Do your job! [Spiderman Thread]

its been a while since I’ve updated this.

A big problem after playing spidey for a while is that this bitch couldn’t move backwards to save his life. His air dash only goes fwd. A difficult problem with a very easy solution. You jupback+lk. For one, you still can call your helper. Secondly, because of his extra action in the air, he can AD still after this if you see an opening. Thirdly, if you don’t like what you see, you simply can just fall and block and judge again. Quite a decent option imo and the jupbck+lk actually covers quite a good distance.

This kinda goes into his next thing. Once in NJ mode, spidey gets to just float around w\o the risk of trip guard. He can do shit like jupbck.lk, AD, late cancel lk, falling RH. Also, he can also do jupfwd+lk, then air throw if the opponent comes up to him.

I’ve been using s.rh+tron for AA, counter hit lately. If the s.rh CH(counter hits) the opponent from an AA angle, I can sj.fp them into tron or get a delay combo and use the rings for forced OTG after KD. If you knock them into the rings too early, you’ll allow them to call out their assist for a free shot @ your tron but you’ll get mad life in return on the point.

s.mp launcher, sj.lp, sj.rh. Is awesome for FS manipulation. It speeds him the hell up for his FS dash and he’s instantly ontop of the opponent before they wake up for easy mixups.

say your pin an opponent with a block string and you want that relayer to happen so you can get another free shot back in for a mixup. After you get the block string and cover your helper, jupfwd+lk, hld back is another solid option. If they try to jump, the jupfwd+lk will knock back to the ground. If they jump away after the first j.lk, you can throw another normal to cut off their 2nd route. You can also bait the helper here by doing nothing and calling tron for counter call damage. If they do nothing and are willing to block something, call your tron before you land, dash back once, then attempt your overhead. The reason why you have to dash back is to make up for his AD angle. If you sandwhich the opponent with a tron call, tron will knock them away from spidey once the AD has happened. Besides, getting the proper distance after a pin can only allow for randomness to happen.

currently, I’m playing spidey\morrigan ron. So far, this is pretty good version. Morrigan ron is god like as most people are aware of. A tron combo into spidey’s combo super, dhc into morrigans combo super practically kills a character. Its around 95% life vs cable. Also, morrigan\spidey and vice versa as a unit is pretty solid. Now spidey has NO invincibility as an AA so you want to let him come out vs air attacks only. Also, morrigan can AC into her super from spidey AA too allowing for solo team chemistry.

say you get c.lk+tron, c.mp. This leaves with you the typical options such as AD cancel for hi\lo, or going low. However, if you AD after the c.mp and the setup gets blocked, ADing fully then holding the direction of your opponents back will allow him to get slide through all sprites. Gotta drive that bitch around!

some new things I figured out the other day.

forced corner

get the opponent in the corner and do, jupfwd and reverse web ball. This will create the wall jump but instantly cancel into the web ball. The web ball should go away from the corner. Upon landing, spidey will be in the corner. I combine this little trick with tron for some nasty.

another type of AD angle

for those that have done a little research about spidey, you know that if you hit f+PP next to a wall you will get a combination of a wall jump and a dash. It kinda needs a name but I didn’t make it up but I’m thinking wall dash sounds fitting? anyway, if you do jupbck+lk, and the momentum carries you towards the wall, you can do fwd+pp to get the “wall dash” to happen. However, since spidey was in NJ mode to begin with off the jupbck+lk, he maintains those NJ properties and he can use the “wall dash” in conjunction with assist calls. Gets pretty nasty combined with the right assists and I think he can block instantly after this as to his AD which takes qutie a bit longer to block out of.

One thing I noticed about his “wall dash” is that if your opponent is in the corner as you do this properly, a screen shift occurs and as soon as spidey lands, the opponent will be out of the corner.

that forced corner trick doesn’t work on all character sizes. I should of tested that out first before I posted it up.

also, I find that doing his " wall dash " from his njupbck+lk is pretty hard to so far. My timing on this is pretty bad @ the moment but it is possible.

hit confirm setup

This will kill a character from what i’ve tested. s.lk+tron, s.rh, cancel into srk+lp, sj AD and immediate cancel sj.lp, sj.rh, land, s.lk+tron, s.rh, srk+lp, launch.

after the first srk and you follow up with sj.lp off the AD should cross them up really weird. Even if the setup gets blocked, you’re still in a position to call tron out and mixup again.


when you try locking down your opponent with normals to get a tron call to allow for a mixup, sometimes you create a sandwhich. Usually, if you AD here and try to mixup, you have tron rings giving momentum the wrong direction. It will push the opponent away because of the sandwhich. In this scenario, you want to do TK lp weballs. Not only will you create that sandwhich pin but after you TK lp web ball, you can fall down with attacks. Due to the momentum of tron rings from the opposite side of the opponent, tron can slide the opponent right underneath spidey allowing for ambiguous attacks on the way down on either side.


after you get sj.fp for an ending sequence, you can hold fwd to get as far away so you can get a SJ lp web ball to hit the point on wake up. If you get this positioning, you can do AD into them afterwards for a mixup.

If you sj and descend ontop of your opponent, throw a rh from max distance as you fall. Then when it connects, cancel into a LP web ball. From the proper distancecs, this will float spidey above your opponent after you attack. Here, you can see whats going on. If you don’t like what you see, AD away. If you do like what you see, you can still fall down with normals, or ADC, ( air dash cance), for a mixup.

This same method can also be said about SJ, ADC with normals. If you don’t want to run into something, you can attack, lp web ball to create your stall and either attack or block safely.

I know I’m not the only spidey player on the planet. Post up what you know. This bitch is seriously broken.

What are people doing these days for guard breaks with spidey? I’ve been thinking about using j.lk hit confirm into tron or something.

give me a couple of days:badboy::rock:

wow, peter parker put it to some people today.

don’t sleep on spidey ron. For the love of all that is holy, don’t sleep on peter parker.

some notes-

specific types of web balls stop storm from doing a hail. Figuring out that angle is important vs tops. Spidey doesn’t have much to stop storm from running which kinda sucks. You can either pick capcom on your team or deal with her angles. Spidey’s air dash reminds of a “U” in the air. He can bend up and under to deal with characters and get some nasty crossups and get around air angles.

LP web balls are the safest but the problem for the most part is that they don’t cause enough hit stun for a combo. In these situations, ADing or NJ upfwd will lead to something. If they do nothing call tron and get a layer. If they call a helper, counter call with tron, big life.

The one thing I noticed about spidey’s AD is that if you let it ride out, it has horrible recovery time. If you cancel out on the upfwd part of his dash with LK, you can use the upfwd momentum to sling you into the air but also give you enough height so you can recover in the air still. The one thing about this is that they can CH when you use that air normal to create your float stall. So I guess use a mental game in conjunction w\ it.

VS AA’s that stop tron, what you want to do is do a lot of NJ baiting with nj.lk. Since he has double action in the air, he can block still and it’ll let you get a read vs your opponent. I’ve learned that after staying fullscreen and peppering people with lp web balls, they eventually call storm to prevent tron calls and stop my from doing my web balls. What I like to do is NJ around, wait for that to happen then do a NJ, AD and get my counter call tron on storm helper.

I’ve also noticed that after you get FP FS and it smacks them down, you should exploit some of his wake up game there. Once you exploit that for a little bit, they’ll eventually start calling there AA right there. Once you get that type of reaction after sj.fp FS, AD after the sj.fp. That should get you away from the helper with a chance to do some life.

spideys ground dashes counts him in the air. I don’t think he can go over lows but they count as ground to air VS spidey. Rather useful sometimes vs short short crap. He’ll recieve that air flip stun rather than a ground hit.

If you SJ and save your air dash, you can come down with sj.rh, cancel out LP web ball, then AD for another type of angle. Really useful after a few pressure strings because it can beat awesome bait.

after repeated attempts of spidey’s layers, all you have to do is start working throw+tron. Its not safe vs some characters but just remember who you can and can’t try it on. iirc, its not safe against magnus. You’ll get the life and all but magnus actually recovers faster thanks to tron and he can layer spidey back with the quickness.

spdiey vs bot is rather intresting. First off spidey’s fierces will break his armor. If you didn’t know, sentinel is FAT. His sprite size actually doesn’t like crossup characters so spidey can really get going in this fight. 1 bnb with a super in it will do 40-50% life vs bot. You should always try to do MS if you’re not going to dhc. If you get the MS that hits last on upfwd. It will almost send the character fullscreen from 1 corner to another. If its corner to corner, it goes like 98% screen which is the corner still.

spidey qcf+kk super is safe on block. Push blocking does fuck it up so watch out.

spideys upfwd web swing throw can be mashed for pretty big life. A homie told me that the other day and I didn’t know he could do that. The hcb+fp throw.

when characters are falling down from running away from spidey. properly timed AD can win you a round. Spidey has this real tiny sprite and his hit boxes are probably bigger than he is so he can swing through those 2 different hit boxes. With proper normals in place as you get an AD angle that gets underneath someone, you can get the opponets normals to go one direction and miss spidey but since his normals hit so “fat”, he can land a CH. Its using his broken sprite size to dodge normals and then using his fat normals hit boxes to land a CH.

for guard breaks\incoming characters, I’ve been doing AD and use his upfwd momentum on his AD and do sj.lp, sj.lk, sj.lp. It seems that my sprite causing the momentum on the way up is creating movement vs the opponents sprite since I’m hogging up that area, then my air normal series is causing another type of momentum. Sometimes, you can land on random sides for c.lk+tron layer.

spidey glitch:

I’ve been doing this on cable so I don’t know if its character dependent yet. Get the opponent midscreen and make sure the opponent is on the far side of his part of the time clock. Then do s.lk+tron, s.rh, MS. What should happen is that the last part of MS will hit down. When the MS hits down like that, you can call your assist then AD and cancel out for a mixup AFTER MS has already happened. It kills a character if that crossup+tron hits someone.

Most people don’t know that much about MS so use that to your advantage

This thread has been selected for movement to general strategy.

I got my hands on a CC for a while and threw together some shit.

[media=youtube]-jMzKFb5RCc[/media]

I just uploaded this a few mins ago so if it isn’t viewing check back later.

pretty good video

has it been figured out how to consistently get the last hit of maximum spider hit in such a way to otg afterwards?

Clockw***0***rk

^I’ve only been able to get this when the opponent has their back to one of the corners.

good video. i personally enjoy my doom resets though… but that tron stuff is nasty… damage… wow.

you know what the weird thing is, I got a setup that works on the ps2 version but not on the DC for some reason. The glitch itself seems to like bigger characters. I have a better frequency of getting it on fat people than small ones.

I know you play spidey too, maybe you can let me in on a few things. I’ve been playing him a little over a year but he’s one of favorite low tier characters.

I’ve actually tried spidey\doom and imo, it has nothing on spidey ron. Tron just opens up his game to full potential. Random overhead hit box placement into tron rings just isn’t fair.

I’ll probably make another one when I have a chance to record more shit.

doom rocks has that pop up thing so what’s nice is that if your reset gets blocked, the rocks will keep them in stun so you’re still safe after a crossup. you do a lot more damage with tron, but to me, that’s “cheating” your way into low-tier justification, because her damage does enough to exploit every character as being able to deal some massive damage.

CC= gimmick mania on youtube

Hmm…couldn’t help seeing this…mind elaborating this to me via PM or the Doom thread…

…sorry if this was far off topic…I’ve no knowledge on SM…sadly…

nice

I believe you were asking for input on spidey/tron/AA.

first of all, I’m sorry if I suck at posting.
second, I don’t have a DC on me now so I can’t mention any specifics atm…

You were asking about a decent AA for the team, so played around and asked around till I came up with two characters that fit alot of team chemestry, but not all.

I asked around and found that tron/col was a team that was very dangerous in the hands of some julian or julius guy, idk. I have a friend who played him alot back in the day and he showed me some stuff. Col/tron work great together and don’t need meter to kill. Meter just makes col super dangerous. spidey/col do alright together. the hit pause after a colossus assist hit gives spidey a chance to hit confirm and combo. they have dhc chemestry, but only two at a time. col’s AA assist is ok, but his horizontal version seems to have more priority…

I checked out the cast and found that spidey/tron/son are rediculous. son may not be able to crossover on her own, but her high/low/airdashassist/grab game make up for everything. I’d say that if you lost spidey (your point) you can still be as dangerous with son. Spidey gets a couple things from sons AA, he can low combo or reset out of sons AA before the third hit, it reaches far for an AA, and because I’m a noob, I use son AA maximum spider as the easiest guard break ever. Problem with this team is the lack of DHC chemisty…

I’m sure you can do way more than I can in this game, but I figure that if I saw the potential in these teams, you could probably max out their options and see if they have what you consider team chemistry. Sooner or later, I’ll be adept enough in the game to input some solid playstrats, plz don’t think I’m just lazy, I’m seriously just learning the game now.

Laterz!!!