Does What a Spider Can! UMvC3 Spidey Combo Thread

Bees, do you have Skype at least? I’d be more than happy to explain to you the intricacies of Spidey with Tatsu behind him. The only reason why I didn’t continue with Spidey/Doom/Akuma after a month was that I realized that Hidden Missiles just isn’t great for my style of play, and I simply just lost interest in the game trying to learn Doom.

Also, despite popular, yet uneducated, belief, Tatsu is extremely easy to pick up off of with Spidey when you’re used to it. It’s essentially just dashing in one direction when you know where it’s taking the opponent and nabbing that st.:m:, c.:m:, Spider Sting, what have you, after the third one. If you’re too far away to pick up off of it close range, it’s easy to set up a web ball to link into a web throw from full screen. If there’s a situation where you can’t, then you most likely can’t with a beam assist.

If Akuma is getting hit because you’re calling him out, then you’re quite simply ahem “doing it wrong”. Akuma is there for five reasons:

  1. Fuck yo projectiles
  2. Lock yo shit down
  3. Get the fuck off of me
  4. Fuck yo assists
  5. Fuck you, we got vortexes

And, yes, the explicit language is needed because Akuma is just that angry. Tatsu is on my team because I need it for my rushdown style to be optimal. HOWEVER, the higher the level of play that you encounter, the easier it is to notice that Spidey can’t be a “nutty” rushdown character. People will learn that a grounded web zip will be a triple overhead setup in the corner 95% of the time, people will learn that an air dash j.:s: will be a double overhead 60-70% of the time, and people will learn that it’s very easy to throw Spidey when he is in a “H.A.M.” state of mind. People continue to compare my Spidey to Wolverine because I do what I can to push you to the corner, I hardly give you any breathing space, and I play patient, yet aggressive play style when I’m at my best. Wolverine can’t simply nut all over the opponent because he doesn’t have the tools to get in whenever he wants to, and people know how to deal with his bullshit. It’s getting closer to that point where people know how to deal with our bullshit, but we’re still very shallow in terms of developing this character into his full potential. We have the fuzzy guard overhead setups that Wolverine has, we can use assists to easily turn ground throws into full combos, and we can do the silly “Pretty Ricky” X-Factor-canceled instant overheads (even from full screen) when we want to kill a character. Sure, Spidey’s not as good at rushdown as Wolverine, but it’s still very effective and he’s a far more versatile character than Wolverine.

I’ve been playing games with a handful of top level players since Season’s, and the longer the sets progress, the more content I become with my team. I’m finding new stuff with my team each day, and I’m becoming far more solid every time I sit down to play, be it online or offline. Sure, I’ve made myself look like a fool in the past with nerve-wracking performances, but the worse the performance is, the stronger I become from it.

I understand this is the wrong thread to be talking about Spidey-Akuma, but that’s where this conversation has landed, I s’pose. I could really care less if anyone has any opposing arguments against Spidey-Akuma, because I’ve been messing with this synergy for almost a year now and I love it even more now than I ever did in the past.

Tl;dr Spidey-Akuma is worth the time, and I’ll gladly answer any questions for anyone who is interested in what the two can do together.

Is it possible to get :l: web throw from Gouki tatsu assist without having to chase? Also, who’s your second char?

Yes, although it requires either the web throw to be somewhat preemptive in relation to the assist, or a web ball to capture the opponent after the third hit to allow an easy, full-screen link into :l: Web Throw. Any time that :l: Web Throw won’t work or you’re too far away to dash up for a pick up, you can always rely on Maximum Spider (just be sure to Tiger Knee that shit! <3) Second character is Dormammu. Dormammu-Akuma, at first glance, is extremely frustrating to work with, but they work together like a dream with enough experience using them.

