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

Any particular reason to use Spider sting before web swing in combos? I always use web swing first because if it gets blocked I can continue my offense. Spider sting you just get punished.

I’ve been using c. magic series, :l: swing, j.:m::h:, land :m::h: then either go straight into web throw sent drones/missile; or launch sj.:m::m::h::s: OTG web throw; or finish with spider sting~bite, launch, sj:m::h:, :h: swing, max spider.

Any tips on landing web throw into Max spider?

You might have missed the timing for the UWT. Ryu definitely cannot Shinku Hadouken, I didn’t test with Akuma. He will use his hyper bar if he inputs it during the UWT freeze animation (you hear the chime), but UWT will hit him right away before anything comes out and he just wastes a bar.

The sick part of the reset is that you get to use the same OTG assist again after the web throw, to whatever combo/hyper you want into DHC. I’ve managed to land multiple otg web ball xx UWTs in a row now, although I’ve found its usually not worth the effort (unless you want to make your friends scream). With a little practice on some longer combos, Spidey can 100% many chars with just 1 bar - after the second OTG assist, dash in and restart your combo.

I’ve been enjoying ending them with downward aerial exchanges to build more meter, since at that point most of my friends are already crying over the loss of their point and don’t remember to counter it =P

You can also hit Spidey Sting~bite, c.:m::h: xx :l: web ball xx UWT to do a web ball reset without an assist.

Also, after UWT, Wesker seems to be about the only OTG that picks up in time.

Been messing with this combo: j:s:, c.magic series, :l:swing, j:m::h:, land, s.:m::h:+doom missiles xx :m: web throw, :h: swing whiffed, missiles hit s.:h:,:h: spidey sting~:h:, :s: sj.:m::m::h::s:, Wesker OTG, :m:web throw.

Does 723.6K no meter, builds a meter and a half. You can OTG, :l: web ball, UWT reset at the end too, giving you 870K if the web throw hits. Doing OTG, :h: swing xx Max spider does 781.7K + DHC possibilities.

Now I just need to learn how to play Doom.

I think Shuma could be a really good partner for Spidey. Hyper Mystic Smash (DP super) does good damage after DHC’ing from Maximum Spider. In addition, using his Mystic Ray assist, which OTG’s from full screen, you can get 3 unscaled web throws in one combo if youre not too far from the corner. Here’s a meterless combo I found using the assist:

c.A, c.B, c.C xx H Spider Sting, s.C xx B Web Swing. j.B, j.B, j.S, s.B, s.C xx B Web Throw, Shuma Mystic Ray assist, A Web Throw, (dash if necessary) S jump cancel C Web Throw. Around 850k damage. You can do s.C xx Spider Sting xx Maximum Spider DHC Hyper Mystic Smash instead of S jump cancel Web Throw at the end. This does a little over a million at the cost of some meter.

Pretty sure web throw into max spider is on sentinel only. I tried it on haggar hulk she hulk and it didn’t work on any of them, just sentinel.

It works on other characters if you toss them into the corner from about 1/3 away distance.

I’m not sure if any of you guys realized this, but I just found out in the lab that you can actually OTG from Spidey’s UWT, giving him ridiculous possibilities! So I threw together a 100% UWT setup using Deadpool’s Katana-Rama as the OTG assist. This combo is meterless, works on all of the cast, and works mid-screen. Keep in mind, everybody that has an OTG assist can not follow up on this combo, so I suggest sticking with either Deadpool’s Katana-Rama or Wesker’s Lower Shot assists. Sorry for the terrible quality, but here it is:

[media=youtube]51-lEjAG5D4[/media]

The inputs are: j.:s: cr.:l:, st.:m:, st.:h:, Spider Sting, Spider Bite, st.:h:, :m: Web Swing, j.:m:, j.:m:, j.:s:, land, st.:m:, st.:h:, st.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, land, OTG Assist, st.:h:, UWT, OTG Assist, dash :m: Web Swing, j.:m:, j.:m:, j.:s:, land, st.:m:, st.:h:, st.:s:, sj.:m:, sj.:m:, sj.:h:, :h: Web Swing xx MS.

Spidey is absolutely deadly :cool:

I’d suggest you get a web ball after the OTG and before the UWT. This way only characters with air invincible super or teleports (and airdashes/doublejumps if it’s poorly spaced) can escape the setup. The way you’re doing they can just tech foward during the flash.

i was playing around today with my spidey/hsien-ko/ dante team today and got a couple nice tricks that so far seem to have been working well(at least in training), but not tried them against any real opps yet.

first one is (hsien ko on point) ground series>launch>air series> S >:qcb:+:atk::atk: > xfactor cancel > forward dash (to put you on the other side) :qcf:+:atk::atk:, then raw tag spidey , L web throw, S.H and then UWT. done in the corner this seems to give perfect spacing for spideys UWT so that even when forward teching after the S.H, they still will land in the UWT. I understand that characters with air dashes or double jumps can still escape pretty easily but then thats the case with a lot of them i guess.

also has anybody figured any neat tricks from DHC’ing after and UWT? i got one with dante if you DHC as the opp impacts the floor into his devil trigger mode, you can teleport, wild stomp (mash DF H)>prop shredder, into air combo. seems DHCing after UWT can give you some weird spacing though sometimes the next character comes in right next to the grounded opp and other times its about a 1/3 screen away.

