Damn and here I was about to post an alternate finisher that hits for 907k… Fuck it
j:s: 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 + Doom :l: spider sting/bite :l: web throw :l: web throw TK MS
So I must be missing something here, how is he connecting the j.:s: with the first Crawler Assault without having an otg? Or is there a way to hit the opponent as he is falling from the j.:s:
Missiles OTG if you’re right next to the opponent.
That combo is most likely character specific though…you can’t connect the H Web Swing having used your ground bounce before. Although I was doing MMH xx H Web Swing when I was messing with it.
I like your version better because it starts with L Web Swing, though I can’t reliably combo cr.H for the second Web Swing after the OTG =(.
5 web-throw combos…this shit would do like 2m damage in vanilla for no bar lol.
if anyone else is using spidey/strange/doom, here’s a two assist spacing dependent seven web throw combo using agamotto and missiles. i can’t recall the damage but it’s above 800k.
j:s: s:h: xx webthrow :l:, otg webzip j:h:, dash under s:m: s:h: xx webthrow :l: or (M seems more consistent but L does more damage), hidden missiles, dash :s: xx TK webthrow :h:, walk forward a bit, webthrow :l:, eye of agamotto, dash :s: xx TK webthrow :h:, webthrow , webthrow :l:, TK Maximum spider.
also if you have some bnb thats going to end in the corner, you can finish it with s:m:, call eye of agamotto, s:h: to land up to four spider stings in a row since your ground bounce wont be used while the opponent is being juggled by the eye of agamotto. or you could just do three spider stings and link into webthrow :l: TK maximum spider, or even hard tag into doctor doom and do s:m: doom time .
Z, do you constantly get the c:h: when doing the double throw combo. I don’t have problems getting the finisher but there’s something weird with the combo which flips them after the j:s:. It’s similar to my bnb where there’s a chance of them flipping while doing the last magic series, but I seem to have made it work without my opponents flipping. I was wondering how’d you do the combo to get them not to flip before the c:h:. I get around 4-5 flips per 10 tries but don’t seem to see any diff between my tries, if there are they’re very minute. Is it that strict?
i’m not really sure on this but i think the way it works is that if you get one hit off the eye in a certain window, it wont disappear until all ten hits connect, unless they fall out or something.
EDIT: sorry just tested it. it just stays active for a long ass time. if you take too long for the eye to connect you wont get the full ten hits.
Oh that’s awesome I thought it was timed like Dormammus. Yes I can consistently land it. Your opponent is probably too high. When doing the last web swing time the air series to come out towards the upwards rise of the swings arch. This gives Spidey time to fall and do c:h:
K, so here’s my go to BnB. Did 1.039 with DHC into Dorm, so I think it was about 871k or something:
j.:s: c. c.:h: xx :l: Web swing j.:h: j.:s: land st.:H: xx :l: Web Throw Dash Over OTG Web Zip j.:s: land st. c.:h: xx :l: Web Swing j. j. j.:s: land st.:h: xx :l: Spider Sting~:h: land c.:h: xx :l: Spider Sting land :a2: (Nova Centurion Rush) “Swing Zip” OTG land :l: Web Throw Plink Dash twice :a1: (Dormammu Dark Hole) :l: Web Throw Maximum Spider DHC Stalking Flare
From there I can go to build three charges with Dormammu, or I can perform Mass Change then FAD j.:s: xx :l: Dark Hole for 1,097,500 Damage… SO CLOSE!!!.. Actually, I may be able to sneak a j.:l: in after that :l: Dark Hole to kill a character with 1.1 M health… O:
Btw, I build almost 2 whole bars over that combo with that ending, lol.
Don’t you find it quite difficult to get in using Spidey without the aid of assists? Especially against certain match ups? Which of the 2 do you use to get in?
I think that’s where the problem with us as Spidey players have been missing. He doesn’t need to be getting in, per say. DO NOT GET THAT TWISTED WITH HE CAN’T RUSH DOWN, but rather let’s focus on controlling the screen with zoning. Spidey can make a situation out of annoying people, I don’t want to say much like Zero or Trish but somewhat similar. He doesn’t have the best tools to just open a character up instantly and is very vulnerable when up close and not layered. Hell a perfectly placed pushblock or XFC is an end factor for him. If he were played more patiently with a somewhat spaced forward movement and well placed assist calls I would think he’d do a lot better. Again these are just my opinions and since I went on a ramble, anyone would like to reply please do so in the general Spidey thread here.
Centurion Rush has retarded space control, real talk. Dark Hole also does the job quite well. I actually haven’t had too much trouble trying to get in. It’s all about placing the assist in the right spot, but it’s harder with those select assists because they’re both pretty slow to come out. It’s honestly not that bad.
That combo is supposed to end in the corner, otherwise it will not work, I haven’t tried that out so I’m not sure how far it carries. Doom’s missiles OTGs; if you call Doom close enough your opponent when he’s on grounded state usually, if not exclusively, done in the corner, the hidden missiles will hit them while they shoot out of the ground.
I’ve watched your youtube videos and I still don’t understand how this works. Should the l. spider sting/bite be crossing up for the web throw? If you could please explain the combo starting at the cr. h into spider sting, I would very much appreciate it. Also, would you consider this spidey’s main bnb if you’re running missiles assist?
The spider sting is moved forward because of the c:h: causing it to cross under. From there link the web throw and continue from there. It personally depends on your style. I have multiple finishers with missiles but if I’m right in a corner I’m using the ‘Fun with Kara Stings’ finisher. This is one of my go to bnb’s and has a variation but it places me near the corner to kara sting and then finish from there.
Wouldn’t the first combo screw you over at the end because you already used the wallbounce so the opponent could recover faster than you after the second crawler assault?
I’ve actually experimented a little more with Crawler Assault after using up the wallbounce; in the corner, it feels that there is a just as large, if not, even larger, window for you to do something while they are in the knockdown state. I’ll work with it more tonight after I get my godlike combo recorded for my team’s demo vid… The sad part about the combo is that the only “hard” part of it is the Kara Sting, so if you mess it up, you can still get stupid high damage.