MvC3: How do I shot web? The Spiderman FAQ Thread

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
:m: - Spinning crescent kick. Decent range. (60, 000 damage) 8/3/15/+1/-1
cr :m: - 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 :m: - 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:/:m:/: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
:m: 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:/:m:/: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
:m: 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:/:m:/: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
:m: 16/16/6/+9/0
:h: 20/20/2/x/0

Web Throw
:hcb: + :l:/:m:/: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
:m: 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

Brought to you by Ironzen:


ULTIMATE WEB THROW SETUP ESCAPES


**Skrull **- M_H Tenderizer (better) or Infernoooooo!!
Capt.America - UAD glitch, M
Taskmaster - UAD glitch, M or arrow hyper
**Dante **- Air qcf+L
Spiderman - Maximum Spider
Wesker - Maximum Wesker or teleport with L
Storm, Magneto, Dormamu, Doom, Ironman, Thor, Trish, MODOK - AD Up
C.Viper - AD Up (I didn’t group Viper with the other Airdashers because it seems to only work if you tap Up,Up. if you mash u+AtK+Atk like you can with other Airdashers, it doesn’t work, or at least I can’t get it to)
**Deadpool, Chun-Li, V.Joe, Arthur **- Double Jump up
Zero - qcb+H (more consistent) or qcb+L (harder)
Sentinel - Double Jump Up or Hard Drive
**Wolverine **- Drill Claw towards Spiderman
Phoenix - Phoenix Flame Hyper (why are you doing this setup on Phoenix anyway?!)
Hulk - Air S (will hit spiderman into a S launch combo)
Ammy - Dive Kick
Jill - Air S
X-23 - L_M_H Talon Attack (the M and H one will hit Spiderman, but the L one lands you on the ground, avoiding the setup)
Shuma-Gorath - u+H (avoids the UWT and lands you on the ground) or Air qcf+M_H (hits Spiderman)

**Spencer **- qcf+L (semi-strict timing, hits Spiderman and gives Spencer free combo…BIONIIIC…!!!)
Morrigan - M_H Air Shadow Blade (semi-strict timing)
**Chris **- Air d+H (very strict timing, this moves Chris closer to the ground so he can land before UWT comes out, but most of the time, Chris is screwed)

Haggar - No escape found (if Spiderman catches with Weblock high enough, Haggar cannot escape at all. very rarely can use Air M if the height is too low, but pretty much not gonna happen…)
Ryu - Air Shinkuu-Hadoken (strict timing)(another note: the escape with Air S that you see in the japanese video is wrong. at the correct height, Ryu cannot escape with this option. must time the Air Shinkuu)
Akuma - No escape found (because Akuma’s Air Shinkuu Hadoken tilts downwards, it doesn’t hit spiderman like Ryu’s does; Akuma cannot escape)
She-Hulk - No escape found (can UAD glitch, but doesn’t have an attack fast enough to hit/avoid spiderman)
Tron - No escape found (Air Drill move and Air M come really close, but it never hits)
Felicia - No escape found
Hsien-Ko - No escape found

I never knew UWT was a level 1. That does a shit ton of damage for a level 1 I must say.

It always was a level one. Did someone say it wasn’t?

Yeah, he doesn’t have a level 3. It helps a lot IMHO.

Nice op, best of luck Robo!

No I guess I always just assumed it was looking at the damage it did. Doesn’t matter that much though really.

Saitsu did all the work. I just filled out the paper work with Preppy and Onslaught. :tup:

Well I needed the busy work. Need something to keep my mind off of my brutal school schedule, and the fact that I signed up for Winter Brawl…with no actual way on how to get there…

It did about the same damage in 2 didn’t it? Just now you can set up a decent chance at actually landing it.

I got tags fuckin tags!!!

I still prefer the old thread title.

I think the one hit sipder sting puts you in either jump or superjump state, you can certainly follow it up with things.

Also its worth noting that after crawler assault, even tho’ it causes wallbounce, you can’t follow up without KFC.

Mainly posting to mark the thread for my smartphone :smiley:

I think we should move on from JQRMM. Maybe…“Obama Thinks I’m Big Time!”? Or just “I’m Finally Big Time”?

I am just gonna make a guess that :snkd: in the move list just means any attack button.

I think so

The YT links are also broken

It does mean any attack button, but I assume that Robo is changing it.

I couldn’t think of anything better.

Tagged

Use A/B/C like the others
Make it AB for hyper. I think thats what most people are gonna press anyways.

Yeah, I thought it was a little ambiguous due to the A,B,C,E button layout in MVC3. I’m very open to suggestions though.