MvC3: Spider-man and his Amazing Friends! Team Building and Assist Thread

Rule of thumb: People who can air-dash straight up, double jump, or triple jump. Exception is Akuma and sometimes Taskmaster.

I dont like the idea of building spider-man around the UWT setup. there are too many characters taht can fuck your shit up for doing it.

I think, that right now, in this meta-game before people really catch on to it, building a team for this is good. But in the long run, I think people will build spider-man teams to aid him in getting in and add to his mixups, and if the team happens to have the UWT reset available, use it sometimes or against characters that cant’ do anything about it. Right now, there are way too many wolverine players for me to really wanna build a team for this reset.

Ohhhh, ok so i tested those ways out, that suuucks :frowning: lol. Well back to the drawing board (chucks x23 out the window)

Doesn’t adding a st.H xx L web ball xx UWT make it so characters can’t hit air moves to make them land? I saw it in this japanese spiderman video, but I haven’t tested it.

My spidey team is Spiderman/Wesker/Doom, cuz Doom assist rocks with spiderman and wesker + he’s a good anchor with xfactor.

you can still swing. Web ball cancels out the tech flips.

UWT is still practical. I’m not really convinced about those counters as I see that adjustments can be made to the setups to prevent them. Not all counter mind you but @ least some and who else knows what could possibly pop up next.

Spidey has really ugly team chemistry. Kinda like strider from mvc2. Spidey adds very little to a team and needs the help. Decent battery however he’s probably one of the hardest hitting character in this game for 1 bar. Spidey loves a fast horizontal assist. He needs this to not only zone, but to close the distance to allow for a mixup. web ball+drones is simply not enough to beat the better characters in the game for zoning rotations. Magneto can stuff it by himself solo. Spidey also likes an assist that creates a pin so he can apply a mixup which is what drones do along with other things. You can’t give spidey any assist that applies block stun. For example if you played spidey\chun kicks and chun hits, well thats 10 hits of damage scaling and your combo is going to be ass damage wise. Sentinel hits 3 times and is multipurpose, akuma happens to be one of those versatile assists that does everything but I haven’t messed so much with spidey\xxx\akuma.

I only see 1 good OTG capable team in my head and its spidey\otg\doom plasma beam. That gives spidey everything he needs. OTG for potential UWT and throw game for HELLA damage. Full screen zone and plasma beam hits enough times to allow for a mixup. The OTG character needs to follow the team chemistry rules. The stronger the character the better. Preferably, a character with a nice damaging DHC and also a safe DHC. Gets along with doom VERY well with doom beam and doom needs to be able to use the OTG assist to some degree effectively. If its a crap assist for him, it could affect the team chemistry quite a bit.

Hmm, so new thing or combo really from this team im trying, c.lmh xx l-web swing, mms, H xx H-DP+follow up, c.H, S, MH xx H-swing, MMS, call Hulk or Wesker (either work) dash in web throw, sjc ultimate spider dhc to gamma crush. Does about 1mill or more with how you start it.Cool thing about the team is that Hulk using wesker assist can combo his avalanche super midscreen and it dhc’s perfectly into spiderman which also does about 900 - 1mill. This team is cool, i just have to get down the mid screen sjc after web throw cause you can do so much fucking damage from it.

^^ pretty sure that you can’t use wesker to OTG, UWT since they can also dodge it too.

I definetly agree with this, this holds him back much more than his individual flaws. Since day one I’ve only been playing Spider-man and I’ve changed my team a million of times…every new combination I see a flaw or have a hard time against some specific thing…I believe he needs an OTG assist to make his throw game a threat (because throws are really strong in this game and good people avoid the high/low mixup), but he also needs help locking down and a beam assist is just too good to pass up.

On top of these problems, his assists are garbage and DHC sinergy is really trick. Hopefully, like Strider, someone hits that sweet spot and comes up with a competitive team.

So just to clarify, the onle way you can get out of otgxxweballxxUWT is by air dash, double or triple jump?

Air dash up, that is. And yes. So 15 (right?) characters can escape it.

air dashing, double and triple jumps, invincible air supers, if spidey is too close during UWT some characters can poke him out of it and even flight mode are all potential counters.

The ways the opponent can get out of it is solely based on what assist you’re using to OTG.

what if you don’t otg at all?

ie: d.L, d.M, d.H xx L.web swing, j.M, j.H / s.H xx L.web ball xx UWT

i noticed if i timed it right, they always pop out of the web ball right in the middle of the UWT cone.

i’ll test it out tomorrow. Shouldn’t be that hard to figure out if there is a counter since that combo is really easy.

The 2 teams I’ve been using so far are Spiderman/Hulk/Doom and then Spiderman/Doom/Wesker… and it doesn’t sound like I’m the only one.

However, I feel that each team has its own problems.

Spiderman/Hulk A or B /Doom B: This one is kinda problematic cause together both Spiderman and Hulk have difficulties against a strong keep away team. Worst still this team feels very inefficient to me cause Hulk and Doom don’t really help Spiderman get extra damage off his throws and Doom doesn’t help Hulk get more damage off Gamma throw, except off some very specific set ups (like cr.L>c.MP (call Doom)> Delayed Gamma throw)

Spiderman/Doom B/Wesker B: For the last few weeks I’ve been concentrating a lot on optimising this team. However I’m thinking of switching from this team because once Spiderman dies, the Doom/Wesker combi feels a little weak. I think Doom has real problems on defense against hardcore rushdown and Wesker doesn’t do much to help in that regard.

Now I’m thinking of doing:

Spiderman/Trish B/Wesker B: From what I’ve seen in the lab so far, this team has some monstrous possibilities- if you call Peekaboo just before a Spiderman ground throw, the opponent will be caught in the trap and will eat an easy 500k+ combo. I really like the fact that with this team Spiderman can combo off both his ground and airthrows. Also, webzipping to the top of the screen above the opponent then alternately calling Trish assist and Wesker assist sounds like a pretty dangerous mix up- if they jump, Trish snags them, if they try to block, Wesker kills them. Also Spiderman to Trish Roundharvest DHC is great, just like Dormammu, since you get full damage and can swap back to Spidey and snag an extra MS or Webthrow. Trish/Wesker also seems to be a bit better than Doom/Wesker, but I wouldn’t know yet until I start playing the team more.

I was thinking of also training Spidey/Trish/Doom- the damage you could get off Webthrow combos could probably climb to 1200k with just 2 meters, but I don’t like that Spidey can’t combo off his air-throw with this team.

So yeah, my own logic so far has been to find teams that allow you to extend webthrow combos rather than teams that help with UWT resets. It just seems like the more stable choice. Given how dominant air throws are in the game and how often Spidey is in the air, I also think it helps a lot if Spidey gets a team that allows him to combo off air throws.

I’m also on board with the “Spidey has bad team chemistry” boat.

It feels like no matter who you add to the team, Spidey is lacking. My current team (posted a few pages back) is a close range monster with all the close range tools you could ask for (To the qualm about Chun legs scaling damage to shit, that’s why you combo going for a UWT reset off Wesker for a better pickup or just self set it up with a basic combo ending in L Web Ball. Chun simply gives me that opportunity easy and often) but when it comes to fighting a keep away team, it’s just bad times all around.

Played for like 5 hours yesterday against a strong MSS team (complete with DHC trick shenanigans) and I found that when it came down to in in a close range fight, I destroyed him with all my cross ups/unblockables/OTG Resets and the like…but then he just switched strategies to Whirlwind + TK Disruptor to lock me out of any approach besides a super jump, it left me only with Web Zip tactics to get in (which if you mess up you get crossed under for a dead spidey) or start Wesker instead in hopes of getting a successful mixup.

Switching to a beam assist to get in, I found now that not only had my Wesker lost an incredibly powerful combo, that I didn’t have as many ways to cross up and reset as I used to close range and I got beat entirely on rush down.

At this point I’m thinking until someone finds the sweet spot with him, your only real hope is to work on your Defense and learn the matchups. Find and figure out the timings of how to get in if your struggling with keep away. The way it was explained to me by the MSS player is that your team chemistry with Spider-Man determines whether you’re going to have to play him like SSF4 Dictator (You have to be patient and sacrifice some life to get in there but once you’re in, their character is dead and in serious trouble on tag in) or if you’re going to just have the easy “Get in Free” card but have less offense option in general. He seemingly can’t have it all, like some other characters can. He’s going to have to be that “High Risk, High Reward” style of play and if you like that, you stick with him, if you don’t, drop him for someone safer.

this sounds interesting but how tha hell were u gonna plan to get in ?

spidey rish b\wesker b isn’t gonna do shit lol

You have no full screen zoning tool, no pin assist to create a mixup. Throwing into trish peekaboo doesn’t seem very practical as most people push block quite easily. There is no solid way in to even get a throw mind game going. Then when you look @ the team if its broken apart, spidey rish peekaboo is ass. spidey\wesker is ass s. Trish\wesker is ass and trish\spidey is ok I gues. Wesker rish is ass and wesker\spidey isn’t that much better. Its not designed very well.

There is more to team chemistry than just helping spiderman. Team chemistry has to take into account every possible team combination and how good those combinations can function along with other things. Its a very tricky concept.

I’m going to use Spidey/Wesker/Doom beam or rocks. I can’t decide yet which Doom assist is better for the team, cuz I haven’t played enough different style of teams to decide.

Also when going for UWT setups, I think it’s better to do shorter combos like

cr.L, cr.M, cr.H xx L swing, j.M, j. M, j.S, land H xx H spider bite/sting, H xx L web ball xx UWT > OTG > another combo

The H xx L web ball makes the UWT harder to escape, according to the japanese video that was on the front page. Characters that can do air moves to make them land faster won’t be able to escape from this setup.

edit: This doesn’t work lol, hitsun decay makes the H xx L web ball not combo

I’ve mentioned several times that I think spidey\wesker b\doom A is possibly the best team for spidey currently. If not that version, possibly spidey\xxx\drones.

Spidey gains air throw OTG setups that leads to 700,000+damage on hit. Doom beam is a full screen zoning tool\block stun tool to allow mixups. If spidey dies, wesker\doom beam is really good and doom\wesker is ehhh. It almost solves all of spidey’s problems.

Only a few problems. How good is doom for anchor in lvl 3 xfc? will he be practical enough to function as a decent anchor? even though spidey does great life solo, maximum wesker DHC from maximum spider IS very bad life and maximum wesker isn’t 100% safe so you don’t have a clean way in if spidey is getting his ass beat.

if no one dies, the team is functional but like strider from mvc2, you’re banking on 1 assist to help you the most which happens to be doom beam. If doom gets taken out, spidey\wesker is kinda bad and wesker\spidey isn’t that much better.

When you look @ teams like mag\wolvy\akuma, it doesn’t matter who you really kill. Every possible combination is either god like or @ least functional.

Shuma+Spiderman could work well together, his eyeball assist can explode for OTG or his Mystic ray for instant long range OTG