The goal with the team is to use Tatsu to exploit the aggressive side of the Spidey-Dormammu synergy, while having an aggressive Dormammu that can pressure the opponent to the corner for some ridiculous stuff as a fallback. If I have health advantage, then I can zone with Dormammu and use Tatsu to keep the opponent off of me and flight air dash whenever I need breathing room.

i do like spidey tatsu but i have a few issues with it

a) matchups. spidey tatsu feels too limited against zero, morrigan, trish, as it’s part of their gameplan to be at a position where tatsu isn’t very relevant. it can be neutralized by characters like doom, magneto, and even storm, ironman, dorm with their flights even if they don’t normally stay up in the air just due to their strengths, it’s an option for them.

b) it’s not as cheap as vergil! vergil is so ridiculous in this game, i feel like you have to be able to do something better than he can to stay a relevant team… spidey akuma rushdown just doesn’t cut it imo. while spidey can airdash in with a jH and a tatsu, vergil can dash sH + assist with usually better results, and longer pressure strings with options like round trip, spiral swords, teleports, rapid slash. spidey’s mixups just aren’t good enough for me to see it being more worthwhile than just mastering vergil.

this brings me to an offhand point; we hear terms like “theory viper” thrown around a lot but never “theory vergil” which is kind of sad; “theory vergil” is pretty freakin crazy

a) Pretty sure I said patience with Spidey is a huge factor at higher levels of play. We can get in whenever we want, but it’s a matter of getting in at the right opportunity, while Akuma is used to either keep us in or open the opponent up once we’re already in.

b) Nothing is as cheap as Vergil on paper. Deal with it.

So there’s word that Spidey can set up Flames of Faltine palm loops off Maximum spider. Has anyone done this? Any videos? Do they allow Spidey to kill, say wolverine off a start of the round spider sting or air throw? I’d try to answer these questions myself, but my execution is ass and I can’t do the FoF loop at the moment.

Yes it’s possible I have a video for it but it’s in a combo video, spiderman can’t do that much since you want the FoF loops. It’s at 00:28, using ipad so have to go to link.

And spiderman Y assist can help doctor strange do another loop too.

Great demonstration. So if the spidey combo is any longer, HSD is too high to get the FoF started? That means a proper bnb would have to be relatively short yet give a full screen corner carry… It might not be possible to have a bnb starting with a spider sting leading to fof then.

Yeah, the other thing is you have to be IN the corner then MS like in the video. When you DHC into Dr. Strange, it goes on to the other side because of spiderman last hit hits your opponent on the other side of him.

You can actually do midscreen FoF loops. The problem with MS to FoF loops is that you have to be conservative with Spidey’s combo before the MS to allow multiple Strange mid screen relaunches. So, no ground bounces and loops before MS.

It is very possible to do long combos into corner web throw CA DHC into seven rings before CA hits then do into the loops

I blame it on Airborne… shrug

I never thought about CA haha, people ask for MS super that’s why.

I’m actually trying to learn strange half because of FoF loops and the other half being because BoB is sooo good. Still trying to find a great third other than Doom for this team though.

Anyways the point is because FoF has damn near no hit stun you can do your Spidey combos like normal except you should omit ground bounces and take use of the DHC spiral after moves like web throw. The only time I really cut combos short was when I started with spider sting/bite. With that said when I was first practicing him I was able to build a bar and a half after DHC’ing before I messed up. Then I went on vacation and haven’t tried again as I’m also trying to learn Taskmaster Dante Sentinel and Akuma as well as trying to beef up my Storm. That’s the main reason Spidey content hasn’t been coming out from me lately. In any case happy huntings

I blame it on Airborne… shrug

Can’t seem to get the hit after CA

You’re supposed to whiff it so you can get the DHC glitch float effect after web throw.

I did that, it’s still not working for me.

if its not too much trouble Raoh, i wanna see a combo into MS then dhc FoF loop mid screen. im not sure how many loops i can get off that

I haven’t tried it yet but it is possible to do MS into FoF loops (done this one) and it is possible to do midscreen FoF loops (if you check some of Maziodyne’s combo vids). Based on the assumption that you’re catching your opponent with MS from a stray hit confirm, I think it’s possible to get a ToD. If you’re going to DHC from a long combo with sting ground bounce though, I don’t think you’re getting much after.

If I do have time to record, I’ll try to post it here. Pretty sure AachiTecki may beat me to it though.:smiley: Try checking his YT channel, it may already be there.

Note: for those having problems linking MS to FoF, the float from the last hit of MS depends on how high your opponent was first hit with MS. In short, you have a longer time to link the FoF loop from sj web swing xx MS than from grounded web swing xx MS.

I actually made a video of we throw out of corner ms to seven rings but it’s not really fof loops I just carried enemy to the wall with doom missiles and did one fof loop cause of spiderman y assist, still have to practice mid fof loops. Didn’t even post it either, I’m gonna be busy though so can’t try it out too.

Does anyone have the notations to Spider-Man’s TAC infinite?