Does What a Spider Can! UMvC3 Spidey Combo Thread

My current combo with spider is cr L, M, H, L spider swing, air M, M, S, Land, st M, H, H spider sting/bite, cr H, S, air H, H spider swing, air H, air S land call whatever otg and follow up my finish combo.

my question is, what combo is the most pratical/damaging with xfactor ? this combo doesnt work with x factor -_-

i simply wanted to know a combo in case i want to burn x factor lvl 1 just to kill fast DAT point character.

thanks =]

Replace j.:m: j.:m: j.:s: after web swing with j.:h: j.:s: and that should work.

I’m looking to learn spiderman and I’ve only messed around with him for a few hours. However, connecting these two strings after the L swing has weird timing and I’m wondering if screen location affects choices.

I am looking towards using Spiderman (web swing)/Thor (mighty spark)/Doom (hidden missiles). I’ve only really seen some small synergy with the characters from MAME spider and the Beez dude, so I’m wondering if the combos I list below are even 1) possible 2) optimal.

Anywhere
cr :l: :m: :h: light web swing, j. :h: j. :s: st :m: :h: hard spider sting/bite hard tag Doom st :h: (OTG) :s: sj :m: f+:h: sj :s: land otg plasma beam photon array DHC Mighty Tornado Thor

Corner?
cr :l: :m: :h: light web swing, j. :h: j. :s: st :m: :h: hard spider sting/bite cr. :h: :s:+hidden missiles assist H web throw, missiles otg L web throw hard tag doom etc.

I’m having troubles getting the H web throw out. Do I have to super jump cancel the input after the S? Easier ways to optimize these combos? when is j mms better than j hs and vice versa? j. hs has much harder timing for me but, meh, I could always just practice.

Advice or pointers? I dont understand how you guys can get the web zip to OTG into more stuff, hardly ever get it to work. wondering if there are some tricks involved there.

I’ve had a much higher percentage of landing the H web throw to land if I use the L spider sting/bite, instead of the H version. I don’t think have to jump cancel after the S. Also, it feels as if the H web throw comes out too late then it whiffs.

Maybe someone can confirm?

h webthrow after S has to be a jump cancel from S

check raoh’s channel for spiderman + doom missile combos

Your team’s actually good. Spidey and Doom have no problems with synergy at all. Thor works well with corner to mid-screen web throw MS to Mighty Thunder or web throw to corner CA to Mighty Hurricane plus, he also has a decent beam assist and a safe tag.

Your anywhere combo is used by Ben2Gen I think, and you may have problems with Doom hitting the opponent from the ground bounce when you do it. The corner combo works as it’s used by mamespider and you have to do a :hcb::ub: + :h: motion to get the jump cancel web throw.

For the combos with missiles, you have to get used to web zip OTGs to make the most damage. Hit me up if you have problems with the inputs. Check the link on my sig. :smiley:

thanks bro like i said my spidey is like a few days old and i havent hit training mode. i basically just challenge friends or go into arcade mdoe and try to figure shit out on the fly. Clearly it isn’t working well for me. Especially using web zip OTG. your post is giving me some confidence tho so I’m gonna stick with it! I have a modok/doom/skrull and cap/thor/arthur team that are pretty good. But im interested in teaming thor/doom so spidey seems like a great point character! i;ll check your link!

i’m still experimenting with spiderman/doom missiles combos. the crossunder stings are still beyond my reach. i’ve figured the most consistent and still high damaging combo is this:

crLMH L webswing, jMMS*(or jHS), land, sH L webthrow, [get into position] zip otg jS, sM crH L webswing, jMMS sH L spider sting/bite, call missiles, crH, S, sj, delay a little bit, jH, delay a tiny tiny bit, jS, they should be in the corner. land, jump crossup air zip jS (whiff), H webthrow them back into the corner, crawler assault.

literally only just removed one move, lol. next time i get to hit the lab, i’m going to see if i can fit in a doom raw tag, air H plasma beam into air photon array. and maybe call strider, air h photon beam, land, another air h photon beam xx super.

Haha. I was also experimenting on my bnb to make it easier for others to perform. I also took away one :m:; took it away after the zip OTG. Just do zip OTG j:s: c:h: then… It makes the combo have a lesser chance of dropping but I don’t think it’s any easier to do. Haha.

I literally could only do that vs Amaterasu of the few characters I tried it on.

Hmmm, I couldn’t test right now but maybe you can just call Doom earlier so that you only need either :h: :s: or just :s: for the last magic series. This would probably make the double web throw finisher harder to do. I guess I’ll test later if no one does. :slight_smile:

Edit: It’s possible to call Doom during the :h: before the spider sting then just do either :h: :s: or :s: for the magic series but you won’t be able to do a double web throw ender. Still better than getting a flip though. The difference in damage is around 50k but is easier for those who have a hard time nailing the combo consistenly.

lolol the one i posted does indeed only do [spider sting bite] call doom crH, S, jH, S. can get the zip crossup in corner as well.

Yeah, I figured that would work since the MHS version is done quickly. The timings needed for the HS combo may not be newbie friendly though but I haven’t tried so I’m not that sure.

man I REALLLY want to learn this freaking character but having so much trouble connecting the H, L web throw after teh jump string, regardless if I do MMS or HS, frustrating me a lot. haven’t even TRIED the zip line OTG part yet either. Its like learning the game all over again ><

any spiderman/vergil combos? im still looking for a anchor. ironman is not cutting it.

Would I be correct in assuming Spidey could be a strong point for xxx Doom-b Ammy? I honestly never would have thought about it, but someone in the tier threads posted some interesting Spidey stuff (forget who, Id have to look), and the tools he talked about piqued my interest (Web Glide in partic).

His combos do appear pretty difficult, though. Not sure if I want to grind hours in training for it when I’m already on the easy-as-pie Taskmaster. Would this configuration be particularly powerful where I should give it some stronger consideration? or am I better off just shooting pink arrows through people’s necks? Thanks!

spidey/doom/ammy is great but really if you’re just looking for a member, i highly suggest zero/doom/ammy and then vergil/doom/ammy and then mag/doom/ammy.

(and then dorm/doom/ammy, then your team, and then maybe morrigan/doom/ammy)

Gonna agree with phantasy here, Vergil Doom Ammy is dat face-roll tech. Really ridiculous stuff out of it IMO.

Yeah TONS of characters are great in the shell. Cant do Zero due to controller restraints, and I like nothing more than to run Mag at point, but am primarily an online player, which would prob hurt Spidey too, frankly. Vergil Im surprised to see. Obviously he’s very good, but what makes him a total face roll on that team? Figure Plasma Beams a tad slow for his liking compared to arrows or disruptah, and missiles are good, but not what I’d want for Vergil.

oh i just like vergil/missiles lol. set up a round trip and missiles, round trip comes back, missiles come down, by that time you’ve gotten 3-4 teleport mixups in. same with cold star even if it’s not ideal for vergil because cold star is better for high/low.

vergil/missiles is just incredible because of how much space everything takes. missiles makes everything safer, vergil can cover missiles with teleport/normals/roundtrip/swords super (although i’m not a vergil main so i can’t tell you how amazing it’d be)

if you’re playing on a regular xbox 360/ps3 controller, zero isn’t actually inaccessible - set your L trigger to L. actually i’d suggest that for vergil as well.