doing what a spider can do:
His airdash:
So theres 3 parts to this. An early cancel which gives him tri jump angles. A medium cancel which he gets a float and a late cancel.
The early cancel is probably his quickest way to do damage. Its fast but its really hard to time. If you analyze his air dash angle, its the U type of motion. The area where he dips down is where you cancel out his air dash with a normal. Really simple once you learn it. What makes this truly hard in a fight is that you want to attack from all the degrees in his air dash which isn’t the case. Its not like any other air dash in the game.
The medium cancel is when he creates the last part of the U. @ this upfwd angle, he gets float properties and its pretty much cancelable anywhere in here unlike his early cancel. Mind you, he still has the rope in his hand. He gets to control his decent and you can aim @ someones dome a lot easier to get his crossups.
The late cancel is the very last part of his air dash where he has released the rope. The part where he’s swinging away from you. This too can be canceled any where.
cross em up all day:
For those that don’t know, every single one of spidey’s normals will cross up. This is devastating in my eyes with proper helpers and team chemistry. IMO, he becomes virtually unblockable because he can have 1 hit, hit front side, then the next 2 hit back side. Not to mention that he’s so damn small that marvel might put him BACK onto the ORIGINAL side. I’ve witnessed it happen multiple games and just about every time I play spidey, I get random cross ups.
mentionable normals
s.rh is SJC. Its your friend good range, its a fierce, decent priority for AA but not great. Great for combos and rerush strings.
s\c lk is a very far poke and it hits pretty small crouching characters like morrigan\chun\ruby etc…
s.mk misses small crouching characters, use c.mp.
nj.lk is his double action move. One of the few characters in the game that can throw out a normal during jump and not be affected by trip guard.
j.lp is an instant overhead but the great thing about his instant overhead is that if it connects wether its hit or block, chain into j.lk. This gives him instant overhead + double action in the air because of the chain cancel making his instant overhead safe on block. He can also air dash after you cause double action.
j.lp and j.fp both cause dwn momentum. Devastating with proper helpers like tron.
Team chemistry:
apparently, spidey gets along with doom very well but I don’t play that squad. I mainly picked up spidey for low tier tourneys and doom isn’t allowed in them unless your playing by some fucked up rules. Anyway, I feel like spidey ron is very effective. DJb13 also had some spidey\sent on RP crap going on and its just chunking fools down left and right. So there’s a few ways you can go with it.
I’ll post some spidey ron stuff tomorrow seeing how I’m working on it as I type this.