Does What a Spider Can! UMvC3 Spidey Combo Thread

I don’t delay them at all, but I do wait for my opponent to be at the maximum SJ height. Should I do it all earlier?

For Spidey’s combos, it’s much better to hit the magic series quickly while rising.

Z, I haven’t really got to experimenting with air-to-airs with the double j:s:. I just use them for my fake TAC reset; and since it comes from a corner carry combo, I didn’t have much incentive to make max damage combos. Now that you posted some stuff though, I think that the double j:s: combo has the same HSD as a combo starting from a spider sting so I’d probably base my combos from those I do from raw stings.

I’m about to post a short video with various combos. It’s WAY easier, to me at least, to do j:m: j:s: after the initial j:s: and I can still get like 850+k with my team of storm and doom so I can only imagine what stronger assist would put the numbers at

I blame it on Airborne… shrug

Here’s what I came up with for air to ground situations. Main reason I was researching it was because I been playing a lot of Magnetos lately and I was in awe at how easy it was for him to convert off of sj:h: sj:s: into death :sad: WHY WERE YOU NERFED SO BAD STORM?!?!?!?!

Enjoy

Magneto’s :h: works pretty much as a soft knockdown so it’s definitely going to be easy to confirm from that. Add that to it being a possible option select grab, plus being attached to one of the best air dashers in the game. I think it even adds lesser HSD than web swing.

Yeah which I think is bullshit but it is what it is.

yeah pretty much magneto is bs

the corner crossup with airdash before you land -> web zip is very consistent. while the timing itself isn’t consistent it’s very lenient

Yeah I am finding it much easier to do than jumping up and web zipping.

Question, which do you guys prefer to use after web zip hits, j.:h: or j.:s:? I usually do j.:s: cause it deals more damage.

jS comes out a frame faster i have been told, so it’s used a little later in the combo otherwise jH allows for dash-unders and stuff. i use jS because i have hidden missiles to make combos easy

j.:s: works later in a combo than j.:h: does, but j.:h: allows for the cross-under, like Phantasy mentioned, and also has more horizontal range than j.:s: does. The range allows Spidey to confirm off of an OTG web zip from greater distances than j.:s: in air throw and UWT-based situations.

Something I learned from Spidey’s air throw, however, is that no matter what height you throw them (at least at any normal jump height), you have enough time to dash and rejump. This makes picking up off of air throws in the corner a hell of a lot easier, and makes it so that you can do the st.:m: st.:h: xx :m: web throw continuation without having to worry whether or not a dash up will force a cross-under and mess up your directional inputs.

I got a question when I perform this combo :
s/c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s:, :h: xx :l:web throw, OTG zip j:s: s:m: c:h: xx :l:web swing j:m: j:m: j:s: s:h: xx :l:spider sting/bite s:h: xx Ultimate web throw (in corner) which characters can escape off this reset?
Cause i have already search and i saw only sentinel escape off this with his air invulnerable super else all off my friend take this reset for me it s so much beautiful to be true.
So my question is:
Is there an escape to UWT in corner after a big combo which give a opponent a max of HSD?

Thx a lot guys and sry again for my english, I hope all of you can understand what I want :slight_smile:

All characters can escape any UWT reset by teching forward and using a move with enough range before the cinematic starts. However, there are two things to take advantage of this:

  1. Throw out a meaty :h: Web Throw instead of UWT and they will get hit by the web throw, beit counter-hit or just blocking the wrong way
  2. Spacing out the UWT to where they will fall into it because they air teched forward.

Now, the former option is much greater than the latter option, mainly because it’s less risk with just as high of a reward, but it’s also because it’s much harder to predict since option 1 requires the same positioning as the primary reset.

The UWT reset is simply just another reset in this game. As much as I give it crap, it is a devastating reset when used sparingly. When players have to live in fear of the UWT because their character can only counter it by teching forward, the Spider-man player can slowly start to control their opponent’s impulses, habits, etc., which is just another step to controlling the pace of the match. It’s all about getting in your opponent’s head!

True escapes for long combos are air dashes and double jumps.

What happens if you do a long combo is that your opponent would be able to flip out faster than with a shorter one which means that they’d be able to tech at a higher point. This would allow most characters to forward tech, jump over the UWT hitbox and punish with a fast, long-reach or big-hitbox attack.

But guys I tried the combo in the lab (s/c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s:, :h: xx :l:web throw, OTG zip j:s: s:m: c:h: xx :l:web swing j:m: j:m: j:s: s:h: xx :l:spider sting/bite s:h: xx Ultimate web throw (in corner)) and in the corner I tried 3 options of sparing tech and whatever the tech UWT hit the opponent. In corner only

You should let your dummy tech forward while attacking with j:l: or j:m:. I use Wesker, Vergil and Wolverine for testing my UWT setups as they’re the most commonly used chars which have really good normals but don’t have good air mobility.

So after weeks of practice…i finally was able to get 10 web throws in a combo…please tell me what you think [media=youtube]EJe8Kuy4x_g[/media]

UWT will never work on characters with invincible air supers (sentinel), double jump (chun-li, captain america), or 8-way airdash (storm, magneto).

But for others, DHC’ing into a UWT is nearly impossible to get out of. If the initial super is instant (magnetic tempest), you have yourself an instant UWT super without that slow startup disadvantage. You can’t even teleport out, because teleport have a slower start-up.

Teching forward with an attack is also too slow.

Keep in mind you can also be thrown out of UWT as well.