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

I just end the air combo in S to cause the falling screen. Then when I land, call in OTG Assist (Wesker) and then either UWT or Maximum Spider.

thats not the problem i was testing it out and telling shoultz that 2 web balls into uwt wont work. the fastest you can get is right when the opponent starts flipping and second after they are touching the ground since they still move during super freeze. you could try the second web ball in the air but theyll land before you

who’s got the biggest spidey combo solo no bar?

Mine is 480,000 iirc

The reason being is that a hit confirm on both point\assists is going to be vital right there. When you end it early into MS, that MS doesn’t do extra damage on the assists so you lose some damage potential.

i just figured out how to make the UWT inescapable. When a character is say 2-3 frames from the ground, either jumping or descending, no air dashing\flight\double jumps are possible. There is a height requirement to do any of those. If you design your web ball setups to where they are a few frames off the ground, they will not be able to dodge it.

The setup I’m using looks like the opponent can’t move @ all cause the UWT is nabbing them quite low.

question guys, what jumping attack do u use to after web swings/web zips as a jump in attack?

web swings is M. for web zip its dependent on your location to the opponent. for example if im coming from high up and web zip touches the ground in front of my opponent ill use H while if i do the same but the web connects to the opponent ill pressure with S. im sure you already know what to look out for though when using web zip so be careful.

nice find shoultz ill have to practice new setups. good thing about uwt though is if you get them high and land before them you can do crossup shenanigans into it as well.

Is the reason UWT setups work because the opponent has no choice about teching after getting hit by a web ball? The web always breaks at the same time and if they’re close enough to the floor, they have no options? Or very few options (like double jump, fly, or air special/super)?

I tried it here: [media=youtube]w0ZKqW7gipw[/media] and I have a suspicion that Sentinel can air super.

He could just double jump outta that.

So if a character doesn’t have a double jump/fly UWT is guaranteed?

As long as they have no tech options, as in combo into Web ball, I believe so.

the last thing you need to watch for are invincible supers like sentinels qcf+2 attacking in the air.

you use medium for web swings or for air dashes? or both? is any one of spidey’s jump in particularly good for crossups?

[media=youtube]IwtnB7mBySI[/media]
Just played around with a new corner combo variation and got decent damage off of cr.A. Decided to opt for all of his specials just for style, though any ender works since they can’t tech on the way down from tenderizer.

Nice; I like the use of webzip, I’ve not used it in the way .

Wow, I think that’s the most meterless damage I’ve seen. I bet you could amplify that with the [media=youtube]Ezf9jXXmFlc"[/media]. Come to think of it I’d better get round to putting some of those combos in the video thread in this thread’s first post.

wow, you guys have come up with some really good, creative stuff here

specially the doom missiles combo

gonna try all this stuff out

Doom Missiles have so much potential. Since it’s delayed, I can imagine a lot of combos using both assists for huge meterless damage. Tack on Maximum Spider to Doom super and that’s full life.

the follow up depends on the character. like lets say sentinel for example. after a web swing and hes grounded ill use m then h or s as a followup. give me a double overhead and lets me cover with an assist. as for coming overhead it again depends on when im trying to hit them. as for crossup m, h, and s crossup but i usually go for m, m in crossup situations.

One way to defeat double jump/flying out of UWT setups, is to do a hard knockdown -> OTG assist -> L Web Ball -> UWT. It is untechable, and the web ball holds them lower to the ground so even if they jumped up UWT still hits them. The only thing I really watch out for are invulnerable startup air hypers (Morrigan, Sentinal!). Normal air hypers generally lose out to UWT.

The most fun about UWT is that it is a reset, and that gets around the one assist per combo limitation. You can OTG assist again right after the UWT into a Maximum Spider. This lets you easily get 1,000,000+ damage with your ground/air combo of choice (that does ~400k) and 2 bars. I’ve KO’ed a Ryu off the first hit of a round with this, pushing him to the corner and building enough meter for the second hyper during my ground/air series.

If they are cornered, I like going in off the ground with a diagonal Web Zip j.M, j.M, j.H, land, c.L c.M, c.H, Spider Sting, Spider Bite, Launch, j.M, j.M, j.H, j.S, land, OTG assist, L Web Ball xx UWT. After the UWT OTG assist again into Maximum Spider. Besides doing 100% on most characters, this is particularly nasty as even if they block or advancing guard on you you will be in position to shoot that web zip again for what is basically Spidey’s overhead from the ground. It also doesn’t have any web swings for me to mess up on. I’m sure there are tons of ways to push the damage higher, but I tend to drop longer combos… ><

UPDATE

After more testing, I found this setup works anywhere on the screen, with a little bit more finger dexterity. After an air combo into hard knockdown, call your OTG assist upon landing (I’ve been using Wesker, don’t know if others will reach), (wave)dash, Light Web Ball, UWT. A normal dash will put you just on the other side of them so input your Web Ball backwards. You end right in range for the un-techable, un-air-jumpable UWT reset goodness. Again, after the UWT, you are still in range for another OTG assist so you can do whatever you want to them, either go right into a Maximum Spider or dash up for relaunch.

Confirmed it beats Maximum Wesker and Projectile Hypers. Loses to invincible startup AIR hypers and also Maximum Spider! The enemy Spidey hops right out of range. Let me know if you find other ways out.

If the opponent can double jump out of it, you probably messed up your timing either too early or too late and it wouldn’t have landed in the first place. Theres a fairly large window of opportunity though, so as long as your UWT animation doesn’t pause when they’re still inside the web ball (too early) or when half their body is off screen/landed (too late), you should be fine.

I managed to get this to work directly off a Spider Sting/Bite a couple times, but for some reason ad a lot more trouble getting it to land this way… they seem to end up closer to the ground after the web ball.

Anyways hope you guys have fun with this! There should be plenty of opportunities to insert this into your regular combos for 100% damage even without a second meter, due to the reset.

I found a slightly different version of the typical Spidey combo that does about 530k, no assists, no supers:

c.A, c.B, c.C xx Spider Sting, s.H xx Medium Web Swing, Air M, Air M, Air S, s.M, S jump-cancel H Web Throw. You can do the jump-cancelled Web Throw by doing HCB, UB+H.