Has anyone here been able to do the infinite consistently?
^I’ve been trying, but I haven’t gotten it. Not even once lol.
Anyway, I came here to tell you guys about something that I found in the training room with Spider-man/strider. basically what I do is launch the opponent after I call vajra and TK a medium web throw so I catch the opponent before they reach the ground. I do it at the end of a combo when there is too much hitstun to a regular air series. It works anywhere on screen, and with this and plasma beam I can get right around 800k with 1 meter. Just thought this little bit of info was worth sharing.
Nice tech.
I’ve only gotten 3 reps once in 89582748 tries. It’s really very hard to do since you have to get a really low to the ground hit for the first zip j:s: then do another one but with j:h: instead.
that was insane…
fuck spidey seem so hard i can barely pull of web zip man…
Thanks
Oh yeah the web zips are a real pain in the ass. Whenever I actually get the first one right (or when I think I do), I jump back up and try to web zip as fast as I can, except I end up web zipping up-forward. I swear I’m getting frustrated just thinking about it.
Ok, I don’t have a combo that utilizes this quite yet but I think it’s worth mentioning. I was messing around in the lab and I noticed that standard magic series(c.:l:c.c.:h: :s: Super Jump j.
j.
j.:h: j.:s:) does 287k. Where as c.:l:c.
c. c.:h: j.:s: Super Jump j.:h: XX :h: Web swing :h: :s: does 333.3k for the same number of hits. I know that using the otg web zip one can follow up with special insert continuation. I’m messing around to for possible solo combos (or assisted if this works out) that try and continue after this. Sadly I’m not great at this so I’m having a tad bit of trouble. I figured I would throw this out there is case someone wanted to roll with this idea and see where it goes. If this has been explored and deemed impractical I missed it I apologize.
Combos aren’t really about the number of hits. The reason why combos are made with more :l: or attacks is for hit confirming, spacing and that it makes the combo flow much better. Some combos also require you to minimize the amount of free float you opponent does to allow additional hits late into a combo. Although you sacrifice a bit of damage, you lessen the risk of dropping combos.
One example of this is the follow up after the first web swing of a bnb combo. Some players use …:l:swing j:m: j:m: j:s: while other use …:l:swing wait j:h: j:s:. While the second one does more damage, you’d have to get used to the timing to avoid dropping the combo.
[S]the opponent free floats for a bit because you have to delay the j:h: j:s: to get the combo to continue. [/S][S]Based on my experience, the float adds to the “imaginary/invisible” HSD timer and causes some combos longer combos to flip the opponent. I was using my bnb combo for this example since I wanted to add more damage to it but my combo doesn’t really seem to work with the :l:swing delayed j:h: j:s:. Maybe it’s just me though.[/S]
Edit: Just made it work. I guess practicing the infinite really made my execution better after all.
Ok, I see what you’re getting at there. It was just a combo possibility I noticed that I felt the need to share. I thought that a means to do more damage in the same number of hits would be good on the logic of More damage for same amount of hit stun decay = good thing worth noting. But I really am not good enough at this game to say how much sense that actually makes sense. Forget I brought it up.
Yeah Spideys HSD also depends on the strength of some of his special attacks.
I blame it on Airborne… shrug
Really…? Pulls at hair Darn it… So many variables that I never seem to know about. Thanks for letting me know, and once again, sorry from bringing it up.
Don’t mention it you asked in the right thread and got your answer. No shame in that. Also keep in mind hit stun changes depending on when moves with special properties are used.
I blame it on Airborne… shrug
Thanks. I’ll have to keep that in mind.
so later today, or within the next two weeks, I’ll be giving Spider-Man the Storm treatment and making a BnB Compilation video ranging from basic to advanced combos, throw combos, X-Factor combos, and team combos, a couple of air to ground combos, and maybe a reset or two here and there. Because Spidey has so many combo options when compared to Storm I’m going to try and keep it simple. With that being said if there are any particular combos people want to see in post them up so I can note them and they aren’t overlooked. This project is to compile all the combos in one video for people to reference.
hsd is completely based on a timer, L webthrow adds a little more HSD than M webthrow due to slower startup, stuff like that
L webswing jMMS and L webswing jH,S should add the same amount of HSD to a combo because you should be landing at the same time in both sequences after the L webswing
just keep these things in mind
also groundbounces kill (add a lot of) HSD, and webthrow takes a surprisingly little amount out of HSD. I’m almost certain it’s because cinematics don’t add to the HSD timer
which would explain why doom ground backthrow (uses ground bounce) has much more HSD than his ground front throw (doesn’t use ground bounce, you have to dash forward quite a bit to combo after it which takes time, but in the end you get more combo after it)
olol
you forgot the “y” in the front
To say Iron Man isn’t aided by missiles in the neutral game when they are more than likely his best assist, and certainly in the top 2, shows nothing but lack of knowledge of the character and more than likely the game.
Lol. Where did you get the idea that IM isn’t aided by missiles in the neutral game? That’s pretty narrow minded. I just posted that it pales in comparison to drones in neutral. It’s also no question that missiles assist is obviously one of the few better assists for IM.
You can’t comprehend a simple post nor can you read between the lines yet you judge my knowledge of the game. Sigh.
settle down everyone, I don’t see this ending well.