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

yes you are super jumping but cancelling out the jump frames to execute the move. it happens a lot in this game like if you are dashing while someone activates a super you cant block it but if you hold up back you jump and then the block animation cancels out the jump frames

i haven’t edited my post 'cause i’m not too sure yet, but it seems like Hulk may not be able to escape the UWT setup with Air S as I originally tested. if you time the UWT correctly, minimizing the window Hulk can act upon, it seems like the Air S won’t ever catch in time… I came to this possible realization when showing a friend the escapes and for whatever reason, I couldn’t escape with Hulk with the current setup recording I was using. more testing to be continued…

another note, Akuma (as well as any character with an aerial hyper) can escape the UWT setup… but not by himself. he needs two levels. Hyper Shinkuu Hadoken, DHC into another super. this should have been obvious to me to begin with, but i guess i was too focused on independent escapes.

ehh…sucks to find these escapes =T oh well, does what a spider can.

I have a hard time super jump canceling after web throw to land maximum spider. Timing is strict, sometimes I regular jump instead of super jump, sometimes i press max spider before he leaves the ground. Other than that I have a pretty cool combo between hulk and spider-man.

web air dash j.S, c.LMH, H Spider sting + spider bite, s.H, Launch, j.MMH, H Spider swing, j.M, j.S, Land, call gamma wave, L web throw, Superjump cancel maximum spider, DHC into hulk Gamma Crush = 1,000,000-1,100,000 dmg 2 meter.

If I could only land this consistently… (The super jump cancelled maximum spider I mean)

when spidey does web throw he always says see you later. when he finishes saying later the opponent is just touching the wall. that is the window to start from down then tiger knee to up not up forward. up forward works but moving to up gives you a slight longer delay to ensure youre super jumping thus allowing you to hit the 2 :atk: buttons and hit them before they go lower to the ground. best thing about the combo is that if you fuck up on reaction you can dhc and they will go spinning into the air so long as they never touched ground first but if youre getting a normal jump MS then more than likely youre still buffering during inactive states. think of it like a link.

Another way to practice the timing for the Super Jump is to try just inputting the QCF->UF/U without the attack buttons at first. Once you get the feeling for how you should move the stick, work on reacting to the dust cloud that Spidey leaves as he lifts off the ground; if there’s a stalagmite-shaped cloud, you successfully super-jumped it. If you get this wimpy-ass muffin-looking cloud, you dun goofed, so DHC that hoe.

Double post because I feel that it’s significant enough to:

Does anyone know of any safe and reliable block strings that y’all could pass on? I’ve been getting punished for being blocked so many times recently. @____@

i use s.L when I’m working with block strings since it cant be crouched. I was actually going to put a segment in the tutorial I’m working on but since they are so situational depending on assist and how people play I figured I’d only highlight on a few key points. Anyways s:l: is a good way to start as you know its fast and can chain. Depending on how you play you have the high/low mixup, crossups, crossups + assist, throw + assist etc. If you see your opponent trying to stick out a move c:m: does wonders in a counter hit situation due to its extended hitbox so you can go into an extended combo. Assuming youve done multiple :l:s and are chaining into c:m: from afar, if your c:h: gets blocked your better options to recover are :l: web ball to prevent forward movement so you can still apply high/low pressure, or web zip forward, assuming your opponent is cornered, and then go for his high low fakeouts depending on how youre feeling. c:h: has too much recovery and if left alone to recover can be punished even if they pushblock you away :sad: It can be kara (empty) canceled so pay attention. If its pushblocked I would recommend :l: or :m: web swing to move forward and counter forward movement. If they super jump straight up or up forward that gives you the advantage to zone with web throw. For those of you wondering about covering with the proper assist, it depends on your assist but it should never be called with the last move of a block string due to them running the chance of getting punished along with you.

Pertaining to task i too would like some tricks, but for all who are using, Zero,Task, probably Amy and others which i dont know of and i dont know if this has been found out yet but after maximum spider i DHC glitch with Task, cant upload any vid so can Xero15 try it when u can, Im 100% sure it works, as soon as Spider-man does the last kick that hits u down DHC into Zero, task etc. If they dont patch this Spider-Dude wont need and otg’s lol well i certainly dont need any now…

Are you absolutely sure? I can’t test as I’m not home but I can already tell you that Maximum Spider xx Rhino Charge with Wesker does not reset hit stun/damage scaling. If it did, I wouldn’t have had to change my team to include Task over Chun.

