more spidey tron:
I learn a little bit everytime I get to session with him.
if s.rh CH’s from an AA angle, sj.lk, sj.mk, lp web ball cancel, sj.lk, sj.mk, cancel web swing is a pretty good damaging combo. If they don’t roll this setup, spidey will land next to the opponent and get an instant overhead attempt. Will combo from max height of s.rh
off a hit confirm from a mixup, c.lk+tron, c.mp, dash fwd c.lk, s.mp, sj.lk, sj.mk, lp web ball cancel, sj.lk, sj.mp
then you work this optoin tree:
- dash under c.lk+tron, c.mp for a low oppposite side.
- land from the last sj.mk, then call tron and air throw into her
- dash fwd, jupbck+tron the ADF. A delay in this setup will create hi\hi on both sides which can be quite ambiguous.
- dash fwd call tron, jup+lk will hit the wrong way, then j.fp
- if they attack on the way down to stop your mixup, tip a s.rh where spidey’s shoes are @. From my exp, thats where the most priority is then sj.fp them into tron rings and get a falling sj mixup.
of course, there’s more to the option tree but that should be a good foundation for mixups. If setup #4 fails, you can use a failed attempt to land a crossup tron which is rather safe. Its a mixup attempt thats block safe and leads to another mixup.
I really like that spidey ron option tree. First of all, the mixup will happen very low to the ground to make it as fast as possible with no indicators to help an opponent block iirc. Secondly, some of those options are dual purpose meaning that if they get blocked or you miss them, you can still work several more options before you have to relayer.
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for guard breaks j.lk works fine because of it being double action. If you fee like they might take the hit, j.lp, j.lk will still cause double action and will be a 2 hitter to make it as hit confirmable as possible. Use tron in conjunction with it to make the GB have damage output. If opponents start to attack on the way in, njupfwd, AD and time the highest part of his AD with j.lk to get above opponents attacks on the way in. Great thing about the j.lk guard break is that its safe to attempt because you can block if you mess it up. love that double action.
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in the corner for guard breaks, its possible to use web balls to GB someone.
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if you land a MS and the opponent gets launched into the corner, a properly timed dash, c.lp+tron will be meaty enough for the opponent to be in block stun on wake up. Not 100% positive on this though since the timing is a jframe and could rely on character SJ\NJ speeds.
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call tron, jupfwd+lp, jupfwd lk wiffs, is decent for openers vs oppponents who go low. Don’t know if it will go over mag opener though… but if it hits on the opener, the opponent can’t call their helper and tron will either pin the point or hit the helper as they come in taunting.
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if you’re running spidery\AAA ron, you can counter with your AA then properly time a MS to get the glitchy shit rolling. Very practical in some senses seeing how it forces the opponent to stay next to their helper to try to get in front of the MS. If you start experiencing this, you can take advantage of this and get some positioning going.
good loop:
hit confirm, c.lk+tron, c.mp, dash in c.lk, s.mp, sj.lk, sj.mk, cancel lp web ball, sj.lk, s.mp, dash under c.lk+tron, s.rh, dash in s.lk, s.rh, cancel fp spider sting, cancel MS - that should be a dead character.
Incoming character gets hit by the guard break into tron and depending on how the momentums play out, you might be able to get one more mixup.
so this is around 150-190% if you were to give 1 round of marvel 300% max. 100% for each of the 3 characters. The 190% comes from the mixup after the guard break if applicable.