It’s harder against biggies.
Raoh, since you’re kind of on the subject of assists, do you have any tips on how to combo into Dark Hole consistently?
This is what I’m trying to do: c:l: c:m: c:h: xx :l: web swing j:h: j:s: s:l: s:m: s:h: xx :l: web throw --> air dash, OTG zip j:s: s:m: s:h: xx spider sting/bite cr:h: s:s: sj:m: sj:m: sj:h: sj:s: --> land, combo into DH, web throw.
I suppose “combo into DH” = :l: web swing xx OTG zip j:s: land, but how important is the j:s:? Can I leave it out or does it make the combo easier? Also, I read or saw somewhere that you’re supposed to use web swing instead of the :l: version. Is this correct?
Really sorry for asking so many questions…
In quick succession after you land, back dash call dormammu :l: web swing xx zip cancel OTG j.:s: land H web throw
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Use :l: web swing but the j:s: is to land faster so you can get the :h: web throw. As for super jump air combos the timing is different. If in the corner you get more success back dashing plus dorm :l: spider sting xx zip j:s: :h: web throw. Midscreen you can still swing zip but its dependent on how you land
I blame it on Airborne… shrug
actually the j.:s: is for damage. if you just zip and fall to the ground you can just use :l: web throw.
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Cancelling spider sting into web zip is something I really hadn’t thought of. I’ll give it a try. I suppose I shouldn’t have become so dependant on IM’s Repulsor assist - so damn easy to land using web swing :l:. And the j:s: to land faster does make sense, but now I’m not sure because of Airborne’s last post.
I think I’ll leave it there, though!
Really appreciate the help, thanks!
super jump otg zip really makes some more combos possible. don’t have time to experiment right now, but i want to look into it when i have the time.
xero first pointed this out in the hsd thread, but basically, i knew that super jump moves had more hitstun than their non super jump counterparts. but xero pointed out that super jump moves had different knockback properties too, e.g. jS pops them higher, allowing for crH or sH to hit when non-sj zip jS only allowed for sM or crM
The last part of your air combo makes the combo a bit harder to pull of because of your opponent’s faster recovery from the hard knockdown. If you slightly tweak your combo (check iNerd’s bnb), you’d have a lot of time to input a backdash and the zip OTG (with or without using a web swing) because you end the combo lower to the ground. If you’re pretty fine doing your bnb though, I suggest you take away the s:l: after the first web swing, using web throw instead and using :l: sting/bite to remove a bit of HSD.
That and what the other guys posted above.
can you guys help me max out the damage with my team starting with a :l: hit confirm i use seismo and unibeam assist. best i can do is 805k. but that with basic stuff nothing using the kara and other tech.
What format combos do you use?
I blame it on Airborne… shrug
my bnb right now is. c:l:c:m:c:h::l:web swing j:m::s:land j:l:
:h::s:land s:h:
webthrow dash call ironman jump dash otg zip :s:land s:m: s:h::l:sting/bite c:h::s:j:m:
:h::s: viper otg
webthrow super. like 799k i think im not sure. can i get more creative with this team set up using these assist?
j:m: j:s: c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s: j:l: j:m: j:m: j:h: j:s: s:h: :s: sj:m: sj:m: sj:h: xx :h: web swing sj:m: sj:m: sj:s: call Iron Man swing zip j:s: s:h: xx web throw :h: spider sting/bite :h: spider sting/bite call viper
web throw TK Maximum Spider.
Gives corner carry and doesn’t bother with kara stings. Nets you 896k adding kara stings gets you well over 900k, may be possible for 1M for one bar with it.
If you are capable of kara sting into web throws you can do the same combo and after the web throw from Iron Man you can dash in do :l: spider sting/bite :l: web throw dash in :l: spider sting/bite call Viper web throw Crawler Assault and get 968k
Hmmm, does that combo use repulsor? I think he uses unibeam.
eh I saw Iron Man and automatically thought repulsor blast :lol: Hmmm I’ll have to check that later I’m going to bed now. Only way I can think of to optimize off top of my head is using the same combo and then using unibeam to kara sting into the second finisher I posted but that should still only net you about 850ish maybe.
lol, it’s understandable, with repulsor being so good and all.
Thanks for the input, Raoh. I think I’ll also try ending the combo with sj:m: sj:m: sj :h: web swing :h: sj:m: sj:m: sj :s:. Spidey lands faster this way, so, hopefully, comboing into DH won’t be that big a deal. Thanks again!
I was just trying to do the first combo
/c:l: c: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:m: sj x :h: web swing xx Maximum Spider
and for whatever reason I can’t get the last :h:web swing to connect after doing sj :h: why? I can get it to land by just doing SMMHxxHweb swing, but not after doing the combo in front of it.
also, are these combos still relevant? Are his best solo combos just the long ones on the front page?
I think you should just do sj sj:h: x :h:web swing instead of sj:m: sj:m: sj x :h: web swing cause in this combo there’s some HSD
But if the combo is here in the front page,I think that xero have already try it out so he will answer you soon I think
Spidey, unlike other chars requires an instant sj:m: after :s: for his magic series to connect; don’t wait to meet your opponent in the air before you do the magic series. You should also make sure you cancel the web swing quickly and not link it after the sj:h:.
So what’s everyone’s general consensus on Spider-Man’s general damage output? Would you say his average damage with assist at the current moment is somewhere in the mid 800k range? I know with Doom alone it’s quite possible to turn most combos into upper 800k to low 900k combos so any other assist that can pickup for Spider-Man turns combos into like one mill combos. I’m just asking for tutorial reasons
I blame it on Airborne… shrug
What spider-man combos should i use for a team of spidey/hawkeye(greyhound)/strider(vajra)?
My current bnb is c.:l:, c., c.:h:, :l:web-swing, j.
, j.
, j.:s:, s.:h:,
web-throw, zip otg j.:s:, s.
, c.:h:, :l:web-swing, j.
, j.
, j.:s:, s.:h:, :l: spider-sting/bite, vajra, c.:h:, :s:,
web-throw, MS
I’m looking for decent damage combo’s off of a raw spider-sting/bite and air-throws for this team. I know some but they all require some sort of otg assist which this team lacks. The main problem is that neither assist works too well as a combo extender for spidey, vajra works in certain situations but im struggling to get solid damage out of raw spider-stings and air-throws. Any improvements to the bnb would also be a great help.