i didnt quote it but no they cant jump back its almost like a combo with other characters where you can attack on the way down then jump back up and still combo. only bad part about it though is pushblock and assist calls eats the shit for free :sad:
spidey part 3, peter fucking parker in progress. :lovin:
http://www.youtube.com/v/Q8ru9vb_Gmw :karate:
spiderman is officially tapped dry. I have no more new information on this character
some basic stuff I wanted to show, techniques, block strings and loops.
ugly ugly UGLY
i had no idea assist x-up worked on block!?!?!?!?
yea it does. Too bad you don’t see more nasty ass setups using it. Can you imagine speed up wolvie ron doing some buck nasty? :rock:
man, this thread is 2 years old?
as of late, I’ve been running spidey\cable ron, a spin on preppy’s team. Since tron is out of the low tier marvel rules now, I decided to beef up spidey to the max. He’s also good with drones but I like cable better IMO. He’s a better “get off me” tool and if you get a counter call cable AA, spidey can do a bit. Follow up on point or SJ and MS the helper.
Spidey can’t DHC into cable @ all from my EXP so cable’s best way in is to alpha counter on a jumping normal OR kill a character with spidey and tag if that’s applicable. You also got c.rh, tag cable but I can’t recall if that is safe on hit.
spidey as a battery isn’t so far fetched. He’s effective without bar all though he can use it to wreck shop almost instantly. Basically player preference.
A lot of my setups I have honed in on are the FP FS setups. Very magneto like in some of his setups. Throw+tron, instant overhead, block series 4 corner mixup, delays and with such deadly life looming around after sj.fp FS, baiting helpers and punishing with tron will happen for spidey. Very good offensive options from that setup that are very easy to exploit.
His GB is pretty useful all though it does get beat by mashing on the way in but thats ok. @ that point, you can always call tron and punish with that vs incoming characters but I wish he had a free GB like magnus.
The spidey rejump infinite never panned out. Most reps I got out of it was 2.5 and that was on tron a handful of times. It seems the height needed to repeat the process isn’t in the hitstun for spidey however, if you fuck up the “infinite”, you’re in a good spot to do damage since you’re right next to them and are able to block if you confirm on j.lk.
Currently I’m working on learning the proper timing on his j.fp+tron, instant overhead stuff which is a double high series. Not exactly magnus but still, I think it will hit people and its safe on block if chained out into j.lk. It can’t be that bad of an option.
i saw this new post and kind of hoped spidey had a rom or something. You’re right though, reset and punish dumb-finites are the future of low tier.
Once you figure out how to relay complex future/probability algorithms in a freestyle manner you become a god.
I think I’m gonna start playin again, strictly Spidey/Wolvie/ Power-up/Life Up/Dump assist.
cable with spiderman projectile = free ahvbs…
i’d put him on battery and doom last.
hmm, so I don’t think he’s tapped dry just yet.
hit confirm series, s.lp, s.mp, sj.lp web ball, recover and link, sj.lk, sj.mp, land, dash underneath the opponent, njup j.lk+tron.
goes into 2 options here. If the njup.lk hits, you can ADF because of double actoion and get an xup tron mid air after a bnb.
pretty hard to time properly I think but if it misses, tron still layers for you and spidey is safe due to double action. Here, spidey is usually facing the wrong way and you can stupid normals to crossup. If you ADF in these situations, spidey is facing the wrong direction and your AD will send you the wrong way. Usually if you miss it coming down with normals behind tron is good enough and upon landing then, you can still AD one more time for that mixup.
^^^^ there something glitchy about this though. Cause if it misses, spidey turn around sometimes. No clue
Been trying to do hit confirm series, s.lp, s.mp, sj lp web ball, sj.lk, sj.mk, land, nj.lk
I don’t know if thats a combo though but IF it is, it means after that nj.lk, you can call tron, double action adf, mid air crossup again.
I have a somewhat in-depth question about Spider Sting.
if you hit them with it in the air, they flip on their feet.
If you hit them in the air after they’ve been hit by an attack that will put them on their back, they land on their back
(Eg. call psylocke, spidersting in the air, they land on their back)
what this means, is that spidersting probably just takes whatever properties that the character had before the hit and makes it that property
(so if you do a s.mp, and then spidersting, they act as though they’ve been hit by the launcher twice, if you do an attack that will make them fall on their back - even if you call spiderman aaa as an assist and do another one, they land on their back)
I’m VERY curious as to this now…
I’m not getting that and I’m testing it in training mode. Are you aware that a spidey sting from a very low jump height still causes OTG state?
i’m calling psylock, then lp\fp spidey sting @ the peak height of the psylock hit. They air recvoer on this.
call psylock, opponent is falling down from psylock on hit, very low lp\fp DP will still cause OTG state.
is there something I’m not catching?
Should have said when they hit almost simultaneously. At the peak, they will recover.
It works with BBHood, and what I like to do now is - c.lk, c.lk, s.hk, call hood projectile, sj, web dash under cancelling with whatever to make you land, the rocket hits, spidersting xx either MS or UWT
i’ll fuck around with it tomorrow. Since I was already in a spidey mode earlier, I went back to training mode and dabbled around for a minute.
so after any hit confirm from tron, s.lp, s.mp, sj.lk, sj.mk, sj lp web ball, sj.lp, delay sj.rh.
