Random note on combo i posted earlier against some characters (not sure who, but chris is one) you have to hold forward while summoning doom or he appears to far away for the otg missile… kind of annoying.
You’re doing S a little too fast, as xero says, must delay it.
The other option is MMS, which is a ton easier. You sacrifice some damage due to scaling, but I think it might give more meter.
It does give more meter which is why you usually see me going for it as meter is more precious to Spiderman IMO.
LOL, really? That’s awesome because I have always done H-S just because it reduces the hitstun scaling you have in the end. XD
yeah the difference between the two combos is 6K or so, so it’s not much considering thats just an added punch. The ability for me to DHC is more potent considering I’m a non OTG user. Did you check out the UWT combo vid I put up?
Nah, not yet, but I have a new video showing 1 mil off of 1 bar and Dormammu’s Liberation assist:
[media=youtube]shPcDR2sNOY&t=41s[/media]
From what I’ve learned with assistance from the Dormammu boards, Maximum Spider DHC into Stalking Flare allows Dormammu to build 3 charges for Liberation and he’s left with enough time to SAFELY raw tag back into Spider-man. That means one combo from Spider-man gives Dormammu one of his most devastating abilities ever: to rape face like no other.
Damn I was saving that one for my video I’m workin on oh well I’ll find a new use for it :lol:
LOL, I was saving it too, but my friend said he didn’t believe me when I told him that I got 1 mil off of 1 bar, so I had to upload it and show him. XD
oh well haters gonna hate I suppose. I could always try and turn it into a corner combo :lol:
I actually do already have a corner “combo” with it. =P
I pulled off about 1.3mil with 2 bars I believe, with Dorm’s assist and an OTG. (hint, there was an UWT reset in there XD)
oh no I mean a corner combo with extra normals in there and maybe some web zip I’ll have to test it out.
Well, good luck, because I can’t even get a simple magic series launch combo tagged onto the end of it. =(
I do have other things I can do with it that I’ll be uploading in a synergy compilation.
Edit: Oh, I see what you mean now about adding additional hits, but yeah, you really can’t do too much after the Liberation.
And I saw your UWT C.V. finally. Nice job!
I’d shorten the first half of the combo to compensate. Probably save my ground bounce for after liberation and use a wall bounce assist that will let me web throw into a corner.
Hello Spidey mains and favs, sharing a combo that I found out with spiderman that’s guaranteed a ko on opponent (post sentinel update) that requires 1 or 2 bars and no x-factor. Check the video here:
[media=youtube]MbnQumRTeoA[/media]
It’s basically a combo with an unblockable reset that’s guaranteed to K.O. any opponent (post Sentinel update) on the game with 1 or 2 bars (no X-Factor) with the exception of Thor (modified versions in the tutorial). You can modify the beginning with web zip or go right into webswing, just as long as the combo is extended enough into a spike so the web ball can be broken from your opponent fairly quickly. I chose to open the combo with c.LLMH because c.H is pretty safe on block so if they haven’t Advanced Guard by that time, your still pretty safe.
Requirements for combo:
A corner after the spike
Fast otg (Deadpool, Wesker, X-23, C. Viper)
You can use x factor for people with slower otg’s (Akuma, She Hulk, etc) if you want to waist it, then it’s garunteed 1 bar to take out any character in the game. However I wanted to build it around the idea that spidey can do the damage needed to hang with the big boys with little bars as possible (since Spider Man is considered none damage worthy unless with specific conditions and characters). This will open up ideas to spider mains (like myself) without having to sacrifice to many assist and can focus on more characters that they enjoy playing/are better with (I use Deadpool in my team so this combo fitted pretty well with my team).
Modified versions for Ama, M.O.D.O.K., and Thor will be explained in a tutorial video i’m releasing later.
Notation for the combo in the video (i’m still fairly new to MvC notation):
c.LLMH xx QCF L, s.LMH xx Web Swing H, j.MMS, s.ML xx DP HH, s.HS, j.MMHS (timing varies with otg assist). OTG, QCF L xx HCB AB, OTG D xx s.LMH xx Web Swing H, j.MMS, s.ML DP xx QCF AB
Hope this helps.
kind of misleading calling this a doom combo when a character of the same name is in the game. besides, why did you open a new thread for this? there’s a combo thread already.
i think combos that require OTG assists should be banned lol. i go to these threads and see 100% combo KILLS ANYONE!!!
then i see it requires an OTG (like pretty much EVERY setup has these days) and cry as my team has no OTG assists.
combos should be spidey only imo…
thats why i stress solo combos with spidey so much they are a lot more threatening due to the fact that the assist could die. also this can be escaped and why are there new threads for old subjects?
Yea my main team has no OTG assist either, but I do use Deadpool and I thought this was a pretty interesting find.
I didn’t know there was a combo thread for this type of thing, maybe I should’ve read deeper into the forum, I was just trying to share something I thought was pretty good, my apologies.
If it is escapable I would love to see it be done, which is why I just put combo with an unblockable reset (I haven’t seen it escaped yet but had an idea there could be a possibility). I wanted to know if anyone posted a vid or anything about it.
I picked up Spiderman recently, and my team is as follows: Spidey(ball)/Ammy(cold star)/Wesker(low samurai)
That being said, my bnb with Spidey is:
c.l, c.m, c.h, Web Swing L, j.h, -pause-, j.s, land, s.m, s.h, Web Swing H, j.m, j.m, j.s, land, s.h, Spider Sting H, s, j.m, j.m, j.h, j.s -land-, Wesker OTG, web throw L.
By itself it gets 632k. With a Maximum Spider tagged on, it does about 800k; that of course can be further increased by a DHC as you see fit.
The only character on which I have problems landing this consistently is Zero; he seems to drop out after the air series following the Web Swing H.
Any suggestions or improvements are welcome.
Do s.M c.H xx L web swing when you are about to go into the second web swing.