Does What a Spider Can! UMvC3 Spidey Combo Thread

:lol: they didn’t make him hard to use I just help raise the bar to maximize his efficiency

but seriously though that combos not hard to do just put your best foot forward and go for it.

once you get past the hurdle of comfortably doing forwards and backwards dp motions (web swing and spider sting) spiderman gets a lot easier

@ web throw centric combos… the height to do the otg web zip seems inconsistent for me. either that or the jS timing after the otg hits… and after that, the sM is really hard for me to hit.

Still no luck here. Blast you Capcom for making Spidey so difficult. I hate that I can’t use my favorite Marvel character. Joe Quesda must have been behind this.

Son, you’ve got to train. You’ve got to start out slow, learn the muscle memory for the basics, then casually make your way up. I was in your exact position some 3 weeks ago. Not only was I learning a new character, but also a new game and how to use an Arcade Stick for the first time. After putting in my hours, I can do 800k+ 1 meter combos and touch of death if I reset. Create a steady plan from ground zero to learn the basics. I suggest doing Missions #1-9 (10 is hard and impractical) and checking out trag13’s videos (though they’re vanilla, they still work and are useful). Finally, in order to do just about any combo listed on this board, you’ll have to practice the motions and timings for :atk: Web Swing xx j.:m:, j.:m:, j.:s: and :atk: Web Swing xx j.:h:, j.:s: and :atk: Spider Sting~:h:.

Learn the theory, learn the application, practice the execution, then put in in a match. I suggest you read this:article
If you need further, in-depth help send me a PM.

Is that what you were trying to get at when you emailed me?

Zro was here…

Bro, seriously, I spent like 30-40 hours in training mode just trying to do the basic 600k, pre TK-Web Throw BnBs consistently in Vanilla just to get a hang of Spidey. I also spent 5-10 hours working with integrating Web Zip into combos just so I could better learn how to incorporate it. He takes time.

off topic but who found the S xx TK Heavy web throw in vanilla first and how? It just seems like something like that must have been an accident the first time it happened.

… That is not something that even I can answer…=\ looks to Xero, Robo-mitsu, and others that were commonly posting around that time

hahaha its a real shame they took it out of Ultimate. It just looks so damn cool and its a bit easier than :l: spider-sting/bite xx :l: web throw.

Are there any tips to getting the :l: spider-sting/bite xx :l: web throw consistently? I think it’s possible to do an 8 web throw combo with Sentinel if I could do it consistently. Not sure on the distance though but I think it’s possible. Are the stage lengths different? Here’s a combo I tried while messing around with Sent drones.

[media=youtube]BKnlVxYtWjY[/media]

for some reason as much as I try I cant combo :h:, H-Spider-Sting/Bite. Is there a motion my hand should be in when tryin to perform this, for example when I was having difficulty with bold cancel-volcano with dante I was told to hold forward after stinger and then do qcf instead of the dragon punch motion and it worked…any advice for this one?

I just kinda did it in Vanilla I didn’t think much of it. I doubt I was the one who found that out though.

Try to input the motions for a move whilst the previous move is being performed. This way, you won’t have to do so much frantic work with so little time. SF is a prime example of this. Could you imagine outright canceling a small frame move with QCFx2 + :atk: for a super? I can’t. Instead, players input the first QCF during the animation of the hit-confirm move they’re using and the second QCF either during the animation as well or during the last few frames of it. A prime illustration is canceling Chun-Li’s or Ken’s cr.MK into their supers. In terms of Marvel, simply apply a similar tactic here that way all you have to is time the :atk: for Spider Sting instead of the whole DP motion.

Instead of it being like this: s.:h: xx :f::d::df:, :h: Spider Sting~:h:
It would look similar to this: (s.:h: :f::d::df:) xx :h: Spider Sting~:h:

This is more general knowledge about fighting games, so if you already knew this then forgive me and disregard this post. I couldn’t think of anything else that would be helpful.

That’s dependent on the game though. Hit confirms in this game and 3S are relatively easy to a game like, oh let’s say CvS2. Chun’s walking/running up s.mp into kick super of close s.hp into kick super or any Sagat and Blanka poke.

Didn’t check the meter build on this one but, 930K for one bar using Iron Man (yeah I’m not dropping him) starting in the corner against Spencer.

j:s: c:m: s:h: xx :h: spider sting/bite zip cancel j:h: (crosses up) s:h: xx :l: web throw :l: 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 :h: spider sting/bite call Iron Man ‘swing zip’ j:s: :h: web throw :l: web throw TK MS

With the right assist, Dormammu’s hole maybe, you could probably dash over and do another ‘swing zip’ into another web throw before you TK MS.

Edited for better damage and it builds a meter about a third so it pays for itself.

Actually, Dorm’s Dark Hole comes out on about frame 35 or 37, so you don’t need to even swing zip; you can just jump up air dash, and call Dorm right before you do the input for Web Zip (although I preferably like to plink dash once or twice, then jump up, call him, and perform the :df: Web Zip). Dorm probably has the easiest combo extending assist for Spidey, outside of corner usage.

Yo, I recently started fiddlin’ with Spidey a bit. I notice that every time I play him in a match, I usually cover my approaches with a web ball into web zip. Haven’t really gotten much from it, but it’s been my thing. Started fiddlin’ around in training mode with it to see what I can do, but nothin’ really came of it. A sorta reset that works on back and neutral air techs, and nothin’ more from that. I tried doin’ the usual combo I do just with the added web ball at the start, but just doin’ that causes the combo not to work. I’m sure other people have done somethin’ from an air web ball into a web zip.

Unless you are punishing you should now start a combo off with either of those two moves. Scaling after both of them is a bitch.

Airborne I been thinking of picking up Dormammu so I can run Iron Man second slot but that means I give up Storm while trying to learn Iron Man and Dorm. On paper though this team sounds stronger though. Most I’m using Storm for is approach and OTG setups with THC

Uhm, I’d say the biggest issue with that team is that you’re giving up a lot of the Spidey-Dorm synergy. Imo, You either need to run Iron Man/Spidey/Dorm or Spidey/Dorm/Iron Man. One of the biggest things about the synergy of having Dormammu follow right behind Spider-man is the godlike synergy, which Iron Man doesn’t appear to excel very well with. With Dormammu behind Spidey, you can choose to combo into Chaotic Flame from Crawler Assault or Stalking Flare from Maximum Spider, allowing you to build 3 Liberation charges AND THEN raw tag into Spidey or Iron Man, throwing Dorm onto the anchor slot with 3 charges already built.

With Iron Man behind Spidey, I feel that you are pressured to combo into Crawler Assault so that you can DHC into Proton Cannon or Iron Avenger, just in case you need to finish a character off. Maximum Spider->Proton Cannon/Angled PC only works at certain heights, and sometimes you’re forced to cancel before the last hit of MS connects just so the opponent doesn’t fall out of PC.

Also, you may not like the idea of not running Repulsor Blast, but I feel that Unibeam would be better for Dormammu, and that having Dark Hole *and *RB may be a bit redundant for Spidey. Repulsor Blast may also not quit extend Dormammu’s combos that well, due to the awkwardness of how the opponent bounces around, and Unibeam will allow Dormammu to get some siiiiick mix-ups with teleport cancels.

Does hitstun in this game deteriorate based on # of hits or the type of moves used?