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

Using 4 bars? No thanks

That is just waaay too impractical to use, and I’m not sure if :l:>:l:>:m:>:m:>:h:>:s: can work.

It’s just a combo for combo’s sake. I know how impractical and meter-eating it is, lol. It’s just there if anyone feels like trying out a new combo.

@Qiwis: It can. The trick is to immediately press u/f+L right after S lands. It’s not easy to land and is unreliable, so if any variation of that combo is to be used in a battle, just start with j.M.

I’d also imagine that those :l: hits would actually LOWER the total damage output on that combo as well. Spidey’s lights have been more hurtful for his combos it seems. =\

Any DHC from MS to Dirt Nap is easy.

Massive Spidey Combo ending in MS, cancel in to Dirt Nap. OTG as they hit the ground, activate Dirt Nap. Add 430ish to any combo if you need to. Not practical but pretty funny (6:50 or so):

[media=youtube]8fhpNHndwVI[/media]

Damn Sasa! That’s some nice play! I’ll have to watch your other stuff tomorrow morning.

Don’t, that was the best recorded footage of me lol. I crack super hard in that tournament, and older stuff of me is mooooooostly garbage. I’ll try and get more stuff up so I don’t look like an ultrascrub (ie my Evo stream match). T_T

I’m really streaky sometimes, but it’s getting better. Was able to hold my own against a lot of great players at Evo but I didn’t come out in the positive :confused:

You’re gonna call bullshit on me here, but believe me or not, the :l: hits actually ADD damage. Do the combo without it, then with it, and see for yourself.

I’ve found a couple problems with your combo despite the fact that I like it because it builds a shit ton of meter. The general rule with combos is that L hits near the beginning of your combo will actually worsen the damage of the later hits due to the damage scaling (check the wiki for the formula). That is why you actually do more damage if you modify your combo to omit some of the weaker attacks in the middle. Another problem with it is that the H web swing will actually swing you past most characters midscreen. It’s one of the first things I had to learn when I was comboing with spidey. L or M swing is more consistent outside the corner, but M is spacing dependent (about a cr. L away), while L swing will allow you to combo from almost all openers. I do give you credit for linking J.:l:,J.:l:,J.:m:,J.:m:,J.:h:,J.:s: after the launch, but I found that it was easier for me if I went into launch with a s. H rather than a cr. H because the opponent is launched higher up. I think the hitstun scaling ramps up the difficulty near the end so the chains are harder to do. I found though that if you do time your launch well so that you can get that whole chain going, you can actually go into J.:m:,J.:m:,J.:h:, H swing,J.:m:,J.:m: J.:s: instead which nets a lot more damage. I believe H swing causes soft knockdown so that allows you to add the subsequent hits easier. But this is nigh impossible for me to do consistently, so I only go for those if I am feeling ballsy. Anyway long story short, I’ve made modifications to your combo so that it is easier to do and nets just as much damage, works midscreen, and works on all characters, but builds less meter. Props to linking all this hits after the launch, but I believe this modified one should aid you in your search for a BnB.

:l:,:m:,:h:, :rdp: :l:, J.:m:,J.:m:,J.:s:, :m:,:h:, :dp::h:~:h:, cr.:h:,:s:, J.:m:,J.:m:,J.:h:,J.:s:, :a1:(Ankle Slice), :hcb::l:XX tk maximum spider XX Dirt Nap, fully charged ankle slice M, :s:, ankle slice M

should net you ~1 220 000 depending on your opening attacks.

If you’re feeling ballsy this is what I would shoot for.

:l:,:m:,:h:, :rdp: :l:, J.:m:,J.:m:,J.:s:, :m:,:h:, :dp::h:~:h:, st.:h:,:s:, J.:m:,J.:m:,J.:h:,H web swing, J.:m:,J.:m:, J.:s:, :a1:(Ankle Slice), :hcb::l:XX tk maximum spider XX Dirt Nap, fully charged ankle slice M, :s:, ankle slice M

Even without the DHC it’s does upwards of 800 000 depending on openers. and this can kill the whole cast.

Spidey’s combo properties change from grounded to juggled combos. I’ve done identical combos on grounded opponents (changing c:h: for s:h:) and got certain results and visa versa changing the s:h: to c:h:. In short spidey’s combos are weird and not always consistent.

Nice diagnosis, Kiji! I never would have known all that. I appreciate the alterations you made to make it easier, and I’ll be sure to give those tweaked combos a shot as soon as I can. Thanks for all the work you put into it to find that out! :smiley:

Oh btw, I also have Ammy on that Spidey/X-23 team, in case you feel like doing some more experimenting with it. For the time being, I’m gonna try out your tweaked combos, and see if I can develop something using Web Glide.

[media=youtube]2afe9GRcOPU[/media]

You could have just dashed back in and used wesker’s assist again to finish them off. You didnt have to DHC into the glitch for it to kill

Also try to keep all the videos in the video thread so we have one area for all videos as opposed to having to look for specific videos in different threads please

he figured out he could do that right after we uploaded the vid lol

yup, another thing i’m wondering is connecting UWT mid screen easily. if i can do that i can probably just use doom beam assist, and web throw for my air defense.

they can escape that way definately, it says in the video description. i’m still tinkering around with the finer points of spidy, but looking for new ideas.

Have you tried kara cancelled dash into UWT? It’s kinda hard to do but there’s a bit of auto-correction in this game (although not to ridiculous sf4 levels), but if the input dash into UWT is done correctly, you can get UWT to come out as soon as you cross under them. You can catch them whether the roll forwards or backwards, but I think neutral tech is an escape because I can’t get UWT to connect when the opponent is right front of spidey’s hands. UWT throw’s hitbox is too small and weird in opinion. Half the time I think it’s gonna hit, it doesn’t and vice versa.

well when i try to webball>UWT to eliminate air recovery mid screen, it usually doesn’t connect cause spidy jumps too far back as the screen follows him back a bit.

how are you setting it up midscreen? I dont have much of a problem with that when I do it. I use

c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s: s:m: s:h: xx :l: web ball xx UWT

You can even go so far as to omit the s:m: and going straight into the s:h: xx :l: web ball. C:h: xx :l: web ball works also putting them lower to the ground but if they whiff an attack most people will just land.

that’s odd, but it’s been awhile since i tried UWT mid screen since being a newb with spidy, so i should probably go for it nowa days. thanks for the info.