jS cM cH L Webswing jM jM jS cM cH L Webswing jM jM jS sM sH Spider sting/Bite Call sent drones to launcher jM jM jH jS into last two hits of drones, H webthrow double wavedash to wesker assist, L webthrow to L webthrow to Maximum Spider
Does aboult 810 to 820. Works on most characters anywhere on the screen. Against some characters like wolverine or zero, it’s a lot easier in the corner. Doesn’t work on Rocket Raccoon. If anyone has suggestions in maybe cutting out some stuff and/or acquiring more damage, that’d be awesome. I don’t really know how damage scaling exactly works so any advice is much appreciated.
You can mess around previously posted combos on this thread and I’m pretty sure you’ll be able to squeeze in a little more damage. For RR, do a simple combo then just DHC to finish him off.
I made a short vid of the combo to try out my newb video making skills. Here’s the [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.
[/quote]
’]link]('http://[quote="phantasy, post: 6289305, member: 26822). The embedded link is posted on the video thread.
Hmm I’m starting to like spiderman more and more as I start looking fo damaging meterless combos. Off a c:l: I still got 614k damage. After I tacked on super it was 780k but te reason im focusing on meterless combos is because of my team setup
Haven’t found much use of this yet considering I just found it but it’s possible to throw the opponent to the corner then kara cancel :l: spider sting for the crossup to allow another web throw back into the corner. I was trying this with my other combo and found that it could be quite interesting in longer combos. Definitely something I’ll have to look into. If anything it’ll allow me to delay my Dormammu call to get more damage afterwards
Urgh. I can’t get these combos to work if I start with an assist call (e.g., web zip> j.H+ Hawkeye Triple arrow> c:l: c:h: Spider sting/bite zip)… Both combos seem to drop midway if there’s an assist call in front… So frustrating =\
Both combos maximize HSD. If you used an assist to get in, you can take away some parts of the combo to make sure it continues. Mine for example, you can take away the bracketed part to finish up. Doesn’t do as much but still makes it a full combo and it’s easy to confirm since you’re doing changes in the middle rather than at the beginning.
So I just got the game (yeap) and I miss Spidey’s old damage sooooo much. I know he got new stuff but he went from being probaby nº1 damage to average/ok damage.
Anyway, couple questions:
I’m having trouble doing the sting/bite, zip cancel crossup. Is it 100% reliable? I get a lot of different results depending on opponent’s height, whether they’re crouching or not, etc.
Is it still viable/worth it to hard tag people? I think it’s no longer possible from normal web throws, but maybe throwing in the corner or after Spider Sting xx Bite?
Not 100% combo related but: since you can’t 100% ToD people like before (unless they’re low health, you use DHCs, didn’t use an assist to open them up in the first place, etc), are people thinking on the best combo enders for pressure afterwards? Crawler Assault seems complete carbage, even though it does most damage. MS is ok, leaves you close and the opponent can’t roll, but the recovery is a bit too long to my tastes. I was thinking on web throws to the corner and then just resetting? You’d still need to open people up one more time if you end it with supers, so might as well take the best setup.
Im lost on what you mean by not being able to hard tag after web throw. If I’m thinking correctly then yes you can still do it. As for finishers it depends on you and your team. My teams have people with otg properties in their moves so I can hard tag after web throw and use their supers instead of spideys for more damage. Since all his combos build meter I’ve been using him as a battery character to switch mid combo with. Crawler assault isn’t bad for what it can be used for but at the end of long combos the damage is the same as web throw into maximum spider. Either way it goes the opponent can still roll out of either super afterwards
All right thanks for the answer, lots of catching up to do it seems lol.
By the web throw thing, I was under the impression that you could hard tag after a midscreen throw (not into the corner), dash up and OTG with someone like, say, Dr. Doom. I never practiced it because there was no point in doing it over regular webthrow loops and now I’m not so sure it was even possible lol. Guess it was in the corner and my mind is playing tricks on me.
This thread is great. I have some really good matches that I’ve recorded. I’ll put some up for analysis + show off some cool tech I have.
One thing I can’t get is The Spider Bite in web throw? There has to be something I’m doing wrong. I can’t get it AT ALL.
I’ve finally switched my team to Spidey/Storm/Akuma and I love it. Storm is literally Spideys best friend. I notcied Xero you’re also playing her which is cool. I’m on day 2 storm so the learning of her is what I’m working on now.
are there any good assist for storm that spidey can follow up from? Right now I have a pretty cool web throw set up with Whirlwind that forces them to block, if they come out with a button they’ll get web thrown from the forward reset.
