It’s quite funny though that most of Spidey’s swag combos are the most damaging ones.
For assists you want to use to extend combos that don’t OTG, just do your regular bnb of ground series, swing, jump series, sting, launcher, sj series, call assist then OTG with Spidey to let the assist hit, then either super or web throw > super. You can pick some stuff up from the front page of this thread or browse through the pages to get some in depth stuff.
Edit: Most practical imo is iNerd’s bnb. Look it up in this thread. Also, it’s a good idea to browse through the earlier parts of this thread because you’ll learn a lot on how Spidey’s combos get to how they are now. You might even get to get a better bnb than those posted here.
Yea i did a search through the thread for Dante and Spiderman combinations and i didn’t really find what i was looking for although i did find a good reset video buried in here with Jam Session. The main question is are the BnB’s on the first page obsolete and if not which ones should i be using. Id assume spiderman gets most of his damage in the corner like most character so im really looking for Corner to corner bnb’s and how to apply Dante’s assist in the corner as i haven’t been able to get the web zip otg into jam session directly in the corner. Difficulty isnt A problem for me its just i don’t want to deal with to many character specific bnb’s or have to learn to many combos based on the situation as i feel like those will just come with experience. For now i just want a mid screen/ corner to corner combo and one that i can apply directly in the corner.
You should add iNerd’s bnb plus my bnb and fake TAC. I can post it here again if you’re feeling lazy so you can just quote my post.
Honestly, you shouldn’t be using jam session to extend combos if you have Dante on your team. Just do a long combo, my bnb for example, ending in the first bounce of sting then just raw tag Dante to continue. If you have Dante second, you can just DHC back to Spidey again after your combo extension.
Check out Otavio’s video on the vid thread to see exactly what I’m referring to. It’s posted on the last two pages iirc.
The only reason I haven’t posted it yet is because I feel it’s more or less an incomplete combo without select assist but I guess just canceling into maximum spider would solve that. I’ll add it tonight.
Just put a disclaimer. Spidey hardly does solo combos anyway unless he’s put at anchor position which is wrong. You can also suggest nice assists for extending Spidey combos.
I’ll throw it in the assisted section that I need to put in there which will mostly consist of Akuma, Doom, Dorm, Iron Man, Wesker, Deadpool etc. all the shit with lots of hits, hitstun or OTG
Raoh, your fake tac setup is actually amazing. thanks for finding it. i’ve found that j. M works better than j. L before the meaty j. H; it seemed that with L, they pop out quickly and certain characters tech under spidey so the meaty doesn’t connect. I haven’t fully experimented with this, though.
edit: turns out it’s all timing dependent, as are most of spidey’s combos.
If you use the same combo I posted, just press the sj:l: sj:h: as if you’re doing a normal sj magic series and they’ll eat a meaty. The reset is easier to do if you use a forward super jump (even in the corner) though I’m not sure if it will catch all character forward techs. I have tested the reset with Wesker, Vergil, Frank, Spencer, Sent, Wolverine and Taskmaster. Also, if you train your opponent to counter downward TAC (neutral tech) you’d be able to pull the reset off anywhere.
Z, I think you should also change the first combo on the front page since there are a lot of people asking about what’s wrong with it. Just change the sting strength to :l: and the last swing strength to :h: to make the combo easier to perform.
It would turn potential users away if they can’t even pull the first combo off.
i finally try to do the combo thingy fro the first page honest he’s fun but what i need to work on is my assist
i try to see if “spider may cry” works
using dante (jam session)
vegil (rapid slash)
an ideas guys?
Hi, guys. I saw this reply by Raoh on how to perform aweb throw :h: after a launcher. Quick newbie question: after the HCB, should I press :u: and :h: simultaneously, or :u: and then :h:?
When you do a jump motion in marvel, it takes around a few frames before the character leaves the ground. I’m not sure how many frames exactly but I guess like SF4, it differs for each character.
You do the motion same way as you do a normal web throw but end it with an upwards motion. As for your question, I think it’s much better to do :u:+:h: since you’ve already finished the half circle motion and might miss out on the grounded frames of the jump motion. However, since there’s some leniency between inputs in UMVC3, I don’t think it would matter much between the options you pointed out as long as Spidey’s still on the ground when you finish the web throw command.
Every character, except M.O.D.O.K., has 4 frames of startup on their jumps, meaning it takes those characters 4 frames to leave the ground.
It is easier to perform :u: + :h: for the Tiger Knee’d Web Throw, but be aware that if you press :h: at any time before the upward-direction input is made, the Web Throw will not come out.
Thanks a lot for the more-than-detailed info. I was finally able to pull off the TK’d web throw - it’s not that difficult once you know the input.
So I suppose that if you want to cancel a s.:s: into a CA, the input would be s.:s:, :dp::u: + :atk::atk:? Tricky.
For those who find the TAC reset difficult to do online (pretty much every Spidey combo is), here’s a simpler combo with the same effect but with less damage.
s/c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s: s:m: c:h: xx :l:web swing j:m: j:m: j:s: s:m: s:h: xx :l:spider sting/bite c:h: :s: [sj:m: sj:h: sj:s:]
I’m not sure but I find that the combos which work well with the fake TAC setup are the ones which flip during the mid parts of the last [sj:m: sj:m: sj:h: sj:s:] magic series.