Alright, after practicing in the training room for a couple hours, I have confirmed that I won’t be able to figure out the timing for the infinite on my own. I did like 1 rep of the infinite twice where the dummy didn’t pop out after I hit jump back :h:, but I dropped at the second :h: web swing because I was too excited to actually keep it going both times. I’ll just wait for a video of it to come so I can see the timing for each move. In case the vid isn’t gonna be in a while, do you have any specific timing tips for me xero? Should I delay the :h: web swing so I am a little closer to the ground or something?
No you delay it too long then the zip will pull you down too far causing it to whiff. Like I said before, I don’t personally like it but it’s there. I’ve done seven reps of it and called it quits because I don’t like the timing on it and I run Spidey on point. Once you understand the height that j:h: needs to be at to acheive the rejump you can start delaying each input ever so slightly to allow them to fall bit by bit
Alright thanks man. I’ll try it again tomorrow, its too late right now. I’m going to be honest with you, I will most likely never use this in a match because I still drop my bnb occasionally, and the TAC infinite seems like it requires crazy execution. Still, If I got the chance, I would use it if I want to style on my opponent and I am just messing around with my second character as my point with Spidey second or something. Last question, just to make it completely clear, for the last j:h: before I jump back, should that be real close to the ground? I can get everything up until the rejump consistently, but I think I am hitting them too high before the rejump, causing the hit stun deterioration to kick in. Thanks again.
yeah when you do the air dash j:m: there is a small delay before the j:h: then you rejump with jump back
Ok I’ll try that. before I just kinda mashed j. j.:h: one after another.
So I’ve been watching a lot of my older videos and figured I’d do a redux combo video. Pretty much I’ll be mixing old with the new without being too drastic. So far I figured out web zip can still be useful in combos other than as an OTG.
Spidey/Dorm/Doom
j:m: j:s: c:m: s:h: xx :l: web swing j:m: j:m: j:s: s:m: s:h: xx web zip j:m: j:s: s:m: :s: sj:m: sj:m: sj:h: xx :h: web swing sj:m: sj:m: sj:s: land back dash plus Dorm :l: spider sting zip cancel ‘Sting Zip’ j:s: c:h: xx :l: spider sting/bite :l: web throw kara sting/bite call Doom :l: web throw kara sting/bite :h: web throw web throw…
finish however but that part right there is enough to kill Vergil, Storm, Morrigan, Zero, Strange, Hsien-ko and some others. Also works with Spidey/Iron Man/Doom and probably any other combination that allows Spidey to follow up after the air combo. After burning the bar it’s a 1M combo. Omitting the whole web zip string when I tested it with Spidey/Iron Man/Doom dropped the combo from 1,035M to 989K, which if you want to look at it on paper is the difference between life and death or one meter or two meter kills. Another note about web zip was it allowed easier crossup spider stings.
Hey guys, I’ve been searching around, and am having trouble finding how many times Spidey can bounce and re-bounce an opponent before losing the ability to get him back up. So far I’ve noticed a SS into SB,cr.m,s.h,SS into SB, otg assist then ender, any opinions on how to extend the combo for more bounces? It seems like other characters (doom,weaker…errr wesker,) can keep you juggled for days… Spidey not have the ability? Or just harder to do?
Per rules of the game everyone is only allowed one ground bounce per combo. There are exceptions though with glitches that reset ground bounce counter like Dante’s Sky Dance and connecting an attack the same time as an assist what has a ground bounce property. There are also moves that will cause a ground bounce regardless of this rule like Nova’s Centurtion Rush on an airborne opponent. OTG’s on the other hand can connect infinitely so long as hit stun allows it. Spider sting/bite has two properties that pertain to this. Spider bite causes ground bounce plus hard knockdown. No matter how many times you combo into spider sting/bite you will always get a hard knockdown which allows for more OTG’s. The reason why some characters get more from this is because those moves have less hit stun deterioration than Spidey’s web zip. To make up for this Spidey uses assist with long capture states or enough hit stun to allow him to follow up off such pickups. Without them web zip will force the tech.
Also known as the opponent flipping out earlier making it harder to impossible to follow up? Thanks man, will keep this in mind. Appreciate it
Not impossible. You can use this to your advantage since depending on how you decide to use the zip you could air dash immediately after for a grab or other shenanigans
whats a good bnb with doom missiles and ironman repulsor . picking up doom finally.
Any solo Spidey combo ending in the corner into both of their shenanigans… easy 800 to 900k damage
Z,and raoh do you both of you tried the evo tournament?
I haven’t been able to afford Evo when I was a tournament regular and now that I can afford it I’m out of country. I have plans on moving back stateside so maybe next year or 2014 after I get back in the swing of going to tournaments regularly
Nope, as I’m playing from Brisbane, Australia. We’re going to be having our first ever major next month though.
I didn’t know you were in Australia I been wanting to visit there. Heard the ladies there are nice :wgrin:
I’m suppose to be back soon and talking to my boy at FinalRoundBats they are having a tourney in November that I’m invited to so we will see what’s up with that. I’m excited for it but I have to put down Persona first and get back to practicing :sad:
can spiderman do crazy combos with joes slowdown super?
When performing air web swing combo’s, I’ve noticed in some play, Spidey is actually above the opponent while doing his follow up strikes, is this done by immediately striking once web swing connects, or let it ride through full animation and follow it up after?
Assuming you are talking about :h: web swing then you let the opponent fall some before attacking.
Probably infinite ground :h: swing combos.