs at him from full screen up in the air but mixing them up between lp, mp, fp. Just don’t be doing webball webzip brain dead.

Concerning the furball known as wolverine, try to put as much space between him & spidey in the beginning before the match starts. More than likely it may not happen due to wolv players looking to do dive kick or attempting a ground or airthrow. Typically a lp spidersting will usually trade very well in the beginning but some seasoned wolv players may bait you out ib the beginning to do that. A strong beam assist can help but something like dooms molecular shield assist beats the crap out of rushdown wolvs. Basically use ground webballs when full screen away to make him come to u plus call an assist 1 or 2 times in between. Only perform a raw webthrow from full screen never midscreen due to wolv beserker slash n possible assist coverage. C.mp can trade w/ dive kick but thats gotta b on reaction n could possibly get faked out into a drill claw so lp spidersting is best choice for aa. Ya wanna stay moving but avoid superjumping as nuch as possible due to chance of being airthrown or mixuped opon landing. If they tag him out snap his stubby self back in n finish ur plate.

so i found out im free to Spencer with a projectile assist(like saaaaay hawkeye triple arrow~)… any way i can punish that cornball assist+ “wire zip” approach?

I don’t think there is anyway to really punish it, but you can avoid getting hit by it by superjumping once you see spencer jump to get above him. After he uses his assist, you can then land and call your own assist to go in on him. If you are above him, you can even try zipping down on him. You can also try calling plasma beam when you think the opponent will call assist + horizontal zip so that you hit their assist on start up. If the assist is out of the picture, then you can just spider-sting spencer as he is zipping in.