Do your job! [Spiderman Thread]

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:

  1. dash under c.lk+tron, c.mp for a low oppposite side.
  2. land from the last sj.mk, then call tron and air throw into her
  3. dash fwd, jupbck+tron the ADF. A delay in this setup will create hi\hi on both sides which can be quite ambiguous.
  4. dash fwd call tron, jup+lk will hit the wrong way, then j.fp
  5. 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.

  • 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.

  • in the corner for guard breaks, its possible to use web balls to GB someone.

  • 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.

  • 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.

  • 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.

nice on that loop :slight_smile:

part 2 of a spidey video coming soon.

this time around, it will probably be more along the lines of a 101 rather than just a combo video.

[media=youtube]pmUmyH7dcDA[/media]

:amazed: more spidey stuff

ILL. goddamn

ty sir.

You certainly have earned a lot of respect for me. I used to play MvC2 and I thought I knew a lot about Spidey… You’re certainly the best I’ve seen. :tup:

BTW: this thread was better when it was called “Do You Job!”

I’m claiming that there’s a spidey infinite. :woot:

There is… I just can’t do it on stick… i CAN with one button dash and stupid macros though…

Sentinel:

s.hk xx sj, xx web dash, xx lk, hk, repeat…

i’ve only gotten 9 hits max… maybe you can get more… the web dashing cancel properties seem so random to me.

damn. is it sent only or did you just open up a new can or worms? also i wanna know about this fabled morrigan rom setup. don’t think i haven’t discovered top secret pkola marvel thread:arazz:

I was talking about a rom setup that will work on other characters than the fat\big ones. I got 1\2 rep on some small characters, cable ron\morrigan so I know the momentum is there to create one but the timing could just be too retarded to attempt during a game.

Right now, all I have is the rejuggle height. Once I get that height, its very hard to create it again so it still needs some tweaking.

hahaha, so people are digging around in the pkola thread for marvel tips now?

The morrigan rom on small characters is still in development as well but this one in particular, I have gotten 2-3 reps on psylock mid screen.

ahhhh i see!

well, his jab, i know pushes down, just like magneto’s d+lk… so it’s gotta have something…

but yes, i’ve been convinced for a long time… since meik 1, with that spiderman combo on colossus. You know the combo, right?

I’ll have to go back and check it out but I watched the joo combo video trailer the other day and I saw a combo on thanos and thought, hey, that might be an infinite setup.

[media=youtube]Jr-dDdbQo9A[/media] 1:04 or so.

shit, i forget the DDR song that is… but it was one that i used to be able to AAA about 80% of the time.

haha. man, finding low tier rom is like the holy grail of mahble-- i’m still convinced bc of random meikyou junk that psylocke has a cyke infinite. you probably have to be a robot though.

edit:

damnnn spidey combo there is wild. lol even if rom is 1.5 reps he’s still gonna crossup reset you BACKWRDS. what a champion

and i love how now matter how technical joo’s combos get, and how many far out nuances/setups he works with, there’s still those of us that’re sayin’ “hmm i think i can use that”

hedoes have one that works on sent / jugg / blackheart… liston was showing it to me… i forget how to do it now though.

hmm webball seems to disintegrate quick after my 1st rep. i think i’m getting them off too low. geh.

Yeah, I tried it too for a bit and kept just missing the link off his lp WB. :confused:

I think it was Mixah that mentioned it, but I also noticed how inconsistent it is to get an AD xx attack cancel with Spidey. There were times when he would just continue ADing and others where the normal would cancel at different frames of his AD, thus sending DF in different angles. Odd. Are you consistent with it yet Shoultzula? I’m not running Spidey, but just curious.

edit: For the record, Venom is much more consistent with his AD xx normal.

^^

AFAIK, air dash xx normal is 100% consistent when with the proper timing between the two inputs. There are times when i get it 10-20 times in a row and then miss the same amount of tries-- its just really, REALLY picky. As you’ve fig’d out there is that window early on where any attack won’t register. The timing is so strict that you can’t even mash for a decent success rate-- so that’ll give you an idea of how precise it is.

For me I do, sj, airdash, slight pause, press down and release+attack. When I pretend that the air dash cancel “command” is press a direction then attack as the spring returns to neutral I have as close to a consistent tri-jump as I’ve figure;d out thusfar. There’s nothing to the directional input though-- it just helps me work out the timing mid-jump/midgame when the heat is on by giving me a physical reference to the timing. Basically just a musicians trick though :looney:

OK, to clarify the confusion with Spidey’s webball, here:

to PROPERLY cancel spiderman’s web-dash, you MUST cancel when spiderman is at the bottom of the animation… i can make a short-video explaining it, and a few combos with my spiderman team :slight_smile:

and the second webball in one combo is NOT comboable afterwards, UNLESS you abuse a limit break glitch (such as a fly screen decay, which is NEARLY impossible with spiderman.