Do your job! [Spiderman Thread]

^^

hmm well that seems to kill my shot at spidey infinite. right now i’ve got:

lp, lp, immediate sj. lk, lk xx lp webball, falling lp, lk, pause mk, land, sj. lk, lk webball

from there at least there’s block hits on the way down, dash under reset

other than that, thats where im falling apart.

that’s about the best you can do with that. they intentionally did that to tone spiderman down from his MSH version.

Personally, I prefer to worry less about spiderman infinites and more of his massive damage capabilities, hence my team… here’s some stuff to try with my team…

spiderman - projectile
bbhood - projectile
dr doom - anti air

web dash cancel with HK, land, c.lk, c.lk, s.hk, call bbhood, sj.hp xx hp webball, land, s.hk xx hp spider sting xx Maximum spider - 112 damage (if you’re in the corner, it will ALWAYS send the opponent (except biggies) straight up, so as they’re falling down, hold away from the corner, and as soon as you see your characters indicator move and change directions, hit s.hk and you can have a fall down reset of one of these options

  • c.lk > to whatever
  • nj.web dash > whatever
  • hk throw with bbhood assist, to standing hk - from THIS one, you can 1-meter 100% kill almost every opponent.

c.lk, c.hk + call doom, dash x 4 (depending on the spacing between the dashes (and it’s a small difference, you’ll either cross up or not), then you get the magneto wakeup reset where you can easily change sides. combine this with the bbhood combo stated above, you’ll get nearly 100%

c.lk, c.lk, s.hk, call bbhood, sj, hp, maximum spider works as well by itself, if you’re not 100% comfortable with the longer combo that i stated. Keep this in mind… You already know that you can only do 1 webball, but sometimes, opponents forget this. Try this little bit of extra damage :
clk, clk, shk, bbhood, sj, hp, hp webball, land, clk, clk, shk, sj, magic series, lp webball, hp throw. I’ve found that people tech that throw less when I do it that way, beacuse the throw comes much sooner than they anticipate. IF THEY TECH, and do NOT have air control (eg. air dash, float, double jump, hadoken, cable - aka low tiers or stupid opponents), you can do lp webball and have them block it, and guard break to maximum spider. it depends on distance though, and not that useful, but it can still be good to know.

another retarded reset:
if yo’ure cornered and pull off an air combo, end with lp webball, and make sure they block the lp after the webball (so let theme escape it) and xx maximum spider. for some reason, if there’s web particles on the screen, i don’t think they can block it, as nobody’s ever blocked that when i do it. it’s never been tested though, so don’t even take that as word. I just think that the people i’ play with don’t block because they just don’t expect it and they think they can counter hit me out of whatever.

i got some double web throw and web throw into ultimate web throw combos as well… blah, im’ not going to get into all of that.

yea, its consistent. Just some practice.

The problem, is that people want to manipulate it to adjust differences in angles and it doesn’t work like that. It can only be done in one spot.

as for the infinite, this is my guess on how it will work.

@ certain heights, spidey’s j.fp can be rejumped into a magic series. So if there is a spiderman “infinite” it would look something like this.

j.lk, j.fp @ the proper angle to set the infinite into motion

then a rejump magic series

then j.fp again @ the same angle you used to get the magic series to combo

and rinse wash repeat.

It probably won’t work on servebot, roll, megaman etc… but for the likes of tron, cable, psylock, morrigan and so forth I can see the infinite panning out on them.

NOW, the problem with this is the j.fp angle need to set things in motion must be very low to the ground. So when you rejump, you want that rejump to put you @ the same height you got the first j.fp with.

I haven’t actually gotten past one rep but I can get j.fp, rejump magic series to combo. And since this is a NJ infinite, there will be no FS properties to deal with. Just a juggle height and VERY tight timing.

j.fp while the opponent is a jump state, rejump immediate lp, lk, delay, mp, delay mk, delay fp. Repeat.

Something to this degree should be an infinite. The key is maniuplating the j.fp height so the rejump will always combo.

Thus the value of the PPAD. Good stuff.

ppads are both good and bad. Believe it or not, I discover a lot of this shit by doing other things and I fuck up something and it results in somethings I’ve never seen before. Then I take it and turn it into something useful.

You can’t bank on that type of creative shit on a ppad because you’ll probably get it right the first time if you’re a master @ programing them.

Not to mention that attempting spidey’s AD over and over to make sure I got the quick drop one made my execution on that almost flawless.

lol. i get it. Iron Man suit Spidey slowly making sense.

and even if setup/execution tightness is stoopid-hard, putting time into understanding these elements of his air normals is just gonna keep you on your toes freestylin from spidey glitch hits.

funny cuz i never really put in the time with this guy yet, but when i heard infinite i was like “time to pick this badboy up”

i want low tier to be top so BAD

edit 1 :

which of his air normals have you seen hit cross-up/backwards midair? i feel like i’ve seen both lk and lp.

haha, yea thats really what it is.

Took the IM rejump infinite because there are no FS properties in it and after watching the joo spidey combo, I saw that a rejump was possible with a very low j.fp.

padow, a guess @ an infinite but right now, its just theory marvel.

they all do. Every single one of his normals will hit backwards which is just bad design but great for spidey players.

However, I would use j.lk in a situation where it looks like it the normal could miss because of the j.lk being double action, it makes it a safe attempt.

In a position where the reverse hit box is guaranteed, I would use j.lp, chain j.lk all day.

lol. i didnt think they fucked up that bad. wow. thats awesome though.

I meant as far as testing out how tight the window is on your re-jump infinite theory and guaranteeing consistency in the execution just to see if its humanly possible…but I hear ya. It’s not necessary, but would be useful. Keep it up.

