It’s damage doesn’t scale (might be the only one in the game with this property? Not sure) so the loop does a ridiculous amount of damage.
How have you guys been approaching opponents with Spider-Man? I’ve been playing him since the first day, and I’m still somewhat confused about what I should be doing. When the opponents go into the air, getting close isn’t too much of a problem, but keeping offensive momentum just seems difficult.
Assists and wavedashing. Other than that, super jump and immediately air dash, drop down with H or S…kinda of a guetto trijump. Anytime a Web Zip hits from almost full screen away, if you time your S or H correctly (just as the line attaches), you land a free combo (with a bit less damage due to the zip scaling). On bigger characters, the Liu Kang kick works amazingly (web zip from the grond, H as soon as the web attaches to the wall and either go for S for a double overhead or c.L). Also Web Swings are very good, since they leave ridiculous +frame advantage on block.
One other thing to add to what Otori said. If you super jump and throw out a few web balls, you may be able to frustrate people into coming towards you (not likely against better players as Web Ball isn’t damaging at all, but some people get impatient if you lame them out with just SJ 2 x Web Ball, Web Zip runaway). The safest approach Spidey has on his own besides Web Zipping in is to use an aerial Web Ball then air dash behind it so that Spider-Man is essentially dashing on top of the Web Ball. Basically, if they want to tag Spider-Man, they’re going to have to eat the Web Ball which will allow you to recover inside close range where you can start your offense.
The key to getting in though (without assists) is simply finding a way to force your opponent to do something, Web Zip them during startup/recovery/while they’re not blocking, and get into close range that way. Web Ball and just running away at the top of the screen forever is a good way to kill time while trying to find that opening.
there are multiple ways to go about closing. if you are coming at them from the ground you need something to cover him or be real quick at your reflexes. his wave dash is hella fast. if you are full screen against someone with a shitty projectile you can throw a web ball and actually wave dash past is in time for a normal jump crossup of sorts. ive only done it a few times but dont forget his options using web zip as well. you can throw a web ball and then web zip H for those far hits then dash up to continue pressure. ive also found using l or m web swing from a jump first lets me read their motions so i can dash in or web ball/zip accordingly
Everything I tested was in the corner 'cause I always thought that would give them less chances to escape. Spiderman also can carry to the corner from pretty much max distance from the other end of the stage.
I figured that characters that can backwards airdash, for example, might be able to backwards airdash to avoid the setup if they were mid-screen.
Off testing impressions, I would think most of the escapes do still work at mid-screen, but that’ll definitely be something to test.
what would you suggest trying for the initial combo leading to the setup in order to maximize the range?
I’ve tried most of everything mentioned at some point, so I guess my problems stem from a lack of general understanding of the game system (and what/when I should be doing things). I did get a few new ideas, though, and I’m definitely going to try them out.
Thanks for the responses, everyone. :tup:
spidey has a controlled random rush down if you want to call it that. ive found myself doing single and assisted rushdown at multiple times and not know it till im hitting my combos. also with people who pushblock and try to escape you can use web zip to pin them if they jump. this is not to be used mid screen though since majority of the time midscreen theyll be ducking and web zip will go over their head allowing forward movement which could equal a punish before you leave the ground. or you could do that and as soon as you take air do web swing and other shenanigans. just have to read your opponent and know your options.
Spidey plays like Viewtiful Joe IMO.
They’re rush down, and they’re good at staying in your face
this may sees simple but ive found that ever since i started incorporating spideys wall jump before my approach that ive been having an easier time against keep away. for me it seems to put spidey just a bit higher than normal jump height, so after wall jumping i go into light web swing and im put above most jumping projectiles. the best part is that since i got extra height cuz of the wall jump i can l web swing, l web ball, call my assist and dash/zip in as an approach. it makes getting in way easier and i dont have to super jump as much to get past projectiles. btw wall jump, up forward zip past the opponent to super jujp height and calling an assist when they cant see their character is dirty as hell
Anyone know how to cancel S into H Web Throw. I don’t know how people seem to do it in the videos. Every time I try Spiderman seems to be suck in the animation for S.
you have to jump cancel it so when you are doing the half circle back move to up back and then hit :h:
anyone else notice the midscreen wall jumps as in opponent, lets say wesker, crosses you up while jumping and holding back for block, then you randomly, with no wall, wall jump.
I’ve had it do this to me in tournament and didn’t know what was going on…disoriented me for a moment. I still won but it’s just strange that’s all. Glitchy game?
if theres a way to make it useful ill take it, call it a ghetto double jump
The most annoying encounter I’ve had with it is when I jump back and throw a L Web Ball. Shit happens often and it leaves me in a punishable state. -_____-;
well thats not that annoying as the systems pre buffer super flash bullshit. dont know how many dormammu’s chaotic flames ive caught against doom trying to super jump up then photon array only to in turn do photon array at the wrong height, eating super, or somehow miraculously do a backwards air dash leaving me totally defenseless
ROFL, that sounds like Mahvel be giving you the dick. XD
How exactly does that work? When you jump cancel out of S, don’t you just super jump? >_<
Oh I understand I think…Nevermind.