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

The notation on this is incorrect. It’s not what he did in the video. What he did was:

:l::m::h: xx :dp:+:h:~:h:, :h: xx :rdp:+:m:, air :m::m::s:, land, :m::h::s:, sj.:m::m::h: xx :rdp:+:m: xx :qcf:+:atk::atk:

It’s air :m::m:. Not air :m::h:

It’s what Trag put as the notation in his vid. I thought I fixed that ages ago…

Using web swing on the ground in strings is so inconsistent because it happens to miss a lot if the opponent blocks the first few strings. You also have to have the right distance for those combos to work properly. And then there will be times when it does connect, yet you cannot follow up because they are too far or too close and will recover quickly. This is why I almost never do those fancy combos, even though more damaging, the probability of them whiffing is so high in actual matches.

It’s not fancy. If you’re unconfortable to judge which Web Swing you should use based on the distance, you can hit confirm to Spider Sting first, and the ground bounce puts them in the perfect height for followups. I personally have been using c.H, instead of s.H, because the soft knockdown makes the following Web Swing much more reliable. Also, I’ve been favoring M Web Swing mid screen, because I’m not good enough to confirm advancing guard and with that you’re put in a good position wether it hits, they block or advancing guard.

Spidey’s damage output is average at best, so in my opinion you have to make every hit count.

if you are going for a web swing combo you should hit with c.H first anyways if i remember right they both do the same amount of damage. s.H is preferred when in a block string or preparing a web zip combo/setup. c.H is when youve already hit confirmed and are about to deal damage. if you use c.H theres nothing inconsistent with the combos other than your timing. use L web swings they are the most reliable and allow for longer damaging solo combos with easier links anyhow. just practice your execution more.

I saw earlier that you were able to OTG off of Ultimate Web Throw, so I did a little experimenting and came up with this.

[media=youtube]Nx4Sq9ZvVvo[/media]

If you extend the ground portion of the combo and add a few extra hits in after the uppercuts, you just barely generate 2 meter and have it pay for itself.

^I like your combo/reset. I have a similar one but it’s less complex (for me anyway, I can’t press buttons:rofl:) and deals about 1.17k damage. idk mine might be old news by now.

I do:

cr.:l: cr.:m: cr.:h::dp::h:(add :h:) cr.:m: cr.:h::s: Air :m::m::h::s: (land) (OTG Assisst):qcf:+:atk: (delay) :hcb::atk:+:atk: (OTG Assist) (Dash) cr. :m: cr. :h::s: Air :m::m::h::rdp:+:atk: :qcf::atk:+:atk:

First portion before UWT does 390k. Post UWT it’s 779k.

It builds 1 meter, sadly.

need some clarification on something guys i noticed in alot of combo vids with Spidey, him being able to go from a spider sting into an air combo, how is this done or how do you perform the cancel? I’ve seen c.l,c.m,c.h, spider sting, j.m,jm, j.s etc…

You’re confusing his launcher with the spider sting, both have the same animation.

ah, i thought that at first but wasn’t sure as they were doing the air combo so low to the ground it didn’t seem like the launcher and was happening so fast.

just a question about bnb by trag. instead of cr L, m, h, can i instead put in cr L, cr M, cr H?

@dudesimonlee
If your talking about Kamui’s combo then yes. Its actually better to have a cr.M, as standing M will whiff on most crouched opponents.

About web throw: The best assist to use with web throw is shuma gorath’s mystic ray. it is a full screen otg assist. So if you have your opponent cornered, you can combo into a web throw(throwing them out of the corner) then call in the assist and throw them back into the corner, then continue the combo. This deals incredible damage; about 800,000 with 1 bar, then you can DHC into Shuma’s hyper mystic ray after the maximum spider for the kill. All you need is the corner to be close to you, whether you’re facing it or not, and you can deal massive damage. The combo would go something like this:

vs cornered opponent

(can start with j.:s:) c.:m:, c.:h:, web swing :l:, s.:m:, s.:h:, web throw :m:, call shuma assist, web throw :l:, dash to corner, s.:h:, :s:, j.:m:, j.:m:, j.:h:, web swing :h:, maximum spider(this DHCs into Shuma’s hyper mystic ray otg)

with your back to the corner

when you are the one who’s cornered, you don’t want to combo too much before the web throw because you’ll be too far to dash in and combo. Just do a simple one like this:

