Does What a Spider Can! UMvC3 Spidey Combo Thread

I’ve been trying to do this, but I can’t get the air chain consistently after the web throw> j.H… and even after that, I suppose HSD means you can’t do anything else but launch? It doesn’t seem like Sting> Web Throw> air chain> web swing> launch is possible, is it?

I’ve been working on another web swing alternative… it’s kinda tight if there are any other hits before the spider sting though:

Spider StingXX Bite> c.H> L Web Swing> j.H> j.S XX L Web Swing> j.M> j.H> j.S> s.M (call Doom missles)> s.S> Air chain> s.H> Webthrow> Maximum Spider

920k ish with Viper DHC.

Spider Sting really seems like the best combo starter in a match. Not only does it have the derpy “if I accidently touch you with the ground bounce, i get a full combo just like wolverine dive kick” factor, but if you miss, you can web zip+ call assist… It’s especially retarded in the corner.

Yep, I agree. But you’re not gonna use just :h: then throw. It’s easily confirmable from j:h:c:l:c:m:s:h: or dash c:l:c:m:s:h:, it doesn’t add too much HSD and the space created by the inputs before webthrow makes it hard to punish. You can also add assists while in the block string anyway.

Just adjust the timing during the j:h: and j:s: . It differs per character size.

Alright so I’ve been working on a UWT reset method manipulating the sheer priority and range of the super using Super Skrull (Tenderizer) as an assist. The theory was as follows: Max out hitstun deterioration using a combo that caused a hard knockdown at the end, call the assist with the last hit to push them up whilst forcing the air tech, measure the distance and manipulate the max range of UWT to catch the opponent regardless of the direction they teched.

I ran into some problems:

  1. If the hitstun deterioration is too high, the last hit of his Tenderizer won’t connect since it has a slight delay. If I setup my spacing for UWT fast enough, this isn’t a problem for forward or backward tech, but no teching opponents just fall out.

  2. Because there is a slight pause between each punch, the hits occasionally (emphasis on occasionally) won’t connect after the OTG and the opponent can just tech right through it. This damages the necessity of consistency.

  3. Knowing the spacing is easy since I can use Skrull as a point of reference, however the rest is rather input heavy. At first I started out just walking in order to space, but sometimes it won’t be fast enough. Using a back dash puts Spider-Man too far away. I finally decided on wavedashing back, which works fine, but it can be somewhat hard to space correctly. Whatever I choose, there’s not much time to do it.

  4. This UWT reset works wholly and completely if the combo is short, however, in this case, we must call into question the necessity of a reset to begin with.

I toyed around with different combos I knew using different variations of specials for testing, but the most common one used was: c.:l:, c.:m:, c.:h: xx :l: Web Swing, j.:h:, j.:s:, s.:m:, s.:h: xx :h: Spider Sting ~ :h:, c.:h:, s.:s:, j.:m:, j.:m:, j.:h:, j.:s:, :a1:, Web Zip OTG, UWT

Note that I wouldn’t call this combo especially long.

The idea of doing a reset using the max range of UWT may still be possible; I’m just posting my progress. If you guys have any input or advice, let me know. Xero gave me some advice before, but I forgot what it was. o_O If you think the idea is complete crap, let me know that too but in detail.

You deleted the convo? :lol: anyways I would have look it up again myself. Anyways you have plenty of time to confirm whether or not you hit them. Whiter you start with c:l: or j:h: you have plenty of time to decide. Unless you go on auto pilot that is. In any case you can still do :l: web swing from s:h: then follow with j:h: j:s: at least using the :l: over :h: version will keep you safe. Alas though web throw is still his fastest recovering special and can be used to bait stupid shit into :l: spider sting combos.

Zro was here…

Anyways for those who don’t like web throws at the start of the combo these can be done anywhere on the screen and hit for 722,800K tested on Haggar

j:s: s/c:m: s:h: xx :l: web swing j:m: j:m: j:s: s:m: s:h: xx :m: web throw ground dash, air dash web zip j:s: s:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: xx :l: spider sting/bite :l: web throw TK MS

I always found that doing Spider Sting/Bite xx Web Throw was incredibly hard so instead I just do two Spider Stings, use an assist to OTG, then web swing.

It’s actually a lot easier now due to the change to spider bite input. You just have to remember to have them in a juggle state when you land it. This allows you to land with or before them and then :l: web throw

Zro was here…

What is the change to spider bites input?

You can input the bite faster, well at least easier, than in Vanilla

And the Vanilla guide’s lack of sufficient frame data is preventing me from proving that. =\

What do you need frame data for? It can be the exact same frames but if they change the input leniency on it it doesn’t matter. Unless you’re thinking they changed the first frame bite can be activated.

Zro was here…

it’s spider sense I ain’t gotta explain shit

Yes.

This.

As I’m having trouble getting an air to ground combo after hitting air to air j:h:, I did some messing up in the lab and got an easy to confirm combo from j:h:. Not sure if a similar combo is posted already here though. Anyway, I like j:h: because it acts as a grab tech, air throw or attack.

j:h: zip j:s: c:m: s:h:…either :h:sting/bite or :m:web throw then follow up. I think it would help a lot of Spidey players who have trouble converting a raw jump attack to a full combo like what Wesker, Mag, etc can do. Even if the attack is blocked, the zip allows you to close in creating a mix up and the j:s: after the zip is fast enough to either hit or whiff safely. The zip may also create a cross up which isn’t a problem because of Spidey’s block advantage after j:s: or zip. You can either hit c:l: or :l:sting/bite to continue the block string. If you’re having second thoughts, you can add an assist to j:s: after the zip to make it quite safe depending on what your assist is.

:lol: I was trying something new and wanted to get away from zipping right away. Things to remember when going air to ground. One they are already in juggle state the moment they are hit, two all your moves are scaled slightly more than normal as far as hit stun is concerned. Anyways finishing up a slightly longer air to ground video.

On another note though. If you must use UWT AND have a decent followup combo after it I would suggest not mashing for the extra damage. I have a combo that I’m about to upload but doing the exact same combo I noticed a 200K difference in the combo when mashed and not mashed.

i was watching phantasy’s spiderman bnb on the stream he posted, but it would seem that one is character specific. people like zero and wesker just seem to fall out of the second web swing ><
shame, that combo seemed rather reliable compared to the others. otg web zig is kinda finicky

pretty sure it’ll work universally on all characters, the trick is to delay the jMH after the L web swing, and to do the jM after the H web swing early. Spacing the jMHS after the H webswing is also key.

ahh ic. yeah im getting it sometimes but not as concrete as i want. gotta go h.a.m in the lab

Yeah the web throw combos are a bit more advanced and require practice

Zro was here…

I was able to break 900K with a combo from c:l: c:m: c:h: :l:sting/bite but have only done it with my team Spid, Hawk and Doom. Tried to do it from a raw overhead bite but only got up to 860+K plus. This is a combo with 1 assist and 1 DHC. Not sure how it’d go with other team compositions.