Yeah, discussed with this guy before. I hope he uses a Wesker dummy for his next vids though.
Well, I agree Raoh I would like to see a training dummy of mid-size or smaller height being tested on especially a chrc w/ exactly 900k health. But its easier to dash after a webthrow w/out plinking on a large chrc than a smaller one. However, Aachi Teki being the cook humble guy that he is probably wouldn’t mind doing it on a mid-sized chrc if asked. I just try not to ask too much especially if its not me performing the sequences of some of the combos. But never hurts to ask, either way I’m already satisfied w/ his work n will hit the lab myself to practice the combo. Cool for Spidey to have something to bring the new year in w !
Well, the combo I do on Thor, it actually still connect to big, medium, or small characters. Later on I’ll show you what I mean. I’ll make it later and post the link here.
Here it is,
www.youtube.com/watch?v=Q8JwaOM2XV0
I guess you didn’t have to plink after all, just wrong timing.
A friend of mine, fan of spidey worked on this combo, over 1million damage with 1 bar and 2 assist (Spidey/Doom/Shuma):
[media=youtube]Biez3nTC3Og[/media]
Props to Nekozho
He could have easily added more damage if he used :l: web throw instead of in 3 occasions and used Hawkeye poison assist.
You are right, I totally forgot about the damage of :l: over the damage of thanks Ken-Oh
anyway, I upload the video just because someone doesn’t believe that I can do more that 1K with Spidey, I know that the combo have nothing new to show.
EDIT I just try with :l: and there is no difference :c
You can’t be serious. Iirc, at max scaling :l: web throw does 40k while and :h: web throw does 28k. Although it’s not really much of a difference (12k damage), if you do it 3 times you get at least 36k damage; not factoring earlier parts of the combo where max scaling hasn’t sunk in yet.
Doesn’t really matter though. Haha.
:l: web throw only does more damage early in a combo but fucks with hit stun deterioration while web throw does less damage early on but doesn’t affect hsd
I blame Airborne… :lol:o_O shrug
Are you saying :l: web throw doesn’t add more damage at max scaling compared to web throw at all? The web throws during the last parts of any corner web throw to web throw OTG assist, web throw don’t really care about HSD anyway so isn’t it better to use :l: web throw instead?
Does anyone have the inputs to the Spidey infinite? Would be cool to learn.
Do a web swing series into :l: web throw then try to otg into j:h: then try the same series but use web throw instead then do otg into j:h: you will see exactly what I’m talking about. At the end of a combo all strength web throws are the same at max scaling which is 40k
I blame Airborne… :lol:o_O shrug
I should also state that with the exception of the first :l: web throw, web throws do not affect hit stun deterioration. For example,
c:l: c:m: s:h: xx :l: web throw otg j:s: s:m: s:h: xx web throw otg j:s: s:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: :s: sj:m: sj:m: sj:h: sj:s: maxes out hit stun and is possible midscreen. If you do the same combo going out the corner and add an :l: web throw in to pull from the corner instead of trying to dash in to attack with s:m: for the second segment you will get the same combo timing but with more damage.
I blame Airborne… :lol:o_O shrug
That’s looked really weird now that I tried it. I wonder why it turned out that way.
I think it has to do with the fact tgat hsd is based on a timer and :l: wev throw comes out in 20 frames as opposed to 16 and 14 (or is it 14 and 12?). In any case as you see one allows the j:h: to connect while the other will whiff even though its the exact same place in the combo.
As for combos maximizing damage I think if you are in the position of moving the opponent to the corner you should go for a cross under combo. Linking web throw into web throw leaves hsd at the same place it was before the web throw. So it should be possible to do,
C:l: c:m: c:h: xx :l: web swing j:m: j:m: j:h: dash under s:h: xx web throw :l:/
web throw otg j:s: s:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: :s: sj:m: sj:m: sj:h: sj:s:
It would save your otg till later and still let you perform another web swing series if you did all before using ground bounce which in that particular combo would be more than likely used after an assist
I blame Airborne… :lol:o_O shrug
i pretty much do the same combo with my Thor lighting assist and Iron Man repulsor assist, but with a little more damage. I get around 1,064,900.
It starts out the same way but on the second web throw attempt, i do Zip H dash s.H., L.web throw for the added damage, third web throw attempt is the same. Now here’s what i do differently to cater to my assist around the :12 mark. Instead going for spider sting, i do s.M.,cr.H., L.web swing MMS land s.H, L./H. spider sting(it depend on the hit stun of the characters) cr.H, H.spider sting into repulsor assist otg zip dash over M.web(you should be back into the corner) Thor assist H.spider sting(the knock down should land them in the lighting juggle) M. web throw, Max Spider.
sorry if that seems hard to understand i dont how to put the fancy lettering for inputs on this forum, but hopefully get what im saying.
I was just wondering about the 40k damage for all web throws.
As for damage, the best way to get it is to confirm a hit into a web throw instead of web swing. This allows for more start up damage and lesser hsd. The problem with confirming with web throw is the risk of it getting dropped because of either hit pushback or miss input with c:h: xx web throw.
It’s funny that we’re now going to probably discuss web throw confirm combos instead. The first pages of this thread tried to sway from web throw combos because of the risk of them dropping. Now that everyone seems to have a better feel of Spidey, it may seem a good idea to put swing combos aside for the moment to get that damage.
That’s something myself airborne kooky and some others have discussed quite often. The issue isn’t pushback it’s getting people to learn how to get away from muscle memory. The other issue is s:h: doesn’t always cancel safely. By that I mean you have enough time to confirm into your move but a lot of people auto dial through so lets say they block you can cancel into web swing and do your combos as normal or zip cancel at a decent distance to be safe. The drawback to that is crouching opponents punish that shit for free. The easiest solution is people learn how to use their assist to make themselves safe when on the offense so they aren’t put into negative situations instead of always using them for combo extensions.
I blame Airborne… :lol:o_O shrug
You don’t really have to think about the part about auto dialing since it’s assumed that you’ve already confirmed a hit. This is the reason why I think pushback and miss inputs are the risks of dropping the confirm. If we’re going to talk about auto dialing though, that’s actually the reason why it was decided that swing to throw combos were the more practical approach.
As for using assists to keep negatives on check, it’s going to be hard since Spidey already needs one to efficiently rushdown in the first place. Bolts and drones, in my opinion, may be the most effective assists to check on negatives because of how they come out.
I feel once people start using his mobility more at certain points everything will change. He can reach from pretty far. Of course certain assist recover faster than others but once in, like with any other character, you have to hold your position so with the cool down and all we just have to figure out how to successfully organize his rushdown to allow better hit confirms
I blame Airborne… :lol:o_O shrug