I messaged Preppy and Onslaught about creating a new updated thread a few days ago. Now that I have both their blessings I bring to you the new Spidey thread, a co-production by Saitsuofleaves and your friendly neighbourhood robot.
KEY
Light Attack=:l:
Medium Attack=:m:
Heavy Attack=:h:
Special (Launcher button. formerly ‘exchange’. Not to be confused with special moves)=:s:
Any Attack Button= :atk:
Any 2 Attack Buttons= :atk::atk:
Assist 1=:a1:
Assist 2=:a2:
XX = Cancel
DHC = Delayed Hyper Combo
THC = Team Hyper Combo
KFC = X-factor cancel
AD = Air Dash
AA = Anti-air
General Bio
Spider-Man, one of the classic Marvel Characters, also having the pleasure of being in every Vs. Game with Marvel in the title, he has all the things that made him fun in the past games while gaining new things that could make him a force in MvC3.
Health
Slightly below average at 900,000. By no means a glass jaw pixie, but not exactly a brick shit house either.
section under construction
[details=Spoiler]Normals
Air Dash = Now Spiderman may have a lofty jump, but he has two air dashes stored in any single jump (his zip and his dash). When you factor in that these web swing air dashes can be cancelled instantly into his normals, specials and hypers you have great air mobility and cross up potential. Keep in mind his zip has a hitbox, so use the regular air dash to cover ground and the zip to get in. In any one jump Spidey can do an air dash, a web ball, a web swing and a web zip! Awesome stuff!
:l: - A quick jab. (40, 000 damage) 4/3/9/+2/+1
cr :l: - Short range low. (40, 000 damage) 6/2/11/+1/0
- Spinning crescent kick. Decent range. (60, 000 damage) 8/3/15/+1/-1
cr - Short range (57, 000 damage) 5/6/18/-5/-7/does not hit low
:h: - Flip kick. (70, 000 damage) 10/6/24/-6/-8
cr :h: - long range low. (67, 000 damage) 10/7/37/x/-22/knocks down
:s: - generic launcher. Good range. (80, 000 damage) 9/4/26/x/-8
air :l: - Crosses up. Hits high. (40, 000 damage) 5/3/22/x/x
air - Crosses up. Hits high. (60, 000 damage) 7/4/17/x/x
air :h: - Hits high. (70, 000 damage) 10/8/16/x/x
air :s: - Hits high. (78, 000 damage) 9/8/11/x/x
[/details]
Specials
Web Ball
**:qcf:+:l://:h: **(Can also be done in Air)
Spidey’s classic projectile, launching a web ball (dug) at the opponent and if it hits successfully and isn’t blocked, the opponent is encased in a web cocoon for a predetermined amount of time based on the strength of button used. This move is very useful used sparingly and inside combos. Preferably done in the air as it’s less likely to get stuffed by other projectiles. Try to keep use inside of combos, but it’s very potent. When striking an opponent encased in webbing, opponents will count as airborne. (10, 000 damage)
:l: 16 (in air 18)/x/29/+5/-13/34 frame stun, 5 low durability pts
22/x/33 (in air 35)/+10/-17/43 frame stun
:h: 28 (in air 26)/x/38 (in air 41)/+15/-22/53 frame stun
Spider Sting
**:dp: + :l://:h: **(Pressing :h: after the first successful hit will cause a second smash hit)
Spidey’s good ole’ DP. It has no priority so it’s purely combo fodder. It’s possible that after the second smash, you can do OTG combos. It is now confirmed that after the smash, you can combo into Maximum Spider for great damage. Spider Sting is now great. (L - 70,000, M - 80,000, H - 90,000 damage)
:l: 7/21/20/-10/-19
9/21/26/-16/-25
:h: 11/21/44/-24/-43
Follow-up 3/3 to 8/until grounded, 1 frame ground recovery/x/hits overhead
Web Swing
**:rdp: + :l://:h: **(Can also be done in air)
Spidey’s keynote advancing special, where he…guess what? He WEB SWINGS (gasp) and he kicks the opponent with both feet. It wasn’t bad in previous games but now it got a HUGE buff by actually allowing combos AFTER HIT. It can be cancelled into both normals and Maximum Spider. Due to that, this is used as a pressure tool and combo tool. Good, good move. (L - 70,000, M - 80,000, H - 90,000 damage)
:l: 12/10/6/+15/+6/air version of all strengths is an overhead
16/16/6/+9/0
:h: 20/20/2/x/0
Web Throw
:hcb: + :l://:h:
Spidey’s grapple move, he hits an opponent from a distance with a line of web, swings them around, and throws them to the other side of screen. Different strength determine angle (light = horizontal, medium = diagonal and heavy = vertical). Used to be a pretty meh move, but it’s now full screen and comboable in the game, increasing its worth. Spidey can get a tiger knee’d Maximum Spider off of a web throw, and a full combo when he has his back to the wall! It’s also possible to take advantage of the unscaled damage it yields in corner loops. This is where Spidey’s excellent meterless damage comes from. (150,000 damage)
