I’m actually quite sad. My buddy Zucco got I think 33rd @ Evo with Spidey and completely dominated his pool however he got no Stream Time/Love what-so-ever ; ;
Anyways, he was saying that changes for Spidey in UMVC3 make the character seem better. His damage output is lower in UMVC due to Web Throw scaling in combos now but he said TK MS is much easier to land now off of WThrow and that all Web Moves can be canceled mid move to Web Zip which allows for some disgusting mobility/mixup options. Apologies in advance if all that stuff was already known.
tl;dr: Spidey is better in UMVC in every area except damage (but I’m sure someone can get into the lab and change that)
Not that it’s a big discovery but has anyone tried using kara :l: spider stings off of c:h: as anti air’s? c:h: moves him forward and also places his hurtbox relatively lower to the ground so theyd have to hit deep if they want to catch him.
yeah I almost forgot that at the time of the post but I started testing it out. If you do it properly it moves them behind the opponent while they whiff their air normal while spider sting auto corrects itself. The even better part was it didnt just apply to spider sting. Every now and then I accidentally did a kara web throw that grabbed them as well. I havent tried it on tri dashers just yet but on characters with a normal jump this is now an option. Also tested kara web swing. With right spacing you can swing over the opponent head without touching them and crossup very low to the ground with an overhead. I assume with the correct assist this could be deadly. Right now I’m thinking a grounded projectile or a low hitting assist would be great as the cover tool for this and since you are kara’ing the web swing you can buffer the assist in from the c:h:
Web Throw :hcb: + :l://: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 16/x/27/x/-10
:h: 14/x/26/x/-4
ok how do you do this…i can not get it to work it always misses…can someone explain how to make maximum spider work after using web throw? or have a video of him doing it?
I’ll be working on a video of it later today along with kara canceling and jump canceling to get :h: web throw to connect after launch. The easiest way for me to explain it is when the opponent hits the wall your joystick should move from :d::df::f::uf::u: as fast as possible. When you get to the :u: position hit the two :atk: buttons. The reason I say move to up is because you need to super jump maximum spider for it to connect. Stopping at :uf: can create errors since you could get a normal jump maximum spider to come out which moves at a slower speed and angle.
There’s DHC sinergy since they both have OTG hypers, but I’m not sure if it works both ways. Strange’s version of Skitles rainbow may allow for MS if you do it closer to the wall…dunno. Nemesis rocket might also allow for MS if you DHC before the last hit (or maybe you can DHC just on the last hit into Crawler Assault…).
I think in terms of assists it doesn’t look so good. So far, none of them provide lockdown or OTG assists, but that’s what the 3rd spot is for. Strange’s 3 beam thingy hits at the same time so it doesn’t hold the opponent long enough and judging by Nemesis moves, his assists will probably be combo stuff, like wallbounces, maybe a projectile rocket, etc.
Both of there supers attack where the opponent is grounded so it semi tracks. Stranges hyper counter makes for a good dhc after maximum spider when you are trying to punish fullscreen. Obviously up close you want crawler assault but if it’s just outside of range you can still counter. Strange looks like what dormmamu wanted to be
What sort of options does Spiderman have for air to air contact? I have a pretty good idea of what I’m doing on grounded opponents, and I’ve been trying to get in the habit of anti-airing with c.M if they jump in on me.
Meeting them in the air, though, I’m kinda at a loss. I generally attack with airdash to a H or S, but even if I connect with then I haven’t been able to turn that hit into any real damage. Is this par for the course, or am missing opportunities outside of blocking and throwing?
You need to be doing spider sting then cancel it to crawler assault there’s no way to launch then cancel into crawler assault and still get it to connect
just wondering if it’s worth using dormammu’s liberation assist with Spiderman? Since you can stock spells up after a maximum spider > stalking flare, thought there might be use in it?
I’m glad you brought that up. =D The main objective I have found when using Dormammu’s Liberation assist in conjunction to a Spidey-based team is for when you need to be zoning your opponent for a good portion of the match and already have an outstanding horizontal assist (Task arrows, Disruptor, Doom Plasma, etc.). I know this works for Dark Hole as well, but Liberation will soak up all projectiles (not to be confused with beams!!!), allowing Spidey to toss a Web Ball or Web Throw so it will not be stopped as easily. I have found this most useful against lead Deadpool teams, since Aerial guns have no chance against a Web Throw that has nothing stopping it.
That’s just my opinion on it; I was only able to test the idea out for about 3-5 games a couple months ago, but I was content with the results. =P
Edit: Also, I’d like to point out that :l: Spider Sting is the only one that is reliably able to combo into Crawler Assault.