Does What a Spider Can! UMvC3 Spidey Combo Thread

What are you asking tips for, again? How to hit confirm?

Eh? I think this is the first time I’ve asked for tips on Spidey o_O
Mostly lookin’ for general Spidey tips.

Well for your combo posted above You can fit an extra :h: web swing after the super jump if you omit the cr.:h: before the :s:. You should do j:m: + j.:h:before the last web swing because I haven’t tested it with j.:m: + j.:m:.
The full combo would be: c.:l: + c.:m: + c.:h: xx rdp.:l: + j.:m: +j.:m: + j.:s: + :m: + :h: xx dp.:h: + :s: + j.:m: +j.:h: xx rdp.:h: + j.:m: + j.:m: + j.:s:
It is easier to connect the last web swing if you do j.:h: + j.:s: instead of j.:m: + j.:m: + j.:s: after the first :l: web swing on the ground.
Hope that helps somewhat

Whoa sorry, forgot this was the combo thread.

Hmmm, stuff I can think of…

Learn web throw - zip OTG - j:h: for early hits ex. from raw web throw, air throw, j:s: for later ones ex. common bnbs with web swing to web throw. OTG zip knowledge is very important to get the most out of Spidey’s combos.
j:h: is more commonly used for zip cancels because it travels farther than j:s:, can work as an option select air grab/tech, is easier to convert into an air-to-ground combo than j:s:, has more hit stun than j:s:, etc. Both j:h: and j:s: cross up but I think j:h: has a better hit box for doing that. As for speed, j:s: comes out 1 frame faster than j:h: and also has the same number of active frames.

Lots more stuff on the strategy thread.

Didnt know where to ask this, but does the ms -> xfc ->uwt trick still work on the dark phoenix transformation?

Those differences between j.:h: and j.:s: aren’t in the strat. thread. Learned something new today. lol More hitstun, guess I need to use j.:h: more. Still, I feel j.:h: is harder to land vs. j.:s: if we’re canceling an airdash and spidey is near the opponent.

I mentioned it in the air to ground video. People hardly post in the general strategy thread so I rarely post info in it. J:s: is best on a grounded opponent but j:h: is much better overall due to it’s range

Please, please, just call me Z

Yes, sir! It’s probably even better this time around, mainly because the combo doesn’t have to be as specific this time around. You can actually manage to force the transformation off of easy combos, such as :l: Web Throw->Maximum Spider or c.:l: c.:m: c.:h: xx :l: Web Swing xx Maximum Spider.

Ahh I know a couple of those, thanks a lot man.

Thanks! I’ll try it when I get home later.

Cross under kara sting bite in corner seems inpossible btw z when is your tutorial out LD?

I’m not sure. I have a lot of stuff recorded but I’m not sure how I want to present it. That’s the only hold up honestly.

How exactly do you do it? I have no issues doing it. You may want to shed light on how you do it so we can get to the root of your problem. Like how high the opponent is off the ground, what buttons you use, etc.

For the cross up to work, your opponent must be juggled and near you so that when you either hit or whiff the c:h: you’d get Spidey to switch sides.

when comboing a L web throw from a L spider sting/bite is it worth practicising this on a jumping opponent to get the intial timing down? and is that timing useful for using it in a web swing bnb combo?

i ask this because i know they have to be airbourne for it to work but trying to get the timign down in the middle on a combo is annoying when u cant seem to get it lol. so was going to use the jumping dummy as a training option before applying it to a web swing bnb. thoughts?

Hmm… I’d say it’d be fair to try that out. However, it is possible to connect a :l: Web Throw on a standing opponent post-Spider Bite. I would suggest attempting to get consistent with that one later so that you are more comfortable with the juggled opponent.

ah thank you i will try it tomorrow a bit more in depth when im not as tired. hopefully it will work because i find trying to practise it in the middle of spidey bnb’s, my muscle memory gets blurred ( in my head im like i swear i just hit those inputs) on the data however i did it to fast or i shortcutted something. basically my way of trying to get comfortable with timing outside a combo.
airborne could u try this for me and let me know if the timing is the same or not please? i wouldnt normally ask but i really need to get that link goign for the full 700-800k spidey combos

The timing feels relatively the same to me.

ah cool ty so much will practice that 2mo xD man i should stop playin ranked and stop reading forumsand go to bed, only just realised its 5 am in the uk Oo

The raw sting to :l: web throw is very hard to do and doesn’t work on some smaller sized chars (can’t seem to do it on Wolverine). I don’t actually see any use for this even though I discovered it was even possible.

The idea of the sting to throw combo is to get the spider bite during the early possible frames of sting and then buffering the web throw while landing. The higher the opponent is off the ground makes the link a tiny bit easier. I think it works best with making the most out of solo combos. If you have still have assists, better have combos based on their properties to make the most damage rather than risking a dropping your opponent with a not so easy link. Then again, practice minimizes your risk and if worse comes to worst, you can do a reset with web zip OTG or even continue the combo if you’re on just a few hits.