Don’t worry, things only get patched when he-who-shall-not-be-named makes a video about them. Now we only have to keep him away from these boards.
Not sure if namesearching is big in this community, but that’s not the best way to type that statement due to the aforementioned actions. ;O
Changed it just to be safe.
Anyway, I’m thinking Spider-man might be a very good battery. With the web throw loop, he’s the one with the best non-meter damage output in the game (I don’t think anyone else can break the 700k mark without spending meter or x-factor). His capacity of building meter falls a bit short compared to fly and double jump characters, but still I feel the damage makes up for it.
Maybe I’ll try a team with a meter hog and drop the OTG assist, since I won’t be so bothered to follow up throws and UWT shenanigans.
Oh go ahead I don’t mind it at all I put them there for yall to use. I was thinking of probably trying to make a tutorial anyways so I could use you as help with pinging info and ideas. Just make sure you put it in the video thread so I can see as well :lol:
As for being a battery i believe he has great building potential. He’s either always on you or if pushblocked has options to keep you pinned down for a couple more reps that prevent non invincible supers or start ups. Just him touching you for a good block string can build a meter. The said combos I posted build meters for themselves. I think hes an excellent battery.
That’s a good point. I have the poor habit of thinking of meter only inside a combo. But I still think he’s a bit below (in building meter, but ahead in damage) Chun-Li and Magneto, to name the best batteries that come to mind.
eh chun is only up there, imo, because of mashers but what can you say about it? not much
Can someone explain the timing of web throw -> max spider when throwing them away from the corner, on characters other than sentinel? I can’t seem to get it.
super jump then maximum spider. you should be tiger knee’ing the motion and when you see the super jump smoke clouds hit two atks. have to practice it
I’d like to point out that there are 2 “dust/smoke clouds” that appear; one is right, one is wrong. The correct one is shaped like a stalagmite, and the wrong one is tiny as fuck.
Uploading your universal combo right now, Xero. ;D I have a slight difference in mine, which results in 815k. The difference is after the first web swing and its follow-ups, I did st.M st.H xx H Web Swing, due to me being inconsistent with st.M c.H xx L Web Swing. =\ The timing is more strict with this one in my opinion, although the inputs for it are easier.
I’m also going to upload a shorter variant of the combo that I can do blind-folded and still results in 710k, but about 920k-ish with a Taskmaster DHC.
Edit: OH, BY THE WAY, I NEVER THOUGHT THAT ONCE IN MY LIFE I WOULD BE WORRIED THAT A COMBO WOULD BE SO LONG THAT IT COULD POSSIBLY EXCEED THE 10 SECOND LIMIT. /RAGE
Edit Edit: [media=youtube]vx35Mx22gHU[/media]
ive been doing 851K with weskers OTG assist and with only one meter. J.S, C.M, S.H, M web swing, A.M, A.H, A.S, S.M, S.H, H spider sting, spider bite, S, A.M, A.M, A.H, H web swing, A.M, A.H, A.S, OTG , M web throw , Tk MS. DHCing with ammy gets me above 950K easy.
Disregard this post.
yeah ive seen the combo for 815 but its too inconsistent for me on a flip side though you can do it in the corner and alter it into the “loop”
Just some info on the combo;
Stand H combos into all three web swings. Crouch H only combos into L web swing.
The most damaging version of the combo will use 2 H webswings, but sometimes if you use too many moves the scaling will mess some things up.
You can skip the spider sting/bite if you don’t end up in the corner to still hit the web throw.
WITH DOOM MISSILES YOU GET A LOT MORE DAMAGE because you get like 2 extra web throws.
boop
spiderman is usually on point for me anyway due to his subpar assists and meter building ability, no reason not to work on assist combos
Hi, can somebody try this for me? I’d like to confirm this on my own, but I still can’t do the dash, S, TK Web Throw (H) cross up.
I’m still looking for a third character, and currently I’m trying out Super Skrull. Anyway:
c.L, c.M, c.H, Web Swing (L), a.M, a.M, a.S, land, s.M, s.H, DP.H,H, s.M (+ Skrull Tenderizer), s.H.
After s.H, Tenderizer hits, and Spidey has a lot of time to do: dash under, S, TK Web Throw. However, I cannot cross them up, and I can’t tell for certain if the cross up is impossible, or it’s just my total incompetence. Can somebody confirm if the cross up is possible? Thanks!
y was there something wrong w my info? i not being sarcastic just curious if i made a mistake
^ I think Airborne was referring to his own post, although it may have been clearer if he no longer quoted yours
c.H combos into M web swing. s.h will allow you to combo twice into H web swing but your overall combo will be cut shorter. also due to the pushback and the startup of H web swing if a character is crouching they will get hit at a different trajectory or whiff completely. more importantly use of the combo overall. if you get blocked before web swing youre screwed if you are preemptively attacking due to the start up and recovery of H web swing. L web swing allows you to hit confirm while leaving you at plus frames otherwise and gives you more damage than using two H web swings due to scaling. you wouldnt want to omit spider sting from combos due to damage as well. spider sting adds damage and sets up for H web throw.
learning assist combos is great and all but everyone needs to know how to handle their own and shoot for max damage solo before going for assist combos in the event shit happens. though missiles help spidey combo wise they arent that great an assist for him unless your pressure is on point and can react to a random hit for bigger damage. spidey is a great battery as he builds meter fast if you are playing him correctly.
spiderman can’t do the DHC trick though, and so I feel that either Doom Missiles or a fast OTG assist MUST be on the team to push his 1 meter damage into the 900ish range. if not, then you’re not getting the most out of Spidey IMO
Also yeah, doing the L webswing first means that even on block it’s a bit safer than M and quite a bit more than H, so that’s another plus to using it.
with this in mind, you can’t really always go for the “most damaging combo” since if you look at practicality, the slightly less damaging combo is safer if you don’t get it. however, since adding Doom Missiles is like a big hitconfirm, I feel that it is worth it.
Also, I think missiles are actually good with Spidey outside of the combo as Spidey can call Doom, and swing over the opponent quickly to keep him safe from all but Sentinel, Wesker, etc characters who can get to Doom behind them. Add the fact that missiles will interrupt many combos besides the ones that move horizontally quickly and you have an extra level of defense that Spidey’s low hp could really use.
the only reason to go for the slightly less damaging combo is when its situational or a character wont be grabbed by the web throw doing the longer combo. you have to know your character thats not a problem. the dhc trick is cool and all but a lot of people cant do it but are still viable. Spidey doesnt NEED an otg assist to be scary. he needs functionality. im not knocking missiles but there is a delay in them and they can be dodge by either jumping backwards midscreen or dashing forward out of a corner then jumping forward. spidey needs a fast assist to compliment his high low mixups and rocks and plasma beam just simply do that better.
I like having an otg assist w spidey cuz not only does it let spidey TOD characters up to 950 health w the combo i posted earlier, i can go for the UWT reset on bigger characters who dont get TOD( also otg, S.H, web throw is a gd reset after a long combo as well), on top of all that i use a low otg for unblockable set up which help alot.
As for my approach im useing ammys cold star and it works great, but its nice having an otg assist after im in to get that TOD on most of the cast