Does What a Spider Can! UMvC3 Spidey Combo Thread

can anyone help me? Im trying to get the web zip otg with spiderman off of jam session and i cant seem to connect it consistently. They keep falling/rolling out before i can web swing xx web zip OTG. 

Hey everyone, first-time poster but long-time lurker here. I apologize already if this has been discussed and I missed it somewhere on the forums. I’m having trouble getting my dash-unders (after web throw, web-zip otg, etc) timed right to be able to follow up with a standing medium and second web throw. Are there any good visual cues for that? I’ve noticed most of the time if I try the dash too early Spidey won’t move at all. I’m using a pad at the moment with my dash (light+medium) mapped out to my LT button so maybe the problem is I need to learn how to dash pressing two attack buttons instead?

I am also quite the suck-tastic player. I’ve been playing this game for over a year now devoting most of my time to just getting down the basics of Spider-man to a point where I can perform most of his bread and butters on a competent level. Because of this I haven’t put much time toward other team members. Pretty much when Spidey goes down in a match I’m screwed. Are there any skills (other than practicing with my other team members obviously) you guys can think of I can practice with Spider-man in training mode that might improve my game?

Sorry for the wordy post, this is why I usually remain silent. Thanks in advance to anyone who responds to this.

Dash under as in, after a zipped otg j.H? Or 3 dashes, Webswing L, zip j.S? And what is your start up combo? It actually matters cause of his hitstun.

Right now I’m just starting out with a web throw light to see if I can make it work without too much hit stun. So basically, web throw light, air dash, web zip otg into jumping hard then a dash under followed by a standing medium and a medium web throw. I’ve been able to connect the standing medium sporadically but the web throw comes out way too late. That’s why I’m thinking the dash under itself is coming out too late, but like I said if I try to press it too early spidey just stands there. It’s also possible I’m not doing the last web throw fast enough, but I would like to get consistent with my dash under first.

You should do dash under M, H xx webthrow or dash under H xx webthrow, not dash under M xx webthrow. Also, you can only do dash unders during the early parts of a webthrow combo.

Yeah, roah is right, you should do s.M, s.H then webthrow or just s.H webthrow.You should try webthrow L, (into or out of corner, if into corner dash s.M, s.H or s.H into webthrow or just another webthrow) then dashjumpdash zip , j.H(if you want that cross under) or if you wanna use j.S cross under, you have to have fast hands, dash 3 times fast, webswing L, cancel into zip j.S, then you can do s.M, s.H webthrow again.

As for your dashes I recommend you doing manual dashes instead of command dashes. You’ll get the timing down better in my opinion

Thanks for the advice everyone. I’m going to hit training mode and see if I can make it work.

Does anyone know why the “wall bounce” web-throw happens after a kara-sting in the corner? More specifically, I’d like to know if there’s a way to avoid getting it.

Well an obvious way to avoid getting it is just using L webthrow. I really don’t know why but sometime it counts as an air combo so it’s weird.

What do you mean counts as an air combo? I ask because all of Spidey combos are air combos let the game tell it


It change into air combo afterwards.

Has anyone tried to do a fake TAC reset from super jump H web swing?

Yeah use up web zip into air to ground combo

Yeah, I tried that. I only played for a minutes though and didn’t get it. I’ll probably try later.

What’s the best string to use from the launcher to pull it off? H/MH/MMH xx swing?

Hmm I have to mess with it again. I haven’t done it in a while since I’ve been back in school. I believe I did it with all of them then just did j:l: xx up zip j:h:… I’m not sure but ill mess with it again and report back to ya later today

I’m looking for one since the web swing can bait a double TAC attempt too. The thing about the zip though is that if the opponent mashes a button as TAC counter attempt, Spidey will most probably get hit out off the fake TAC unlike with the one I made where the opponent will eat a sjH meaty.

Nah there was still enough stun surprisingly. Apparently you still get :l: :m: :s: after a heavy web swing. It has to be input fast though so doing the up zip into j:h: was still sufficient due to how close to the wall Spidey is. Like I said I’ll work with it later tonight after work and class. I haven’t put time j. Since getting back in school.

I’m a lurker trying to do a combo similar to the second web throw combo. I have little understanding of the combo properties of Spiderman but the opponent always falls out of the combo mostly due to hitting max hit stun decay. I have heard dashing faster to otg the opponent decreases the amount of HSD. What is by far the easiest way to get to your opponent to OTG them fast enough? Would it be instant air dashing, or is it better to dash, jump, air dash, and then web zip?

Both work. It’s up to what you’re comfortable with. Other vids even show players using web swing cancelled to zip OTG.