^wouldn’t it be easier to make a list of ppl with escapes than without?
air hypers: Sentinel, Morrigan lvl 3, …
8 way air dashes: Doom, Magneto, Storm, Thor, …others
srsly someone needs to make a list.
^wouldn’t it be easier to make a list of ppl with escapes than without?
air hypers: Sentinel, Morrigan lvl 3, …
8 way air dashes: Doom, Magneto, Storm, Thor, …others
srsly someone needs to make a list.
I abused the UWT setup against some people and they found ways around it. I then went to training and tested a lot of stuff out, but not every single character’s option. I did a post here somewhere where I mentioned some ways around it, and from your list I know for sure the following characters can also escape the UWT, though not as reliably as the ones with airdash or double jump.
List of characters:
1- Taskmaster: If he supers just as he leaves the web, he’ll beat Spidey, although this is sort of a gamble on his part, since maybe you can just not do the UWT if you expect it. If he mashes j.H during the whole time (or times it perfectly if he’s boss), it can come out before the UWT goes active and because of the move’s hitbox he’ll get grounded faster, avoiding the setup.
2 - Amaterasu: glaive “dive kick” works.
3 - Akuma: Fireball hyper, spacing dependant, is fast enough to beat Spider-man.
4 - Chun-li & Viewtiful Joe: Have triple jump, so if the player is expecting it, he can escape 100% of the time.
5 - Deadpool: Has double jump.
Also, moves with a downward hitbox are a general escape option. Huge moves like Dante’s and Taskmaster’s (I assume Zero’s and Trish’s as well) will somehow cause them to get to the ground faster. Timing this is not easy though, but something the opponent will always attempt if they know it’s coming, you just gotta find the best normal with your character.
Edit: oh, the post I was refering to is just a few posts up lol
was just wondering because compared to deadpool or wesker doing this the distance between spidey and the opponent after the otg is huge, sometimes i have to wavedash + Spider sting to catch them to get the rest of my damage out of that. Thanks for the reply.
King of Bums, Otori, No_Cigar,
I’ve been using Spiderman since Week 1 and have been utilizing this trap for quite sometime, as I’m sure many of us here have already, long before it ever came out on video.
The latest front page posting of this trap and the comments that follow make it seem for the most part inescapable, but I assure everyone that it is quite the opposite.
Now, I hate shattering “my own setup”, so to speak, but I definitely wanted to know all the possibilities my opponent has.
The following is a list of everything I’ve figured out up to this point. These escapes are “guaranteed escapes” from the UWT, all of them even possible from the corner. I’m sure of these, and if you test them yourself and it doesn’t escape, then, you’re probably doing it wrong.
There are many interesting ones I’ve found that disprove what most people would think is an obvious example of a character that cannot escape. Most people think that Captain America cannot escape this setup, but he indeed can. Captain America can use the Universal Air Dash Glitch (UAD glitch) to escape, combined with an attack.
Below is the almost complete list with notes.
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’ve already developed counter-escape tactics to a lot of these escapes, so the mind game can go beyond the UWT reset, given that they are “forced to escape” with only one specific tactic in most cases.
Rest assured fellow Spideys, a lot of the escapes require semi decent timing. The escape window isn’t huge, so semi strict timing is required in most cases. Just react to your opponent’s animation when the UWT is about to come out. If you see something from the list above, then DHC. If you expect certain escapes, you can normal air throw reset as well. Get creative Peter Parker!
Considering the amount of times this has been asked, this post really can’t be lost in the future million pages. Preferably I’d like to see it in a new thread, but maybe Robo could update the OP?
Also, add C. Viper and M.O.D.O.K. to the airdash list.
shhhh… i don’t want to see people start escaping uwt.
just joking… that “how to punish ameterasu’s okami shuffle” was posted front page, and i still don’t really see it get punished at all.
I don’t have a lot of time these days, or even internet in my flat at the moment, so I don’t see every page. If you want me to update or add something to the 1st post you’re best sending me a pm. :tup:
if yall know how to get a thread stickied ill just make a new thread for uwt in general
Well even though people can escape it, can’t he just use it as a mix-up instead? Like not always go for the UWT and instead go for some kind of mix-up(can’t really think of anything at the moment)
@xerox15: I think you just PM a mod and if they deem your thread sticky worthy they will stick it.
Just let me know
hi guys, made the final changes to the character escape list above.
ill gather all the post and what not later today after i get off work and create the thread.
i use Deadpool OTG Assist, slight delay M weblock because they get locked for a bit longer it seems and allows a slightly more delayed UWT which will result in your opponent being a greater height from the ground. for most characters, the L weblock will be fine, but in very strict cases I mentioned, such as Chris Air d+H, he may have a better chance at escaping, because he’s lower to the ground.
I know you can also s.H kick before L weblock as seen in the japanese video of this setup, but i dunno, it seems overall more consistent, and eliminates more “strict escapes” with the OTG, delay M weblock, delay UWT.
basically all the escapes assume Spiderman is doing the M weblock setup 'cause through my testing, it felt more solid than the L weblock.
Hey Ironzen, great research on this stuff. Have you tested for maximum range on some of these escapes? I know that UWT has a number of active frames and more range than it seems, so perhaps some of the normals (i.e. Jill’s air S) might not cut it at maximum range. I’m sure a lot of these work in the corner, but it would be interesting to see how effective they are mid-screen.
Keep up the good work!
EDIT: This combo is amazing just because of the fact that Akuma has no escape from it. Fuck that Tatsu.
This may have been answered, but is web throw a reset?
hey guys, quick question. if you were to setup the spiderman reset and were some how able to get his air grab hyper combo to catch on frame 1, would this make it so only air moves with invincibility on frame 1 would be able to escape the combo?
That would mean that both players have to start said moves at the exact same frame. Possible to do, I think, but difficult.
No. If you’re refering to the hcb motion, despite being called a throw it’s a regular attack that you can combo into. Of course you can, however, set up a reset with web throw that will catch if they’re mashing, but I don’t think anyone has bothered with that.
Yes that would be the case, but it’s impossible to time it with consistency.
Thanks otori, i didn’t think it was, but it seems like it does a lot of damage at the end of combos.