"My Spider-sense is gone :(" The UMVC3 Spider-Man Change Log Thread UPDATED!

There’s nothing saying he shouldnt be able to do it you just need a consistent setup that allows this like drones or cold star and even gustaff flame to some degree. Realistically the average spidey user will still abuse the air dash and get punished for it. That’s why we still have wave dash which was the prime choice of movement in mvc2. As for being punished what’s to say you won’t get blown up for zip canceling a web ball on reaction?

Zro was here…

You’re right, I actually meant air dash, instead of web swing. :stuck_out_tongue:

But I saw those change notes yesterday, and it made me facepalm. Air-dash->pushblock was a big tool for me to: a) push turtlers and zoners into a corner were their options were limited, and b) manipulate positioning with aggressive characters with better normals (Wolverine, Magneto) without taking lopsided risks and getting hit into a big combo (this, to me, was Spidey’s best (only?) chance of dealing with characters like wolverine outside of a haggar/tron assist). This technique was completely unknown/underrated, but it was sooooo good. You could literally make the rules on screen positioning, and even better, it was always easy to lure people into a corner (unless it’s Ammy), since they like to never stop hitting attack buttons. Now zoning has to be approached with wavedashing (unless you have, like, an iron man beam?), which will likely take away/create less occurrences of his best combo starters - his air normals. And aggressive characters must be dealt with assists, new undiscovered UMvC trickery, or again, take lopsided risks with his comparatively less viable normals(unless they nerfed the top-tier’s normals).

All those other spidey nerfs, I was taking with stride, since I’m gonna spend the entire first day experimenting when it comes out (gonna take off work and everything), so I was confident that I could work around it. But this latest note just makes me throw my hands in the air! Not because I can’t work around it or anything, but to the question of ‘how hard does capcom want me to work’? I’ve literally spent dozens of hours (days worth) solely on training with spidey/spidey teams and came out with marginal results at best. Spidey in vanilla was definitely very powerful, but he took alot of skill and knowledge, plus he’s a melee character without a ‘true overhead’ to mix-up/open characters up (we do have a spider-sting->bite, though). Not to mention his bad assists hurting the team structure of every team. Meanwhile I look over my shoulder and watch these 8 million wolverines with 30 min training having high-win rate records and enjoying the game alot more. A few months back, I saw a first-time tournament player with team best friends clean out a local ATL tournament with (I believe) 30-40 good players and get first. That was straight insulting

But at the same time, I see your points though. Sorry for my vent, but I’ve been taking these negatives in stride for too long. But maybe I’m being pessimistic – maybe those web cancels are good enough to make me eat my words, and he’ll stay right where he is on the tier-list (high mid, which is good), or maybe even move up

well i’m just saying that in mvc3, we had airdash -> aerial. but we only committed to the aerial once we pressed the attack button

in umvc3, we’re committing as soon as we airdash. that’s just a ridiculously large difference.

Has anybody actually been able to get IOH web swings to work consistently? When Vanilla was new, I spent quite a bit of time in training mode trying to get a consistent input for it but never found one and just gave up in the end. I’ve never seen anyone use it in a real match either.

what does IOH stand for?

Instant Over Head.

thanks. does it hit overhead if you tigerknee it?

Yup. Really tricky to pull off though.

I worked on it for a while, and got frustrated with it, so I gave up. I was going to go back to look at it, along with the maximum damage I could get off of air throw->OTG and anti-air’d Spider Sting~:h:, but I got too caught up with trying to find the best combos/resets I could find if I had Hulk on my team instead of Wesker.

i just use :l: spidersting/bite for an overhead if they block all my crouching normals.

The problem with using :l: Spider Sting is, and I have been completely wrecked by this problem after just 1 day of using Spider Sting during block strings, is the fact that you can easily pushblock the first hit of Spider Sting on reaction. We need to start getting to the point where we can open the opponent up with a simple j.:l: using assists that will allow us to continue the combo, or we’ll just have to make the IOH Web Swing work.

I think with web zip special cancels, it might be alright to use it. Just web zip on reaction to the pushblock and you’re back in dat ass.

OMFG, why do I ALWAYS keep forgetting about f*cking IOH’s with WebZip? =______=; That’ll be hella good in Ultimate!!!

how sick would it be if you could do heavy spidersting->webzip to the ground and cross them up->st. M st.H-> M webthrow into the corner

Bruh, you be stealin’ mah shit!! XD Jk, Uhmmm, I’m not sure how useful that will be, seeing as how Web Throw was the whole reason to start a combo on them in the corner, since that was the only practical way to continue the combo and it was the only legitimate way to get some RIDICULOUS damage.

However, that inspired me to create a ridiculous combo that starts with Anti-air Spider Sting xx :df: Web Zip.

i hope the webthrow damage doesnt change, just that it scales. I remember seeing a gameplay video of a guy using spider-man and his webthrow didnt kill a ghost rider when he was pretty close to death. it was pretty disappointing to watch.

This.

I don’t care if it’s less safe/not safe, you were never hitting anyone with ground web zip outside of combos because it can be crouched under by almost everyone. At worst it’s a nerf to air web zip but I always saw the speed buff as a huge buff to ground web zip.

Not being able to block during an air dash might not be so bad since we can block after web zip start up (unless that’s out too), which is noticeably faster. I don’t think I’m going to get fullscreen supered on reaction for using a web zip without being able to block.

maybe because of the speed buff the vertical ground web zip might be useful now

yea, that’s how I always overhead… jS, Zip xx jS. that usually works for me

I went back and played MvC3 a couple of days ago to see how the OTG web zip would work in UMvC3. From what I speculated, Spidy can’t OTG with web zip in the corner unless he back dash. Although timing won’t be a big problem because the web zip buff in UMvC3.