Yeah as fun as that would be I’m deployed now. I’m trying to find a way back stateside after Japan so we will see what happens. I already have plans o. Taking this game a lot more serious my next go around as I plan on being at tournaments
Anyways to help out your damage problem invest in cross under combos or web zip combos. They allow you web throws to the corner while saving your assist and ground bounce for later in combos.
quick questions I tried to work it out myself but i can’t seem to get it. Currently I am running spidey dante felicia.
finishing any random combo in the corner then using felicias otg into webthrows-ms or crawler assault. i’m having problems with felicia causing spidey to hop over and completely misses the otg. (cornering himself) it’s hard to explain so maybe you can test it out?
dante allows me many opportunities to raw webthrow and be safe. my issue is having him and felicia i can’t seem to get in a corner webthrows to add an extra webthrow into the combo. any tps / advice on pulling it off with this team?
someone posted that theres a dante follow up off of maximum spider using devil trigger… what combo should i be using to followup / (any issues with hit stun. my basic bnb is cl cm ch light webswing. jH JS light web swing S-M S-H heavy spiderbite. crouching heavy. launch. medium medium heavy special. felicia otg into super
Ooh, I was just thinking of playing this team because I love the Mighty Punish xx Air Throw super shenanigans with She-Hulk, but this way I don’t have to play her, .
Spidey seems really fun. I know web ball isn’t exactly a stellar assist, but is it serviceable as a beam assist? I normally have Iron Man for that.
Also, I will probably be putting Thor first, how is Spidey in the second slot? I figure most characters DHC pretty well off a (grounded) Tornado and he probably has tricks where you can whiff Ultimate Webthrow and get at least 2 or more webthrows as they float down from an air Tornado.
uwt has some recovery you can’t really do any dhc glitch things with it but i don’t know about thor. i don’t really like spidey in the second slot
i like web ball because it’s slow and can follow you\be followed, spider-man is pretty safe when you call it, and the capture time is really easy to hitconfirm off of. but it’s a 5 durability projectile with a small hitbox. it’s still my preferred assist
i don’t play that team because i’m not man enough to play thor
Well, if you DHC off of Thornado before the last hit it creates a soft knockdown and the opponent falls very slowly to the ground. I’d be surprised if you can’t get at least 2 webthrows and possibly more if you haven’t used the bounce with Thor.
Hey duck, I play spidey/thor/arthur, sometimes I put Thor on point. Spidey can do OK in the 2nd slot with that team, and you get some nice setups from mighty punish into UWT. The main reason that I run spidey on point is because Thor can extend spidey’s combos using mighty smash assist (spark would probably have some utility as well, but I haven’t tested), and spidey’s assists are pretty meh.
I haven’t tried extending a combo from a slow fall mighty tornado. I think all of spidey’s hypers would have too much recovery.
all of spidey’s supers are all pretty limited in their applications. in vanilla, there were very few dhc tricks spidey could do with uwt but he needed an assist to combo off the otg iirc.
this might be known already but after proton cannon in the corner you can catch some with dhc UWT. it not good tho its just there to catch people off guard lol.
i need some tips. i cant seem to get mt web throw combo down consistently. what the best way to pick up. dash jump air dash zip , jump dash zip or dash M web swing zip. even if i do it super fast its random for me. salty lol.
Yeah i know how the combo works i can do. Its just after the webthrow i cant get the pick up100% So i guess its best to just jump airdash and skip the ground dash.
there’s a million different methods for spidey to get over there and otg the opponent, but its really about knowing the positions from which you can connect the follow up and when to time the follow up so that it comes out at the right moment to allow combo continuation. the video I posted above shows a general idea of where to be for the otg and when to time the follow up in order to finish the combo. spideys combos are not just about timing this time around, but positioning as well.
Finally got around to making that Maximum Spider X-Factor kill video:
[media=youtube]TjCXQq5RBRs[/media]
Didn’t feel like showing multiple assists, so I just stuck with 2 of Spidey’s 3 most common partners: Dorm and Doom. For Plasma Beam users, just stick with the Dormammu method. For really fast assists, you can still stick with the Dormammu method.
So i feel im not putting in as much work with spidey as i should be , currently and will always be using spidey viper doom as my main team running web ball seismo and plasma beam i dont wanna switch to missiles since plasma benefits viper so damn much wondering if extensions with plasma beam are possible at all
Uploading a video now. It’ll be on this post in a few minutes.
Edit: [media=youtube]amPPPZMowg4[/media]
Plasma Beam is a very interesting combo extender, due to the fact that your combo won’t drop if you don’t manage to cross up the opponent like in the video. You still have enough time to react and perform the second :l: spider Sting~:h: in the correct direction before you call your second assist. Decided to mess around with Burning Kick assist as well since I remembered reading in the book how it ignores hit stun deterioration. After 30 seconds, voila!