Any OTG hypers should work. I can think of Magneto’s EMP and Gravity Squeeze, Hulk’s Gamma Tsunami, Storm’s Hail Storm and Gaia whatever, Zero’s Skittles Pillar, Shuma-Gorath’s Hyper Mystic Ray, C. Viper’s SSFIV Ultra, to name a few.

Is there any benefit to doing Spider sting before web swing in a combo? I like to use swing first so I can create pressure even on block.

heres an idea for you spidey zero players maybe someone can check this as well. after doing crawler assault spidey can dhc into zero’s shadow super then instantly tag back to spidey and combo into the tag. would just have to check to see if you can combo after that and if it allows combo resets.

Not sure if this setup has been posted yet, using Shuma Gorath Alpha Assist (OTG) meterless I’ve managed 626,900 to 666,900 damage. or more depending on some variables.
Travels from corner to corner so can be done midscreen and in the corner.

c.:l: ,c.:m:, :h: xx :rdp:+:m:, j.:m:, j:m:, j:s:, :m:, :h: xx :dp:+:h:~:h:, :s: xx sj.:m: sj:h: xx :rdp:+:h:, sj.:m:, sj:m:, sj:s:. OTG :a1: (Shuma Gorath Alpha), :hcb:+:l: or :hcb:+:m: (web throw)

Tonnes of damage meterless. Pretty sure it works on short characters too. Also, you can replace the last :hcb:+:l: with a late :hcb:+:atk::atk: to reset into the ultimate web throw for easy 800,000+ damage I think.

It’s currently my BnB only posted it after trying it in battle properly and it works :slight_smile:

You can hit pretty much any OTG assist into webthrow. Even Hulk gamma wave can OTG into web throw in the corner or very late sj. :s: ender. If you end your combo with Spider sting~:h:, s.:h:, spider sting~:h: you can use about any OTG assist and web throw easily.

You can do a combo into Doom missiles~web throw , missiles hit OTG, web throw, Shuma ray + dash, web throw for 3 web throws in one combo from anywhere. ex:

c.magic series, :l: swing, j.:m:j.:h: land, s.:m::h:+doom xx :m: webthrow, wavedash :m: web throw, Shuma ray + dash :l: webthrow. 768K no meter.

Shuma assist is nice though since if you manage to land we throw, you can land another free, without having to preemptively set up the combo like with missiles.

Yeah I know you can do itwith any OTG, Shuma’s just seemed like the most flexible and damaging so far is all.

And oh crap, didn’t even realise you could go into another web throw after one. Will have to try in the morning. Good thing that throw isn’t affected by damage scaling at all, that’s pretty much why I’d rather go for web throw in the combos over UWT for ~150,000 more? Nah

So air dashes, double jumps and teleports can escape UWT setups too?

I just found out that his :l: spider sting can be followed up with the bite(:h:) for an overhead. The good thing about this version is that the bite will hit crounching opponents and if it happens to be successfully block, you are completely safe. The ground bounch of the bite leads to combos if they don’t block high.

This is better then the :h: spider sting I say, even though the damage is slightly less. The safety of it means it’s much more dependable then “:h: sting, :h: bite” in chains if your not good reading confirm hits. Just don’t use it for anti-air.

Yeah I assumed we all knew that btw. The spiderbite is an overhead, so unless you hitconfirm into a combo, the L version is best for blockstrings.

Spiderbite is only -1 on block so its safe as well. The issue is if you take too long to cancel into bite you can get Launched with S. Also there are a few characters that even L Spidersting into spiderbite will whiff on.

i.e If morrigan blocks your spidersting while she’s crouching, the spiderbite will also whiff :frowning:

If you call out a good assist ( I use doom plasma beam) and just do L xx L Spidersting XX Spiderbite. That works on a good majority of the cast and is a nice overhead.

Good players seem to pushblock me really early though so I don’t get Spiderbite overheads as much as I used to.

The most you can get is the incoming hit of Spidey’s tag attack. You can’t follow up with anything because the rest of the time they spend falling Spidey has his hand behind his head doing his tag in pose.

EDIT: Thanks to this concept and Amaterasu’s slower super, you can do Crawler Assault, DHC into Ammy Slow Super and immediately tag in Spider-Man to have him hit them out of the air. You can tag an S since they fall so slowly, cancel it into web throw, and DHC into maximum spider for decent damage.

The only problem is that this only works on Sentinel.

I finally had time to sit down with Spidey for a while. Can anyone here pull that Kamui combo off consistently? I trained for a solid hour yesterday and got it like… once. I can’t seem to get my opponent at a consistent height when I launch him. Sometimes he ends up the right height, sometimes he ends so high above Spiderman I can’t connect anything. Should I be delaying the st M - H after the grounded web swing, or should I be canceling the S quicker?

Any advice?