Does What a Spider Can! UMvC3 Spidey Combo Thread

Z, when you do the TAC infinite loop, how/when do you do the inputs for the air dash loop after the web swing? Do you delay/link the j :s: at the end to get the glitch height or do you just combo into it. I finally got an easy and relatively consistent way to start the infinite from up and down TAC but I can’t seem to get the loop for the swing. The last j :s: for the glitch usually ends up too high for it to glitch or I’m getting the air dash too late or something effs up. My starter is way, way easier than Death2494’s, but I just need to get my loops more consistent.

Edit: Checked his TAC vid again, and he was using zip j :m: to combo the :h: swing. May have to test this later.

Swing when the opponent is almost about to fall even with Spidey then do j:m: j:s:

Swing or air dash?

hello guys I want to know if spidey can confirm after a random hit air webswing?

My bad I meant air dash.

Confirming off of web swing depends on how high up you are which web swing you did and whether or not you used your air dash or web zip

Question concerning a Spiderman UWT reset using repulsor (I now realize repulsor is so f’n good for Spidey for so many reasons – I should have listened to xero’s advice I read about that earlier on). Let me start with the combo and reset: this specific combo works from just more than half screen to the corner or closer – can be easily modified using a web throw in the beginning if your back is near the corner.

cr.L, cr.M, cr.H xx L web swing, j.M, j.S xx L web swing, j.M, j.H, j.S, M, S, j.M, j.M, j.H xx H web swing, j.M, j.H, j.S, call repulsor, L web swing cancelled early with web zip for otg (by this time the opponent is cornered), dash (crosses under opponent putting Spidey into corner), M web throw, dash towards corner and L spider sting, spider bite (if timed correctly it performs a kara sting effect – this is the subject of my questioning), cr.M xx UWT. (UWT follow-up if needed: jump straight up, web zip, j.H, M, H xx M web swing, dash+repulsor call, L web swing cancelled early with web zip for otg, wait until repulsor takes opponent back over your head towards the center of the playfield then do a H spider sting, bite, cr.H, S, j.M, j.M, j.H, j.S (I think Thor dies after the first j.M or something, can’t quite remember so I’ll list the full string, haha)

The idea behind this reset is that the opponent will be holding towards the center of the playfield for the reset because they want to get out of the corner (which they should be thinking already, but especially once they realize the spider sting crossed up and put spidey into the corner, they should definitely be teching back into the center of the playfield) – and this will take advantage of that logic!

Starting with zero meter, you kill every character in the game, meter positive. You will even be left with one full meter on the high life characters like Thor and Hulk, etc.

So it’s a decent reset – my question comes from the spider sting / spider bite part that crosses up in corner. It seems somewhat inconsistent and I’ve tried many different adjustments with different dash timings, sting timings, web throw during the assist timings, etc – but I can’t seem to pin down how to make that sting cross up 100% of the time. Any of you have ideas on how to make that sting cross up in the corner 100% of the time? Does this long-winded explanation and questioning even make sense, lol?

It’s hard for me to explain but there’s a cue where the opponent loos like they are about to go parallel with the ground right when they hit the wall. That’s when you Kara cancel

8 webthrows solo…

Umm… I donno if this is already discovered but I’ll post this anyway.
I found this by accident and thought it looked cool.
With Missiles, you can get like 10-11 throws but I wanted to do it solo for now.

Also, there is a spike-lag between hit 20-21 in the video.
This is because my phone is trash. I will make a better and longer video later as proof of concept.
Again, maybe it is just me living under a rock but I havent seen a non-xfactor webthrow loop with spidey solo.

Please tell me what you guys think.

youtube.com/watch?v=7tplhWFt_8E&feature=youtu.be

(edit: the new srk-verison seems kinda buggy so sorry if this post was like duplicated x4)

He has other combos where he gets more web throws as well without plink dashing.

Oh. Cool! Well, it was still fun to make the video.

Having a weird time getting this TAC infinite down. It’s the very first rejump im having issues with. So I guess that’s considered the initial set-up. Any general tips for getting this?

You have to rejump as soon as he touches the ground then go into web zip j:s: as low as possible

Any summery of spidey’s combos of common hits? (hit confirm, air to air, fuzzy, airthrow?)

Use your spider-sting/bite near the end of your combo cause of hit stun deterioration. I normally start all my ground combo’s with something into c.H xx webswing L just because starting with L webthrow depends on distance. Air to air, anything above normal jump height you can j.s staircase down and s.m s.h xx whatever. Normal jump height you can j.h or j.s land s.m s.h xx whatever. Airthrows, anything that’s not in the corner you can just zip otg after the throw and get a j.h or j.s. In the corner you have to fall to a certain height before you can zip otg.

xero, how did you get to switch side with the spider bite in the end of you spidy/ironman combos?

short answer: kara sting

you using unibeam? if so - switch to repulsor, yo

Kara with? anyway, How do i approach with no horizontal assist?

any insight on the RP assist? (I’m also running hagger, but might switch to akuma or w/e)

Go to YouTube and look up fun with Kara stings . Your question will be asked there

Kara with crouching heavy - it’s a super f’n fast kara, pretty execution intensive if you ask me. There are ways to get the sting to cross up in the corner using repulsor and dashing, check my post above about UWT reset.

I questioned repulsor over unibeam, too - but since I’ve changed to repulsor, it just makes so much more sense. Approaching with Spidey can kinda be done from the skies, you don’t necessarily have to approach horizontally - that’s what I basically do at least. It starts up faster and has better all around reach for tri dashers, etc - it’s good for zip otg pick up and still has lockdown potential on block. It actually works well in the neutral somehow. I don’t know - try it for a session or two against some buddies, see how you like it.

Kara stings aren’t even that fast of a cancel. You’re rushing yourself