Does What a Spider Can! UMvC3 Spidey Combo Thread

Try to use :l: Web Throws instead of :m: if and whenever possible. The extra damage makes a difference.

Good stuff, and like Cerei said you can almost always change the :m: web throw to an :l: one after the first zip. I’m not familiar with the stage but I think you can add one more web throw if you threw your opponent to the corner first then begin doing your combo. If you’re looking for damage though, I think it’s better if you try to land an air combo to magic series then Thor to web throws. However, having many web throws would always look more flashy. :slight_smile:

I’m thinking this combo can be done anywhere on the screen but it uses one bar gets 779K builds its own meter and uses kara spider sting kinda. It’s actually an old combo but added the kara sting at the end by comboing.

c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: xx :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: c:h: xx :l: spider sting/bite :l: web throw :l: web throw TK MS.

Does 613K before bar is spent, still sets up for things like resets, THC, assist followups, raw tags etc. The point of me posting this now though, is if this combo in particular is truly full screen then comboing into c:h: xx :l: spider sting/bite should become the finisher to most combos. By the time I did the kara sting it LOOKED like Spidey was too far for the follow up web throw out the corner but he snagged them. Video to come later tonight after I mess around with it more.

This combo in particular is full screen. No matter where you start it if you end it with a kara sting then you will always be in distance for a double web throw.

Do you really have to make it a kara sting? I’m not sure though, but doesn’t the :l: spider sting automatically cross up from a web swing j:m: j:m: j:s: to c:h: combo if the c:h: hits? Hopefully that’s the case. May check it out on a few.

It does hit but all the same that’s still a kara sting. Only difference between doing it raw and in a combo is you’re actually letting the c:h: hit in some cases but in or out of combo for the :l: spider sting to move forward more you need to use c:h:. I actually doing a small combo comparison/kara sting tutorial showing off about five combos ranging from basic to advanced with the damage difference, I have all the footage lined up but I need to do some quick edits and voice record after I get back from the gym.

Tested it out, does 781.6k if you use a s:m: in the first string and it works for any map equal or lesser in length than Bonne Wonderland. Also, I feel it’s better to have Spidey hit with the last c:h: than to quickly kara the sting since you only have a very tiny window due to HSD. Since you try to execute the kara too late into the combo, you miss on guaranteed damage if you miss, a scenario which is more likely to happen unless you have godlike execution. Remedy would be to hit the c:h: before doing the sting but it opens up problems since it’s hard to always hit it when you’re doing the last part of the combo because they’d flip out, especially when you’re facing the corner. Strict timing is also necessary to get it down.

Patience and continuous practice may ease a little bit of pressure but I still find it quite difficult to do effectively. May open some ideas though. For one, you can do the same concept much easier if you just do c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: xx :l: web throw ground dash air dash web zip j:s: s:m: c:h: xx :l: spider sting/bite when you’re finishing near the wall. Does less damage but you get the cool effect of doing double throws from kara effect sting. :smiley:

That’s what I said. The c:h: combos but either way you still use the c:h: to cancel into :l: spider sting to move it forward.

Why they made the stages have different lenghts is beyond me.

Has anyone messed with raw Maximum Spider combos? It’s pretty easy to kill off an annoying character if you manage to hit them with a raw Maximum Spider, thanks to his ability to OTG by himself now.

Yeah but you have to pop x factor

True, but Spider-Man is one of the better characters to avoid X-Factor shenanigans. He can stay higher in the air than most characters in the game… the problem is he has to come down once in a while.

But I honestly wouldn’t mind popping x-factor if it’s going to kill a character like Trish.

As annoying as she is she still has no health and it would honestly depend on who her team is. If you still have a strong duo following then popping x factor isn’t the best idea

Who’s your team

Please, please, just call me Z

I play as Spider-Man (balls) / Frank (cart) / Doom (depending on the matchup, it’s either beam or missile assist)

On second thought, wasting the X-factor isn’t the best idea. I’m just thinking that the option is always available if you’re having trouble against a certain matchup (Trish and Hawkeye are just some of the characters who are susceptible to MS punishes). I’ll have to see how it works in actual matches, cause there is no way in hell I’m pulling that crap off online.

Yeah depending on your meter you can do better options but even then when would you actually catch Trisha with a raw MS?

Anyways I have a combo possibility, meaning I haven’t tested it out yet since the idea came while at work.

cL cM cH xx L web swing jM jM jH dash under sM sH xx M web throw dash in sM sH xx M web throw (raw L web throw may do more damage) air dash jS sM cH xx L web swing jM jM jS cH xx L spider sting/bite L web throw L web throw TK MS ???

I’ll test that later today. I want to believe that before meter usage raw damage would be in the 700k range possibly making it a 900k combo after meter but it may just be another 800k combo in reality. Only practice will tell.

Please, please, just call me Z

Absolutely. If she is in the air and she sets up a ground trap, then you can very easily catch her with a raw MS.

At super jump range before electricity slaps you?

Please, please, just call me Z

Not sure what you mean by a random electricity. Does MS not hit opponents who are at Super Jump height?

Edit: Are you talking about her electricity trap (forgot what it was called) move? If so, then yeah, that wouldn’t work.

I already tried this combo back then but I couldn’t seem to pull it off. Only tested it on Wesker though, and he seems to always flip out of the last j:s: even if I removed some of the standing :m:s. I think I even just did j:m: j:h: dash under after the first swing but he still flipped. Probably could have been my timing’s off that day. Haha.

Ah ok oh well that sucks. Anyways I meant the floor trap. Maximum spider has a problem meeting people high in the air. A Trish throwing down air traps would more than likely win.

Please, please, just call me Z

Finally was able to pull it off, but you have to use s:h:. It’s quite hard to do and didn’t even break 800k. Did it on Capt. Am two times. First one was j:s: s:h: xx :l: web swing delayed j:m: j:h: dash under s:m: s:h: xx :m: web throw :l: web throw air dash j:s: s:m: c:h: xx :l: web swing j:m: j:m: j:s: c:h: xx :l: spider sting/bite :l: web throw :l: web throw TK MS. That did 797k+ so I tried to add c:m: to the first part which resulted in lesser damage, 794.7k. Parts that were hard to do were the delayed j:m: j:h: dash under s:m: s:h: after the first swing and making the last c:h: hit before the opponent flips.