And Akuma really helps spidey get in a do some crazy mixups. Hard to block him with Akuma in your face, plus you already can’t push block spideys block strings.
Anyway, some help on that Spider sting xx Spider Bite xx Web throw would be cool. I’m looking for my team combo to reach passed 785 right now.
I’m not sure if you saw my Vanilla “Universal BnB” combo, but it works in exactly the same way, just with a slightly larger window; the opponent needs to be in a juggle state (i.e. using st. st.:h: or st.:h: after the air string that follows Web Swing), and you have to use :l: Spider Sting~:h:. You need to figure out the earliest time that you can perform a move on the ground after landing Spider Bite, and you’ll need to perform the HCB motion prior to the window, then input :l: at the earliest moment.
I actually discovered it back in Vanilla when I was messing around with lvl 2 or 3 X-Factor, so if you’d like to work with a larger window at first, you can use that. Hell, I think I was able to get it from a :h: Spider Sting~:h: on a standing opponent with X-Factor.
yeah in X-factor 3 in this game you can do :h: Spider Sting~:h: into :l: web throw. I haven’t tried just standing, but if it works that would be a really easy way to do spider-man’s web throw loop.
Hmm, I think you can get double typhoon to extend Spidey’s sting ended bnbs. Off the top of my head, you can probably do a long mid-screen combo ending with 2 stings to bite then call Storm in between bites to web throw.
Nah double typhoon messes up combos since you have to do it prior to leaving the ground and by the time it comes out they haven’t hit the ground yet messing up the fly screen. Storm is strictly used for zoning, cover, and mixups. Whirlwind is her best assist for Spidey but doesn’t do anything for him as far as extending combos as it causes the opponent to flip faster. Only uses I could get for it in combos were to make up for the window where Spidey couldn’t solo OTG any more after already doing three web throws in a combos but only thing you could get after that was s:m: s:h: xx :l: spider sting into another web throw. If you can max damage out with Spidey though you can end with a web throw and either raw tag into Storm for Elemental Rage to connect or dash up and use Storm to THC allowing you to combo another spider sting afterwards for the hard knockdown/reset opp
Finally got to do it. It doesn’t do much damage and can only be done from a corner or near it. Still useful though when Doom’s on cooldown. DHC after gets around 960k+ with mashing as Storm’s Hail Storm is really good.
Hey guys,new here at Shoryuken, but not new to Spidey in MvC3.
[media=youtube]OUdDOMmxGSc[/media]
Probably old, but here is a Spidey/Dorm/Doom combo that breaks 1 mill and is fairly easy to do. The Doom extension works as long as you can at least land MHS in an air combo and Dorm’s as long as I can get a Hard Knockdown from Spider-Sting. Best part is that it works anywhere on screen from any ground bounce, as long as the Spidey is fast enough to Wave Dash once or twice after magic series. I used the Spider-Sting H in the Dorm part, but the L version makes it a little easier to time.
I have been trying this combo out and i mess up on one thing.
cr.( :l::h:) xx L-Web-Swing, (in the air)j.:s:, (land), :h:, H-Spider-Sting/Bite, cr.:h:, :s:, (in the air)j.:h:, H-Web-swing xx MS
The web swing always misses, What am I doing wrong?
Your combo has too much hit stun deterioration. The frames needed for the :h: web swing to be active does not come fast enough to catch your opponent before they flip out of the combo. I think you can use :l: swing but it’s not going to combo to MS if you’re not close to the wall.
From the UMVC3 bible:
Attacks against grounded characters will eventually cause ground hitstun to drop by 5 frames, air hitstun to drop by 1 frame.
Attacks against airborne characters will cause both ground and air hitstun to drop by 5 frames.
The amount of attacks needed before hitstun decay occurs is variable per move.
I think others here may be able to reword this so other members in the forum can get how HSD works. The way I understand it is that the longer your ground combos are, the earlier they flip because of bigger frame drops per hit. I think this can be seen during ground zip combos like s:l: s:m: s:h: zip j:h: j:s: s:l: s:m: s:h: zip j:h: j:s:…I also think that since specific moves dictate the time when hitstun decay occurs, it may be the reason why your opponent flips out earlier when you start with a c:l: c:m: c:h: :l: web swing compared to the c:l: c:m: s:h: :l: web swing one.