I would say it’s a little of both; some moves deteriorate hitstun more than others, while some moves will cause a great amount of hitstun deterioration if it deals a larger amount of hits. When thinking about the number of hits, you generally will think about damage scaling, since the number of hits a move causes will more than often determine the total amount of damage a combo can deal. It’s one of the main reasons why Spider-man does so much damage for a character of his caliber.
This is why I don’t use Dorm as of yet :lol: but I am interested in his new style
Yeah, he’s fun as hell because you can almost play him any way you want.
i use Spider, Dorm and Wesker. They work perfectly together
here’s a combo a came up with em
j.S, cr.m, cr. H. L webswing, j.h, j.s, m, h, H spider sting, cr.H, S, j.m, j.h. H web swing, j.m, j,m, j.S. Wesker ASssist, L web throw, wave dash, DOrm dark hole, jump web zip, L or M web throw, max spider. It does like 810k, tested on medium/large sized characters
@xero or other Spidey/IM players
I play Spidey(webswing)/ IM(repulsor)/ Ammy(coldstar) or Hawkeye(greyhound)
I’m finding combos ending in webzip OTG to repulsor blast to be a bit inconsistent. Is there a way to land a similar combo when you confirm a hit out side of the corner. I feel like the spidey OTG ender only works after a hit confirm in the corner, but that can be rare. Although maximum spider combos are great when I am certain I will kill a char, I would rather have a conistently damaging combo to link into CA so I can easily DHC into Ironman’s Proton Cannon. Any Suggestions?
Oh and Im not going to change the order…IM needs to be second he is terrible without an assist.
Play Iron Man on point, son! If you have a strong enough assist for space control, it’s best to have Iron Man on point because DHC’ing from Iron Man to Spider-man is a hell of a lot more versatile than vice-versa, and Iron Man is just a better overall character when you have more assists to work with. Also, most of us agree that Spider-man is just as strong running second as on point.
As for the trouble with Repulsor Blast, I’ll leave that to Xero; he’s had more time to work with the assist, and I’ve really only spent time with it in the corner.
Yeah I think for me to run Iron Man I’ll have to drop Storm :sad: or run Storm as anchor… which I could probably do. Hmmm.
Anyways I’m not sure what you are having problems with Pratman but in the corner if you are jumping forwards after a super jump to perform your air combo then you need to dash back plus call iron man then jump up web zip j:s:. This will put Spidey in the corner for double web throw combos into MS or a single web throw into CA into DHC or zip into MS depending on the assist used. If you are already in the corner and you are going to do an air combo launch and jump straight UP do you magic series and when you land call iron man then do a :l: web swing then zip cancel it (swing zip) and do j:s:. This again puts Spidey in the corner.
Midscreen is a little different. If you are coming from an air combo you want to land, call Iron Man then jump straight up into zip and use j:s: again. If you are trying to combo off a second spider sting/bite or a web throw you need to use the ‘swing zip’ to land it. Once you understand all that then it’s very consistent.
I actually do play Iron Man 1st sometimes. He would probably be best as first considering Spidey is my best character and if I’m going to beat you its going to be from him.
Hmmm I was just having problems doing the webzip + IM assist ender if I jumped into the corner with Spidey. If I land a hit and somewhere near the corner I can judge my distance from the corner and do like you said and jump straight up and the distancing for the webswing xx webzip is fine. I’ll try working on my back dashing into webzip.
As for a midscreen combo I decided just now to do my happy birthday combo. I just do the double web swing combo then end with a spider sting xx CA and then DHC into IM if I choose.
Thx for the input =D
Spidey + Doom with double web throw ender. Works anywhere on screen and can end with CA, haven’t tried though.
[media=youtube]WQ0iXWzB2QE[/media]
j:h: c:l:c:m: s:h: xx :l: web swing j:m: j:m: j:s:s:h: xx :l: web throw - forward jump IAD 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 c:h:+Doom :s: sj:m: sj:h: sj:s: forward jump zip j:s: :h:web throw :l:web throw
I like that combo but one question, it works on everybody with web throw L or do we have to change it to web throw M for smaller chars at the beginning of the combo
Guess I’ll practice that one! I’ve tried to do that same setup with the web zip to crossup but to no avail lol
Hmm, I’m pretty sure it works on Wolverine maybe even Joe not sure for RR though. When dealing with small characters, I’d do a much simpler combo to avoid the risk of dropping them.
ugh i’m in a quandary
- leaving opponent standing (opposed to juggled) will mean less hitstun decay, therefore sH over crH
- crH to L webswing is much more consistent, sH to L webswing whiffs at long range
- anti-air, you can’t really do the long combo at all
ehh i’m going for a gimped combo, it hits 809k…
you can get long combos off of his anti air :l: spider sting but requires zip cancels and web throws
You can still do the combo I posted with a c:h: before the swing but you will have to change the last :h: sting/bite to :l: instead. It’s weird because I can still pull off the combo with nothing changed except for the c:h: but it would require the last spider bite to be instant for the sj:h: sj:s: to connect after the sj:m:. The combo with c:h: is much easier to pull off if you change the last sting to :l:. You’ll also notice that the timing of the zip after the first web throw is a tiny bit stricter compared to the s:h: web swing starter.
You’ll miss on a few Ks of damage but the positioning would be the same.
What do you mean by this?
oh well if you hit an opponent near the ground but still in the air, the juggle properties might screw up some things.
I’ll look into L spider sting instead of H, but my problem was that at the launch at the end, after the jM they pop out. I can’t just do S sj jH jS because the missiles are too late, I need at least 3 aerial attacks, and they pop out after jM.
Try calling Doom while hitting c:h: during the c:h: :s: launcher and do the sj[:h::s:] quick.
So I know Spidey is capable of a lot more but for starters I wanted a combo that I could do anywhere on screen, that would build at least a meter, do okay damage, and isn’t too complex so using stuff from here I made this for my Spidey/Hawkeye/Dorm team. Really liking the DHC synergy between Spidey and Hawkeye with Super Scatter Shot. Found that if I’m near the corner I DHC into Super Scatter Shot before the they hit the ground and all the arrows seem to hit.
Builds a little over one meter and does 734,700.
j.:h: s. :h: xx :l: web throw grounddash/airdash/webzip j.:h: s. :h: xx webthrow grounddash/airdash/webzip j.:s: s. :h: xx webthrow ground dash (pause for a half second) call dorm neutral jump s.:h: xx :h: spidersting/bite xx MS
If the first web throw puts them in the corner just omit the ground/airdash and neutral jump web zip
You can change the second web throw to :l: for more damage. You can even omit the s:m: after the zip j:h: to save HSD for later parts of the combo.
they literally pop out after the S sj jM if they are juggled by crH xx L webswing, but they don’t if they’re grounded and I do sH xx L webswing. One hit difference.