Yea ur right, i did it with wolve and the damage scales! But but i did get to add 500k more damage on top of the 800k i did with spiderman with Tasky.

yeah i was out but spideys MS is not considered a “cinematic” super as far as the dhc glitch is concerned.

If Webthrow never scales in combos then wouldn’t it be safe to say that you should try to get as many Webthrows in your combo as you can? I mean would that mean that Doom hidden missile assist would be mandatory to Spidey’s team?

EDIT: I guess you could have Sentinel drone assist for Spidey to throw them into the drones but that’s harder to do IMO.

i dont think drones would work… but i dont use sent like that and i forget where drones would be if done in the corner. possibility though. as for hidden missiles thats a yes and no answer. a lot of people are looking at assist in only one aspect. hidden missiles are good for comboing with spidey allowing him to reach combos at over 1M for one meter. but they take away from his team abilities. unless you have an assist that will double over as a gtfo me and let me get in assist you are severely limiting his potential. hidden missiles can be avoided by jumping back, which i would assume is when one would start rushing in or by rushing forward to which one would have to counter or go defensive. you dont want to call missiles while in close because then your assist will be punished.

I myself use both rocks and plasma beam. I find rocks as an assist makes for a more offensive based spidey team. dooms rocks hits in front and behind him, pins down, allows for low and high mixups while the opponent is blocking and also fires of projectiles I can follow behind and be completed shielded. plasma beam, to me imo, is more defensive. yes spidey and zero can both move in great with this team and setup pretty nasty crossups due to its speed but more times than not it doesnt pin the opponent down long enough due to its startup and allows for them to pushblock correctly and escape. good for punishing from across the screen against keepaway teams like modok, dormammu, deadpool, trish, etc.

with all that being said I’m not knocking hidden missiles, I’m saying I myself dont prefer them as they dont over an overall use for my team.

Evil Rahsaan showed that it works as he uses webthrow in his spidey combos with sent’s drone assist.

oh cool I havent seen many matches of his.

Edit: Can someone link me to a video where he does this because I just tested out web throw with drones and spidey is still in recovery frames while the opponent is being hit at the same time by both drones. If they stagger the hits then he has time to combo but if trying to combo into them I dont see it as possible unless I’m doing something wrong here.

damn I wish I just recorded my matches. Anyways what have people been using for guard breaks on entrance? Probably not the correct terminology but by accident I ended up doing a j:h: on entrance but before the opponent entered the screen. Nothing unusual but they, Akuma, landed before me and I still had time to get a j:m: out same jump. I already know everyone has double action but as for pressure upon entrance I think this could be strong considering I was still relatively high enough to an :l: web swing.

Not necessarily guard breaking, but I sometimes call Doom’s Plasma beam assist, while doing a neutral webzip towards the incoming opponent and continue a button combination of some sort.

Anyway, I think I’m getting close to mastering Spider-Man’s web throw loop in the corner. I played A LOT of games last night at a local casual session, and I was hitting that loop about 75% of the time. I’m starting to think that, despite Spider-Man’s health, he is one of the best characters in the game. His solo damage reaches 750-800k (or 1.25 mil with the web throw loop), his damage with an OTG can kill a majority of the game’s characters (with a random DHC included), he has a great high low mix up game, has EXCELLENT run away tactics, can rush down viciously, among other things. Seriously.

People sleep on Spider-Man alot because there’s a bit of depth to him, but I have no doubts he’s one of the best in the game with the proper assists.

I use the same same setup but I found it interesting because it was an accident, I use web zip with H and S, but it didnt register so the :h: came out instead before akuma even appeared. The opponent blocked but like I said landed before me despite how early I had to jump.

As for spidey’s rank I agree. If he has a great assist behind him he can go hard in the paint. Even when by himself he gets stupid damage off some of the most random shit, like a properly placed web throw while cornered. Amongst other things. Personally I think one of his better teams, as far as non OTG assist are concerned, is the one I’m using. Leaving bias out of it, on paper everything with that team goes together. Each character can DHC into the other flawlessly one way or another, they are all point characters, that either hit hard, have speed or stupid options and mixups. Health wise yes two out of three low but their damage output definitely makes up for it. I only wish I had better connection and competition to play against more so I can flesh Spidey out some more.

Drones~web throw causes the opponent to hit the last drone immediately after being thrown. AFAIK you can’t combo anything, but you are able to get a lot of ambiguous crossups with dash under/webzip/etc. off of it. It doesn’t do as much damage as just doing TKMS after webthrow obviously. but it can be really useful if you’re saving meter like on a Phoenix team.