Curiosity: why do people still consider spiderman very low tier and not mid? I still argue with good players (like remix1213, liston, and others) that spiderman isn’t in hulk’s tier… I’d say more like Charlie’s tier… I dunno.

it depends on the duo that spiderman has. IMO, spidey ron is by far his best low tier version and I would put that up there with the charlie\ruby heart tier. He’s right underneath morrigan\mummy\cammy. That tier listing and within that tier list, he’s like upper mid\ mid mid. Not actually @ the top of his own tier group.

Spidey’s main problem is that his priority isn’t the best and he has no moves that extend up aboves his head while jumping. If you can prevent him from doing mixups and stay above with decent priority, chances are you’ll beat him easily.

Spidey only shines when you properly play out scenarios and land a mixup that leads to a reset. Only way to play him because of his lack of priority. That within itself only allows for patience and very good execution needed to properly time that AD. You have to know a lot and be good @ identifying good positions to make the most of his game and that simply takes time. He’s not like cammy who’s just flat out basic effective.

It can be his semi complicated nature that people constitute him as weaker than some other characters but he’s just one of many characters who haven’t been mastered in marvel.

truth

I was messing around with Shuma Gorath last night in training mode after having picked him up from the Random Team thread, and decided to see which characters could link a DHC after his eyeball explosion on DHC out. Spiderman, of course, can link his Maximum Spider from full-screen and both other supers when you set the distance up right. Anyway, I got lost in fooling around and was doing links, blockstrings, and resets with Spidey coupled with Shuma’s projectile assist. Eventually, I got the opponent to the corner and just started messing around with:

c.lk, c.mk, s.hk + Shuma, sj.hp xx Maximum Spider (72pts or so)

Well, the first time I did this, I noticed the Spidey got the last hit knock-up that allows him to OTG and whatever afterwards. So, I tried it again…and again…and again…and again. It worked EVERY time. Then I moved to mid-screen and, of course, the last hit was a knock-up that sent them flying to the corner.

So, then I started just doing Spidey’s dp+hp xx MS link and watching how it connected. I first thought it was height related b/c of the Shuma projectile thing, but I think it works whenever Spidey 1st hits under the opponent. It might have to do with cancelling his dp+hp fast enough to angle your MS down forward where Spidey seems to sort of pop up off of the ground for his first hit connect. Thought it was interesting. Hope it helps.

try your setup on multiple parts of the screen. Different ones. Try it on different character sizes as well. I play a lot of spidey and I haven’t found any trend to the MS ending down yet consistently. When he does MS, he doesn’t exactly follow “rules.”

He won’t always go off the closet wall. Sometimes he can hit 2 times before he makes contact with a wall. Other times if he nears a wall, he’ll go off said wall all 5 times. Its just fucking weird.

Ok, just thought it would be useful as how it connected consistently given that set-up I mentioned. You can keep messing with it if you want.

from a few years testing, I think spidermans sj.fp is by far his best KD option after an AC. When timed properly, you can wiff high go low, meaty instant overhead, or fucked up ass crossup or fake a string, throw+tron. You can let them jump and guard break them with j.lp, j.lk, call tron, j.mk, j.fp and last but not least let them mash a helper, counter call tron, then MS for random unblockable. It seems that everyone of spidey’s best setups can be obtained from that sj.fp KD after an AC.

don’t know if I mentioned it before but a real good way in for spiderman is to quick DHC into MS. If you can make the other guy be careless with his assist once, spidey has a solid shot @ getting in randomly clean. :confused: better than nothing I suppose.

qcb+k has insane priority on it. There’s just something fucked up about that hit box all together. By itself, its pretty risky but combined with tron, it works fairly well and on hit, will nuke @ the right ranges since qcb+k causes OTG stun.

for spidey to get in clean off a CH w\o risking a helper, I think s.rh sjc should be mastered. After something c.lk, for CH, s.rh sjc you’ll get a way in. To my knowledge, this can be countered with an assist but it’ll @ least be a CH attempt into a positional situation. If only spidey could do backwards AD, he’d be real good.

Eventually, spidey’s AD angles get snuffed out because of his recover on his AD. He really hangs out too long during his AD and its just too easy to hit him out of the sky. What I’ve been doing lately is a lot of dash back, wall jump I can still get range while being able to block. If only if spidey could air dash wall jump glitch and block instantly, that character would be so beastly.

when spidey goes low for his crouching strings, he actually goes under helpers like psy\cyke. Those 2 helpers in particular can give you hell but if you master the timing on the normals and range, you can dodge for free + counter with tron, sj AD string for a mixup.

spideys qcf+kk super is safe on block but is guard cancelable so use with caution. Useful on players who don’t know that and risky against players who do.

played some spiderman today I realized that he can do a high\high mixup string. After any falling attack and he’s in range, you can instant overhead against with jump jab and it combo’s. Still gotta test the block stun properties on it to make sure you can’t jump but it looks legit. This makes his jump ins and AD strings for multi layer now because of that relayered high.

if you xup into jump jab instant overhead, the momentum is applied differently. Its actually towards spidermans landing angle. From there, you can probably do call tron, jupbck+lp for instant overhead, jupbck lk to cause double action, tron rings hit, ADF, xup RH. Haven’t tested this just yet but I think this is high\high\xup high. After this last one right here, I can then relayer one more instant overhead high+ a helper for a rechain. The xup momentum allows him to get that quad option high.

^^ xup j.rh, call tron, jupbck.lp, jupbck.lk, ADF, xup j.rh, land, jupfwd.lp.

of course if you can do quad high string, you can go low but that option tree will allow for hits all day.

omgad???

the pattern, xup j.fp+tron, land, instant overhead j.lp, chain into j.lk for double action, delay, ADF, j.rh xup one more time.

triple high block string!!! :lovin: