hopefully theres better technology than that
well no, i meant the one by TRAG. So can you start by cr L, cr M, cr H?
I hope someone archives/youtubes that. I need an early night sleep here in Scotland. :sad:
Trag’s combo is the Kamui one (or a variation of it). And actually starting with c.l, c. M, c. H is a lot better because c.H causes a soft knockdown and ensures the following Web Swing hits. On a considerable portion of the cast, s.H xx Web Swing misses (the smaller characters).
There’s always the stream archive and the semi/finals aways make it to Youtube.
So I found a possible way to start the Web Throw loop, but you have to be in the corner or close to it:
c.L, c.M, c.H xx Spider Sting xx Bite, s.H xx Web Zip, j.M, j.H, j.S, (hold forward immediately after doing the j.S), S jump-cancel H Web Throw.
You’ll cross under them after the j.S. Try not to combo the s.H after the Spider Bite right as they’re about to hit the ground, as then you won’t be able to cross under them. I haven’t been able to do the loop yet, but maybe someone who has could put this to good use.
Also, thanks to whoever said to super jump MS after Web Throw. Works like a charm.
when you look @ the better pressure characters in this game currently, like wolverine, they do all sorta the same thing. Ground pressure into jumping C option select. When the opponent starts moving, that becomes a great tool because throws are so huge in this game. They’re 1 frame, hella hard to tech and any character who can follow up is in a good spot to apply rush down.
instead of throwing, spidey applies jumping bbc stuff because he gains better damage output. However since throws are so fast and also incredibly huge, they almost always win against jumping poke attempts. That’s why its good to spam a jumping C air to air if your character can follow up for big life.
spidey is really missing that as part of his game plan. If throws were weaker in this game, it wouldn’t be a big deal but when you watch wolverine go off, it starts to hit you in face. Damn, I wish my character could do that sorta thing.
when you start using OTG assists to make up for that, you start to affect his team chemistry a bit and that matters.
yo xero, I’m getting 741,000 off 1 bar with 1 throw in it and it works anywhere on the screen. Also, my combo builds a bar in the process so if you hit someone in the opener you get enough to DHC.
sj air dash forward, j.b, j.s, land, dash forward, crouching abc, L swing, bbc, land standing abc, c spidey sting, bite, crouching abc, s, c web throw, TK super
on sentinel since he’s so tall crouching, you can put a free webzip on him after falling air series.
2 piece high poke off air dash, crouching abc, webzip, bbc, land, etc… and that combo does slightly more to sentinel I believe +DHC. This combo also goes full screen iirc or pretty close to it. I use it all the time against sentinel when I get the right hit.
On a cr. Sentinel spider sting > bite is a pretty fast overhead, especially if you use :l: sting
im gonna have to fuck with that. thats that good shit right there. i dont combo into web zip that often unless im midscreen dont know why i just dont but the extra 20K is well worth it still
you know me shoultz im all about optimizing damage. with that being said i used your combo as inspiration and implemented it into my combo as well. its not much more but its something.
if you omit the light attacks and extra attacks you can get up to 756.4 anywhere on the screen.
2 piece overhead dash in c.M c.H xx L web swing j.H j.S s.M s.H xx H spider sting, spider bite, s.M c.H S xx H web throw TK MS= 756.4 K of damage. im thinking that if i omit the s.M after his j.S i may be able to get a few more points of damage. i have an idea that spidey may be able to net 800K or close to it alone and have everything else act as secondary bnb’s. hell you can get close to 700K off of a random web throw near a corner.
ninja edit:
if you get them standing you can do a 2 piece dash in c.M s.H xx web zip j.M j.H j.S then go from there for an additional 2.3K of damage. still trying for more
768 flat same combo except after the web zip omit the j.M
ouch my hand hurts fuckin whack as combo system :lol: anyways.
2-piece dash in s.H xx web zip j.H j.S c.M c.H xx L web swing j.H j.S s.M s.H xx H spider sting, spider bite, s.m c.H S xx H web throw TK MS= 778.2K damage. still looking for more shit btw and yes this works everywhere on the screen. you have to use the last s.M because subbing c.M instead launches them too high off the S when trying to catch them with web throw.
update 4/1/11 not an april fools joke: his current output now is 782K just added a s.m after the two piece before the solo s.h
You sir are amazing. Keep going. If you can push it to the 800k range, that’s a 1 kill combo on some of the characters that give Spidey trouble (Zero & Ammy comes to mind). I definitely need to practice this and the Web Throw loop by Saturday and see if I can incorporate it into my game when I go to practice against my friends in NY. These kinds of combos and resets give me hope that Spidey will be around for quite some time.
well, spidey already kills both of those characters since the combo builds a bar so all you have to do is DHC into a good one then tag spidey back in.
I’m playing spidey\mag\sent and my dhc is doing 909 so that kills quite a few characters in the game.
nice stuff zero, I keep forgetting that the jabs prorate the combos like in GG.
Anybody know the timing to MS after a web throw? I keep missing a lot.
yeah shoultz its possible to still link with the jabs later in the combo but as far as doing s. or c. L into s.M its not possible they flip out i went out so i havent gotten anything over 778 yet but i know theres something there.
scroll up i already put what you need to do for that. also the combo i put uses all of his specials so maybe someone can find a way to extend the combos still without prorating them.
So simple, don’t know why I didn’t think of this on my own. Could see that being kind of useful.
any random opener with spidey can lead to 600 to 650K of damage ive been noticing. even random one piece overheads can still lead to 700+K of damage.
Thanks so much for this. :tup:
oh also for you audio visual learners out there watch your opponent when web throwing them. when they are about to hit the wall input your super jump TK MS. you should be hitting your attack buttons as soon as you here them connect with the wall.
edit:
going back to work now i now have spideys output up to 784.5 or so but can someone test out to see if theres any hit stun difference between a juggled web zip loop and a standing web zip loop? im in a rush so my timing isnt the greatest at the moment but if so maybe, and im theory fighting here, you could get a combo like this that could push you into 800k
2-piece s.M s.H xx web zip j.M j.H j.S s.M c.H xx L web swing j.H j.S s.M s.H xx web zip (this time they would be juggled due to web swing) j.S c.M s.H xx H spider sting, spider bite, s.M c.H S xx H web throw TK MS.
thats a theory combo and i dont have time to test it at the moment so maybe someone can come up with something.
788.7K subbed out L web swing for M web swing and used all stronger attack variants with the exception of the last c.H. only seems to work in corner though but could be wrong
Can anyone confirm that the Web Throw loop doesn’t work on Zero? I’m getting it more consistently now but I can’t seem to get it on Zero at all.