Does What a Spider Can! UMvC3 Spidey Combo Thread

I just started learning how to play Spider-Man and when I was messing in the lab I noticed that he can do web ball cross ups.

That’s old, doesn’t work on everyone and they have to land and be close for it to work on those it does work for making it useless in combos as a reset tool due to the fast break out of web ball as combos go on. The second setup you did was air techable as well. The only good setup is like the one you have there but why give up your hit confirm for an inconsistent reset like that after only three hits?

Oh, that’s a shame then D’: Back to the lab!

Yo Z can you post a video with an air webswing hitconfirm into combo conversion please.(whatever the webswing l,m or H)
I working on this since 2 weeks but I can t find somes good stuff
ps : I have already seen your air to ground video

thx alot

So you want me to remake a video already addressing what you’re asking?

I got the kara dp pretty consistently to switch sides, but now I can’t connect the web throw. Any tips?

yes Z if you want to and if you can of course :).
cause i m searching a good way to have a good conversion after an air webswing but I can’t find some good stuff

dur, I think I was stuck in a case of semantics and being obnoxiously technical. I was considering a kara sting to be a cancel before the active frames of the cr.H even come out. You guys are actually talking about canceling a whiffed cr.H into sting, aren’t you…

For instance, if you are standing directly next to your opponent - you can kara sting without hitting your opponent with cr.H, but this takes hella fast and precise execution (imho). Otherwise, you can do a cr.H cancelled into kara sting which will still give you mad distance, but if you’re standing right next to your opponent the cr.H will hit - this is stupid easy execution. This makes my reset so much easier now, I’m so dumb.

Of course posting from my phone doesn’t post everything I wrote. Anyways what I was asking was for you to explain what exactly you’re wanting to see. What I posted already works. Are you wanting to see it from a certain height at a certain angle with a certain strength web swing? Are you trying to hit confirm into it or are you asking from a raw web swing? If its the latter you just have to adjust and convert in the fly. I can throw out ideas but really what I’ve already posted is the ideal goal. Ill look into to better assist you though.

Don’t beat yourself up. Kara, meaning empty, canceling is canceling the move without it showing. By definition when you combo into it it is not a Kara cancel but rather a normal cancel but without wanting to cause too much confusion I chose to leave the name rather than explain it every time. The idea about the Kara sting is the forward movement to gain access behind the opponent and to reach the opponent in situations where you are just out of reach. Using it in combos (read same cancel time) just allows you to add damage while still retaining the forward movement that puts spider sting behind the opponent to link web throw to the corner for another web throw out the corner for more damage. It’s original purpose was for situations where spidey is solo or is on a team where his assist don’t allow that great of extensions forcing the solo play style. So again it’s named that just so people recognize the idea behind it in combo notations but yes technically it’s not really Kara canceling.

Buffer web throw to finish the moment you land. That way when you land it goes straight into the web throw animation. It tends to be easier when your opponent it higher up so you can land faster than them after the spider bite allowing more time before the second bounce.

Also I forgot to mention that if you normal cancel a c:h: you don’t gain the forward moment due to his legs coming back to their starting position. The Kara cancel stops the animation before that happens thus retaining the forward movement

Ok Z understood.for my part I want to see a conversion from a normal jump airswing whatever the webswing(l,m,h)

From normal jump height you can just j.mms land s.m s.h into whatever.

So I was toying around in the lab, and came across a team-specific combo (My team of Spidey, Hawkeye, and Iron Man). Racks up about 930,000 damage if you have two meters, which the combo builds one of.

:l::m::h:, :l: Web Throw, [Pursue opponent] ,OTG Web Zip, Air :h:, [Dash Under the opponent, practice timing.], :m::h:, :m: Web Throw, (If done right you should be in a corner by now) :m: Web Throw, Dash towards opponent, call Hawkeye assist (Violet Fizz OTG), Dash backwards, :l: Web Throw, (Back in corner) :m: Web Throw, Ground Dash, Air Dash (In the Middle of the Air Dash call Iron Man’s Unibeam assist), OTG Web Zip>Air :s:, Standing :s: (Be sure to do this as soon as Unibeam has finished or else you’ll launch without your opponent), air :m::m::h:>:l:/:m: Web Swing XX Maximum Spider (Wait until you can see the ground after Spidey’s final downward kick) DHC into Super Scatter Shot, Super Jump, Air Piercing Bolt (Practice timing)

If you have 3 meters, just Air Gimlet after the Piercing Bolt, racking up about 1,070,000 damage.

This combo was performed facing right, if anyone asks.

couple things with that combo. You can probably replace the :m: webthrows in the corner with :l: webthrows to do more damage. the :l::m::h: :l: webthrow starter is inconsistent because you have to be right next to your opponent or else the s.:h: will whiff. And that starter won’t even work on some characters like rocket racoon, arthur. i’m also assuming you’re doing c.:l: c.:m: s.:h: since s.:m: whiffs on (not sure exactly how many) probably 95% of crouchers. does it even hit characters like modok/sentinel on crouch?

Not sure yet, if I’m not mistaken, I did the combo on Thor for damage at first, then I did it on Nova/Strange to look for any additional damage due to height specifics. I’ll get to this now.

It hits both Modok and Sentinel on crouch, but you’re right about not hitting smaller characters. If the web throw does connect, however, it’s a complete reset for Spidey with free damage. I also didn’t know that L Web Throws did more damage. Do you know why? I know that M Web Throw is the fastest of the three, but not much more about it.

H web throw is the fastest, L web throw has the most damage when done before max scaling. All web throws do the same damage after max scaling ~40k. If you check the first few pages of this thread and my sig, you’ll see the similar combo you posted and much more. As far as combos/extensions go, I think Spidey’s pretty much fleshed out.

What Spidey needs is how to effectively and efficiently open people up with different kinds of assists for his neutral game.

I saw some of your videos, specifically the one with 12 Web Throws. I’m impressed, and I’m also perplexed at how to link Spider Sting/Bite into Web Throw. That could really help improve my game. I recall hearing something about buffering the throw whilst still in the air?

It will not improve your game, you actually risk dropping the combo if you miss by just a few frames. Not worth it. Spidey has to work for his combos so you have to minimize any risks of dropping while still optimizing damage. Kara stings and web throw links are risks not worth going for in serious play.

You’re right about that one; I tried it out. Out of the 30 attempts, I succeeded about 4 times. I went to a team-building thread, and I found that Spider-man and Iron Man have some pretty simple guard breaks. I’ll get to learning those immediately.

Is there an optimised spiral swords combo that works after the Maximum spider dhc?