:l: 20/x/28/x/-15/ all versions have 3 low durability pts
16/x/27/x/-10
:h: 14/x/26/x/-4
Web Zip Line
Direction + :atk: + :s:
Basically, on top of the air dash Spidey already has, he NOW has the ability to throw a zip line and zip to any of the 4 corners of the screen and at the opponent. What is great, is not only does it help his mobility which he has lacked in previous games, you can cancel it into a normal at any time, granting him great mixup potential with quick overheads; a great way to keep the pressure on the opponent. But wait, there’s more! Web zip has a hitbox meaning you can keep them locked down while you mix them up. Furthermore, it works in tandem with his j.H which can cross up. A tool with excellent rushdown mobility, keepaway utility, mix up and cross up potential. (20,000 damage)
upward 16/until contact/x/+19/+17
downward 18/until contact/x/+19/+17
Hypers
Frame data for hypers: startup(1st number is pre-super freeze, 2nd number post-freeze)/active (number in brackets indicate gap between attacks)/recovery/on hit/on guard/notes
**Maximum Spider **(Level 1, can be done in air)
:qcf: + :atk::atk:
This is THE signature of Vs. Game Spidey. He jumps onto a wall and becomes a torpedo of AWESOME, punishing his opponent with a flurry of kicks as he launches back and forth off the walls. Now unlike previous games, Spidey goes into a canned animation on the first hit, where he encases the opponent in a web while going off the walls striking them, before finishing with a devastating kick. Also unlike previous games, where even if Spidey misses he continues the animation, if he misses this game, he stops (in all games, if he’s blocked, he stops and goes into recovery). This is comboable in the air and will probably be the Aerial Rave ender of choice. You can be very liberal with this, damage matters to Spidey, he needs every little bit. It’s also a VERY good punisher, just remember to do it a bit early. (271,600 damage)
7 to 23, 4/8-11/58/x/-54/invincible until spidey reaches wall
Crawler Assault (Level 1)
:dp: + :atk::atk:
The typical ground rush Hyper, now with start up invincibility. Spidey launches a flurry of attacks ending in a spinning side kick causing Wall Bounce. This is your hyper of choice when you’ve hit two characters. MS only hits one character due to it’s cinematic, but CA will hit two characters hard. XFC post wall bounce to keep the combo going. (292,100 damage)
20,4/3(5)3(5)3(5)3(5)3(5)3(5)3(10)5/52/-36/Frames 1 to 26 invincible last hit causes wall bounce
Ultimate Web Throw (Level 1)
:hcb: + :atk::atk:
A fun little move, Spidey jumps back and throws a web in the vicinity in front of him, and if the opponent is there he swings them in a somersault and causes great damage throwing them to the floor. Unlike in MVC2 it does not hit grounded opponents, only AA, but it is know unblockable. Decent as an AA if you have gdlk reactions, but it’s main use is resetting opponents after air comboing. If done right, it should be a free Hyper with UWT. Not only can you use OTG assists to reset into it, you can continue the combo afterwards with another OTG assist for HUGE damage. It’s also the thorn in the side of any phoenix players. XFC after a MS and you can catch Dark Phoenix as she transforms for an unavoidable, instant kill! (300, 000 damage)
29,3/1/76/x/x/frames 1 to 20 invincible
Assists
Frame data: startup/active/recovery for assist/recovery for caller/notes
a: Web Ball - huge potential for combo/reset fodder here. Most likely will end up being Spidey’s assist of choice. (10, 000 damage)
40/x/124/91/stuns for 30 frames, projectile has 5 low priority durability points
y: Spider Sting - Slow, no priority and no OTG follow up. No reason so far to use this. (80, 000 damage)
35/21/137/107
b: Web Swing - It’s low damage scaling makes this the combo assist of choice. (90, 000 damage)
44/20/114/84
section under construction
Spoiler
Strats, match ups and Set ups
**Contributers **
Ultimashadow, Bojador_pt, Saitsuofleaves, Keits, iNerd18, Xero18, Kiji, Airborne, Xero13, TikoMike