The combo happens pretty low to the ground first of all so the sj.lp will plop them onto the ground since it has dwn momentum on hit. The opponent will land grounded instantly and you can do sj.rh as a very low overhead. 3 hit overhead string is also an option. you can follow up with falling overhead series, call tron before landing, c.lk, tron makes contact and then go for a for mixup.
s.lp, s.mp, sj.lk, sj.mk, sj lp web ball, sj.lk, sj.mp, land, dash fwd, jupfwd.lk, call tron late, double action ADF mixup.
the dash fwd, jupfwd.lk, is a front side crossup that seems relatively easy to hit. All though, it looks like the opponent can mash to stop spidey but s.rh seems very good as an AA. The tips of his feet seem to have excellent priority. chuns j.d+rh is a very god like poke. INSANE amounts of priority on that move. Spidey’s s.rh actually beats it @ the tips of his feet. thats why I think s.rh is a good AA tool. So after the front side crossup, by calling tron slightly later, tron will then cross up again. Before the opponent even lands, they have to block 2 crossups and on the last ADF part, you get random air hits due to hit box placement.
s.lp, s.mp, sj.lk, sj.mk, sj lp web ball, sj.lk, sj.mp, land, dash fwd, njupbck.lp, j.lk for double action
so after the same setup again, dashing underneath the opponent and njupbck.lp will cause an opposite side instant overhead. He’s got a very fast 4 corner mixup game off that web ball setup. Spidey is facing the wrong way when this works. Very fat hit boxes on him. Whenever you get the instant overhead, chaining into j.lk makes it safe on block. Just gotta make sure all you do is make contact.
s.lp, s.mp, sj.lk, sj.mk, sj lp web ball, sj.lk, sj.mp, land, dash fwd, call tron, c.lk to force a slide through, njup.lp, adf mixup
in the last spidey video I did. I show a ground crossup technique with tron on sentinel. That same technique is applied but in a different way. So first of all, this is an opposite side low, the slide through happens, tron layers, instant overhead hit opposite side , double action ADF, and get 1 more mixup. Beastly setup imo
s.lp, s.mp, sj.lk, sj.mk, sj lp web ball, sj.lk, sj.mp, land dash fwd, njup.lp, delay nj.lk, then it options out
the dash fwd, njup.lp is a crossup that hits backwards. When j.lp hits in the air as a combo like c.lk, c.mk, s.rh, sj.lp, the lp will make them stand. However, when j.lp is the only move that hits, it actually bounces the opponent. The bounce momentum goes away from spidey but since you do it backwards, it bounces the opponent towards him. Time a delay j.lk so it doesn’t combo but initiates double action and from there you can do basic normals+tron as you fall back down.
c.lk+tron, c.mp, dash in c.lk, c.mp dash in s.lp, s.mp.
This is the best way to get the s.mp to hit properly after a tron call. When you do stuff like c.lk+tron, c.mp, dash in s.lp, s.mp, the tron rings are still out and the s.mp launches them into a ring so you don’t get the SJ follow up. By extending it more sequence, you can get all 3 rings to hit, then you can go for the s.mp launcher easily.
The LP web ball mixups get out of control rather quick. If I can figure out a few more things, I’ll throw together another spidey video.
so apparently, if there’s an element, i don’t think it matters how high or low they are when they get hit. just fucked with bbhood’s aaa, and they land on their back as well. me likes this shit… :-/
I want to see a room filled with spiderman players online. Make it happen!:cybot: Lets take him to the next level.
so I put up another vid.
[media=youtube]62RXLgKULoQ[/media]
variations on a particular setup and some stuff about double action. Spidey has got to have the most fucked up hit boxes in the game. Can’t really think of another character with similar stuff.
Sweet, Thanks a lot
Spider-fucking-neto.
Honestly his J.lk is way underestimated. Good Vid Shoultzula. I gotta ask how do you usually start a match up with spiderman?
i usually start with jump forward, lk
it beats or trades with a lot and you can web dash after it… starting the fight with a crossup bbhood projectile to launch is godlike.
it depends. iirc, spidey has an advantage over sentinel in the beginning so I would try to swing on him every time.
according to joo’s frame data. Spidey’s fastest normal is lp coming out @ 2 frames. Storms fastest normal is 3 frames so it looks like spidey has the advantage over storm to. If you s.lp her every time, she can’t jump over the opener nor beat you.
against magnus its pretty tricky. If you think he’ll do d.lk for the opener, spidey can do instant overhead + tron and get some shit going. magnus will have to switch to s.lp to stop that setup and you can duck that with spidey. you gotta make magneto guess basically and even then, you accidently fucked due to probability. There’s this trick with strider where if magneto does c.lk+psylock, c.mk for the opener, strider doesn’t get hit by the psylock because of his sprite size\ slide back due to hit stun. Spidey is smaller than strider so you might be able to risk c.lp sometimes. However, the counter for that trick is to c.lk, c.fp for the opener. If magnus is winning every time, you cant help but block @ that point and then wait to get something going. Its basically an educated dice roll.
If you’re going to jump, remember that jup is faster than upfwd\upbck. Sometimes, I do open with jup+lk and then hope to block when I get double action if they werent fast enough to hit me. The opener is very risky, against storm\sentinel I would probably attack because I have the advantage. Not sure how I feel about attacking magneto in the opener.