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!