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

Debunked. Web Throw does not reset damage or hitstun scaling. Just tested it if you wanna fight about it. assumes the fisticuffs stance

Edit: To confirm it, I tested both Spidey->Sentinel and Spidey->Zero.

Sentinel’s 2nd and 3rd wave missiles did a total of 6 hits, combining for about 120k worth of damage following Web Throw->Whiffed MS. It should be doing around 200k for those 2 waves total.

Zero’s Green charge shot did only 21k, compared to the unscaled 70k it normally does.

Edit Edit: Just because I love you guys, I’m uploading a video to show stuff that not only expands on Phantasy’s video with raw tagging stuff, but something that should have been noticed when the DHC trick was first discovered.

to back airborne up I’ve been messing with this for a while it doesnt reset sentinel just hits hard.

Uhmmmm, soooooo, did anyone else ever realize that c.M does NOT hit low??? Just seeing this now…

That attack is Spiderman’s achilles heel in my opinion. I have dropped so many combos because of the silly short range it has. At least it’s a dependable anti-air.

Pun intended? LOL

Was experimenting with how to deal with Wolvie’s divekick today, and c.M seems like our best option, imo. st.H can stuff unsafe, a.k.a. stupid, divekicks, and Spider Sting can beat some of the cross-up ones.

Pretty much this. I just use st.L, cr.H or cr.L, cr.H. It’s just not worth it to me to ever touch the medium button anymore in the first 3 hits off my combo unless it’s an airborne combo.

The worst is whiffing it and then losing Spidey because Wolverine/Magneto/whomever recovers so damn fast from your hitstun off a jab.

Hmmm if you are poking then I could see the issue but off a 2 piece into a dashing c:l: you can still get 2 c:l: for the hit confirm and properly connect to c:m: c:h:

Butbutbutbutbut I start with c.M in my combos! D:

-insert trollface-

Just out of curiosity does anyone use light spider sting -> spider bite for pressure? This seems to hit crouching opponents and spider bite even connects on opponents crouch blocking. Spider bite also seems to be plus frames.

i use light spider bite in the beginning of the round if theres a little space between us. works most of the time.

if you have a good block string going and they are crouching it works as a great overhead which was mentioned before then you can go into combos off of it.

Where do ya’ll think Spiderman’s best position on the screen is? I feel that he is probably weaker when he has his opponent’s cornered. His mixups just consist of high/low/throw, whereas if he’s cornered or midscreen he can add up cross ups to the list.

He can cross up in the corner as well or are you talking initial hit? Anyways I say his beat spot is just right outside the corner

I like when my opponent is cornered. They feel very pressured. I also have a low assist, so they have to jump. This means I can UWT on reaction.

@xero
Yeah I mean initial hit. Hands down corner is best for doing those high damage combos.
@phantasy
I have never thought of incorporating UWT for mixups. That seems pretty legit considering it does more damage than an air throw. The reasoning I say Spidey’s best outside the corner is due to the fact that it’s easier for the opponent to chicken block. At least midscreen you can wavedash under 'em. I’m theory fighting here, but I like Spidey for his movement options and that can create frame traps, crossups/unders, and a playstyle suited to hit and run. If Spidey’s staying still, then he ain’t doing his job.

Yeah well basically if they’re in the corner, I just do like airdash jH or S, cr ABC L web swing and keep doing that as they push me out as I call assists. [Depending on their assist also] if they’re upbacking I do insta jMMH whatever. I just like keeping my opponent contained, lol

I like cross unders but not a lot of stuff sets them up nicely for spidey ;[

I beg to differ, s. M hits airborne opponents very nicely after a cross under, as does s. L if spaced correctly. I tend to cut off my cross under dash as close as possible to my opponent so they aren’t too far.

i mean nothing sets up a crossunder nicely, as in, something hitting them at the end of a combo that gives me enough room to maneuver, but still not be too high as to make my opponent have to react in a small amount of time. the set up, not the actual cross under

I see what you’re getting at. How about a similar setup to the UWT reset where you pop 'em up with an OTG assist, L web ball, then cross under? But I think that would be a very easy setup to break up.

If you are going to use web ball you want to be midscreen. Even then you can also cross up after j:s: in a web swing combo. If you cross up after a web ball use c:m: it beats any mash attempt out of web ball. After j:s: you can land a c:l: or if you do it fast enough whiff to give the illusion of going low the cross up and lastly you can double cross up underneath