(can start with j.:s:)c.:m:, s.:h:, web throw :l:, dash to corner, s.:h:, web throw :m:, call shuma assist, web throw :l:, s.:h:, spider sting :h: + second hit, spider sting :h:(first hit only), maximum spider.

both of these do between 800,000 and 1,000,000 damage depending on whether or not you DHC into hyper mystic ray at the end.

ok heres an update. spidey can now average about 723k of damage solo one bar no x factor.

j.s c.m c.h xx l web swing j.h j.s s.m xx h spider sting, spider bite*dash in c.m s.h xx m web throw super jump tk MS= 717.000

*= in the corner you can omit the c.m and just do s.h into web throw then super jump tk the MS. so far ive tested it on most the cast and its constant. works anywhere on the screen. i havent tried it yet, but i think in the corner you can set up for his infinite as well will test out later today.

so you’re saying that works midscreen?

I thought web throw, super was character specific only. Does the TK version speed it up or something?

also, what infinite are you talking about.

when cornered opponent falls in, dash under and get a cross up H web swing and vs most of the cast you can get a c.H xx m-dp+H follow up even though it glitches out and throws them back midscren oO, then c.m s.h xx m-web throw into whateva if you want. I mean you can always do like dash under s.H cross up into web throw too.

theres a vid in the daily bugle thread but in it it shows the infinite performed on storm in the beginning. as for MS off of web throw midscreen the vid also shows that MS can combo anywhere off of that if you super jump it as opposed to regular tk which causes a normal jump MS. looking at it SJ MS hits at a downward angle while NJ MS hits at a more horizontal angle that cuts short. this explains why when SJ MS whiffs on an opponent he goes sliding way past them to a ‘safe’ location. the infinite isnt that hard to do at all like i said in the other thread i got it on cap and dante havent tried on a big character yet.

if spidey can keep putting numbers on the board as far as solo damage is concerned i think what you were saying about otg assist will be considered more. since day one ive been using spidey, zero, doom rocks so ive always been without but he doesnt need a otg assist imo. ill post what i sent my friend earlier as to why i think this is so good as well.

Good stuff man! Any reason you use L. Web Swing? Is it cause of character sizes/spacing? Medium Web Swing should work on most of the cast still for more damage and doesn’t require the dash in…at least in theory.

To be clear, when you TK MS is the input d, d/f, f, u/f + 2ATK or is the input d, u, d, d/f, f, u/f + 2 ATK? I’ve played games where “TKing” something could mean either one of those inputs so I’m just trying to be clear here.

Also as a slightly off topic aside, word on the street is that Justin Wong is rocking Spider-Man/Deadpool/Iron-Man tonight on Wednesday Night Fights stream. Be sure to check that out and see what kind of combos and set-ups he’s come up with.

ill be checking that out later seeing as i want to do a spidey iron man team but L web swing is faster in both start up and recovery and is lower to the ground when its done causing for longer combos since hit stun reduction wont be gone as fast. so at first where i would use medium web swing it wouldnt connect more than once and still let me use spider sting properly you feel me? l web swing allows for two web swings a spider sting and still more damage than using the m web swing combos. plus since cH and sH are the same damage wise subbing cH is better for positioning the l web swing. so in short its all about damage and hit stun reduction.

as for the tk ms i go from down to up forward. there is a large window for hitting the 2 atk’s. you can look at it and wait for the spike of cloud to appear under his feet to time it properly you want to hit it as soon as you see the pillar. trust me large as window.

I’m so staying up tonight. He obviously plans to abuse the UWT setup, and although I think there are way better characters with OTGs assists, I’m always happy to see Deadpool being played. Hope he launds a taunt combo.