spider man is 2 complex but if you put in enough time he will be pretty good
idk if there is any video to give a general idea but i will give a general outline
mobility and neutral game:
mix between airdash and zip
use airdash for positioning and zip as a means to get up in the opponent’s face. a lot of times you should zip in while blocking instead of throwing out an air attack
can use his wall jump for extra height while being able to still call assists
his zip has a property where if you use a jump normal as soon as you leave the ground, he’ll keep his diagonal momentum while doing the air normal. if you do not do an air normal right away, he will drop downwards immediately at the end of the zip.
due to the properties of zip, if you zip block (aka dont press anything) from a diagonal down forward zip, you will drop to the ground at the end of the zip near the ground. if the opponent does anything on block right before you land you have a decent chance of punishing it due to the ability of no guardstun when landing. on the other hand some people will try to airgrab you so be careful.
ground dashing is strong. since spiderman’s jump goes very high and he doesn’t have as amazing normals as say wesker jS, you have to use the ground effectively as well
web ball is good and can be canceled into zip to move around some more and distract opponents. also it has enough durability to neutralize some beam assists that would otherwise get in your way
can convert damage off of web ball with L web throws or dash up crM sH M webthrow
doing web throw after web ball a lot is not recommended since people should be blocking web ball. overall it’s something you can do from time to time as a poke but it’s not a reliable thing for opening people up
web throw is a good poke and makes opponent have to respect you throwing out things
maximum spider is a punish attack to check certain moves, one example is dormammu startup on pillar or hands. note that air max spider is faster than ground max spider. judge your distance from the back wall as to how fast it will start up also
combo punishes
so far i have a few general combos
-
combo off of raw web throw or anti air crM sH M web throw or web ball -> web throw
-
combo off of raw spider sting(spider bite is an overhead no one knows)
-
combo off of crL, crM, sM, crH, web swing CH randomly(grounded confirms)
-
air to air zip jS (into sLMH M webthrow) or air to air normal jump jH zip jS sLMH M web throw
-
assist (i use rapid slash for lockdown and mixup sometimes) (also hidden missiles) rapid slash confirm is dash a lot into crM sH M webthrow or time an L web throw. a lot of the time i’m just throwing stuff out based on feel at this point
instant overhead with vergil is fun
-
combo off air throw (smaller combo due to hsd)
-
combo off ultimate web throw, or maximum spider x factor, or crawler assault
anything into web throw will go into zip otg sM crH L webswing jMMS sH L spider stingbite call doom missiles crH S j[M]HS zip crossup jS H webthrow to corner
combo pattern in general will be using that path
can go into crawler assault, or ultimate web throw reset
make some incoming mixups with safe things that force opponent to block and take a mixup, or on hit turn into a combo