MvC3: With great power comes great dexterity: combos and set ups

It depends on a reset, so it’s pretty much the same deal as the Thor video that popped up a while ago.

I should clarify, when I say “about” I know it isn’t quite 800,000. I think it may be 780,000. Though I am not able to get the exact numbers atm. Still, you’ll be damn close. Oh and I couldn’t get it to work on Ammy, Arthur or Joe.

How so? Got a variant?

The fact that the a.M, a.M, a.S, a.Maximum Spider only works after webswing if you used s.M (instead of c.M) at the beginning of your combo makes me cry.

edit: Or maybe something else is causing that…

When you say “a” do you mean “j”? Is this overall a ground combo since you refer to s.M and c.M?

A question: can you cancel the j.H into :qcf::l: instead of doing j.S to set up UTW without th OTG assist?

It won’t combo due to hitstun scaling. You have to keep it really short for web ball to connect on a combo.

Regarding this I guess that the longer a combo goes on the greater the need for quick execution? The reason I ask is that it’s advised e.g. for She-Hulk to execute a slower pace in some combos.

So it is. But if I pick up a OTG wallbounce assist like Skrull, could i relaunch at the end of Tetsuro’s combo and do the normal solo air setup for UWT, or this doesn’t work again for hitstun scaling?

with the combo he listed or any variant that you come up with you are pretty much approaching the hit stun cap. I was goign to post a similar combo that i “discovered” until i read the thread and went “aw man :(” But even trying to add an extra hit before you launch after your otg pick up can cause them to tech and for you to lose out.

It’s all about dancing that line :S.

Do some attacks cause more hit stun scaling than others? Also what about team combos do they interject more hit stun scaing or does it strictly go off how many normal hits you have.

EDIT: NVM the more you use a move in a combo the more the hit stun scales. CARRY ON haha.

I’m finding at least with some characters, the damage scaling leads to more hits in a combo ending up leading to lesser damage. Is thia the case with Spidey too?

I’ve just been using c.L,c.M,c.H,S ^ j.M,M,H xx H webswing, j.M,S. Having some trouble with always connecting the aerial part. Does the SJ to MMH xx webswing have to be done ASAP or can you delay some; which strength webswing is best; then what’s the most consistent ender after webswing?

I know this is sort of a beginner level combo, but I’m trying to get some basic ones down consistently before I move into the Spider sting ground combo stuff.

here’s my combo into Ultimate Web Throw variant (needs an OTG Assist):

cr.:l: cr.:m: cr.:h: Web Swing (:l:), j.:m: j.:m: j.:s:, land, s.:m: s.:h: Spider Sting (:h:) Spider Bite, s.:h: Spider Sting (:h:) Spider Bite, OTG Assist, j.:h: Web Ball (:l:), land, UWT

It could probably be optimized for more damage by altering some of the attacks, but I wanted to make a flashy combo that was still moderately easy to finish (i.e. using Web Swing (:l:) instead of Web Sting (:m:) because sometimes the jump attacks afterwards are dropped with that version (at least for me), etc.). I’ve completed the whole thing on a Ryu dummy a few times, using Wesker for the OTG Assist. I like it because the opponent is a lot lower to the ground when UWT catches them, as opposed to doing something like …s.:s: sj.:h: Web Ball (:l:), so it feels like it’s more air tight. Only issue is it’s hard (at least for me at this point) to connect the j.:h: after the OTG Assist consistently from just jumping forward. I probably just need more practice, or I may experiment with something like j.:atk:+:atk:~j.:h: to do that kinda short hop version (but then that may be too low for UTW to catch).

EDIT: Disregard this combo as an UWT set-up, had the dummy on no guard by accident, can block the Web Ball. You can still use it up to the OTG and then do Crawler Assault XFC Maximum Spider DHC x2 for nearly a full bar if you have the right partners tho.

Remember that you can also combo his zip line off of standing or crouching light medium hard chain which will then zip you into the air and do an air version of light medium hard then into any chain you guys have originally posted

Right now im working on jump, air dash, j L, j S, s L, s M, s H, web zip (S + Atk), j L, j M, J H, s L, s M, s H, M web swing, j M, j H, j S, s L, s M, s H, H spider sting, spider bite, s M, s H, S, j M, j M, j H, M webswing, Maximum Spider

does about 600k without x factor. The timing after the grounded webzip to get the full airborne chain afterwards is a little weird. Alot of the times i only get 2 hits in the air and it messes my combo up. But with practice should be ok.

That new loop in the video thread is sick! I know what I’m doing tomorrow. Anyways, dunno if it has been confirmed yet, but there was some speculation before the game was released about Crawler Assault, KFC, Max. Spider. It does work, with 4 bars you can do enough damage to take out Capt. America. Setup I was using involves Wesker and Iron Man…

c.L, c.M. c.H, H.Spider sting, Spider bite, s.C, M.Webswing, j.M, j.M, j.S, s.M, S, j.M, j.M, j.H, j.S, Wesker OTG, Crawler Assault, KFC, Maximum Spider, DHC, Maximum Wesker, DHC, Angled Proton cannon.

The damage is sooo close to taking out Capt. America without that last DHC. I’m sure there is something you could add to the combo so you don’t have to use four bars, still the overkill looks awesome! I’ll see if I cant get a vid up tomorrow.

Spiderman can set-up UWT resets by himself with no assist/webball/or DHC, If no one has figured this out yet I’ll post a vid in a few hours.

Please remember guys that’s UWT set-ups are no inescapable. You’ll maybe get one in a set against of good player. The one I came up with is REALLY hard to get out of unless you’re mashing double jump (given that you have one)

Going to test it out and see how viable it is first.

Is Sentinel too big to get out of UWT set ups? Had one air recover forward last night and it still snatched him.

Need some tech to put the killer robot down, and it’s probably coming from everyone.

c.L, c.M, c.H, m.web swing, a.M, a.M, a.H, land, UWT

Here’s a neat combo using Captain America (Shield Slash) and She-Hulk (Torpedo) as assists. (Practical, but only works with these assists)

c.L > c.M > c.H > Captain America Assist > L Web Swing > (Wait for the 2nd Shield hit) > s.M > H Spider Sting > Spider Bite > s.H > S > j.M > j.M > j.H > j.S > She-Hulk Assist > Maximum Spider

608,700 Damage, it actually builds 1 bar so you can always do the hyper.

Here’s a video I made while my internet was down yesterday… mostly some basic bnb’s I’ve been using and some Web Ball stuff. (nothing innovative, just for fun! The guides in the video thread are far more interesting :tup:)

[media=youtube]C0KD7iTAhYI]YouTube - [MvC3[/media]