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

Yes kinda like Rhino Charge or any other counter or super that allows full combos after it. If anything it’s a costly reset but it’s very much doable for when plan A isn’t going to work. Plus now that Spidey can OTG by himself after UWT you don’t have to necessarily worry about that followup character having a super that does OTG or allows them time to OTG through a normal. Sounds like a win to me.

The self OTG is a Godsend. As good as Wesker is, I don’t really want to put him on my Spidey Squad. I’m looking at the newer characters for now and see if I can find a fit. Iron Fist has really good DHC synergy with Spidey, as does Hawkeye. I’m hoping I can figure out a squad with Spidey/Iron Fist/Hawkeye…they’re allies in the comics all the time. Maybe they’ll be a good team in UMVC3?

  1. Web Throw is the same only it scales now, both in damage and the ability to hit in longer combos. They pop out before you can snag them after a launcher into JC’d H Web Throw in some of Pete’s longer combos…unless they’re in the corner. (This actually leads me to believe the trajectory the opponent is launched at with standing S is different than Marvel 1. Perhaps this is to prevent the Web Throw infinite? I haven’t tried that yet nor do I really want to).

  2. Most people can probably get out of UWT by mashing a jab off or forward tech in the air. The beauty of this though is that if they’re going to tech forward and mash to escape it, you can bait them with it pretty hard. (Thus the Rhino Charge comment above). Those that couldn’t get out of the neutral tech are most likely still not getting out (cept maybe Chris since his moves are faster in the air).

The problem I’m seeing is that the time between seeing whether or not the opponent is teching forward to attack and the player knowing whether or not to go for the UWT does not leave a whole lot of reaction time for execution. If reaction time isn’t there, then that would mean the player would have to guess. The UWT reset would be much closer to a UWT mixup.

some notes i found interesting

jS hitbox is better for crossing up now
crawler assault still has bad invincibility. startup is noticeably better tho
UWT still has decent range near the ground (already pointed out)
launch -> jh -> air h webswing xx web zip doesn’t really work because the opponent goes too low to get anything and the web zip usually hits them ending the combo right there
i really want a damaging combo!!!

To anybody who owns the game, Vanilla Spiderman could do around 30%-40% of damage using a simple combos and some bnbs. Is anyone noticing a possibility for this in Ultimate given the damage and hitstun scaling?

shoot… I can’t wait till Tuesday now

wut. vanilla spiderman can hit 70-90% depending on where on the stage he is, and 100% with certain assists pretty easily.

if anything, his simple bnb’s probably do 500k

does web zip otg - akuma tatsu work together?

akuma tatsu is awful for combos now

Definitely a silly situation to put yourself in. The only character I could see this really being useful is if I have Storms hailstorm ready and even so I’m spending 2 meter and certain characters can just double jump and not deal with it.

So Crawler assault is as awesome as it looks, Start up is the same, mashing it helps, but the hard knockdown is awesome. DHCS are still good while the character is flying away ( i use doom’s dp) and the hard knockdown helps for OTG supers or even Spidey doing his own OTG x MA

BTW, OTG x MA is really fucking hard. His OTG is the second worse in the game (haggar being #1) but its definintely better than nothing!! I was using dante jam session, and chun-li legs to hold them in place after my OTG so i can land in time to combo. Fun stuff.

This also works with the new team I’m working on. I have Iron fist rising Kick assist, so I can use my OTG into rising kick assist and get a full wall bounce everytime like in my theory fighting. the only thing is web throw fucking sucks and hurts combos more than helps it now, so untill I figure out an idea follow up I’m either doing Dash CA or just MA after Iron Fist wall bounces the opponent.

I still love spidey, his overall hit and run still got wayyy better. Still very salty about the web throw nefr. but I guess it had to go.

I’ll answer any and all questions untill everyone gets it. I’m in trainnig mode now.

And Rhino charge wouldn’t work to bait an opponent mashing out of forward tech because they’ll be airborne. I think Doing fake UWT setups isn’t the future for spidey, not reliable and more meter spending. Meter gain in the game is CRAZY nerfed. Even spending the meter to snap characters in I have to really think about because that meter wasn’t easy to get.

And by theory Spidey OTG into tatsu assist should work fine, it’s been working with all the other chars I’ve been trying.

The way my spidey was set up in Vanilla, He would play a hit and run game where as if he hit you, you would die. Now he’s definitely not killing ANYONE in one hit unless we figure some shit out. Because his damage right now is terrible. He’s oh so fast though.

Oh yeah Random notes.

Launcher cause opponent to fly slightly back so things like S TK Web throw doesn’t work ( this was noted a long time ago just reiterating)

Spidey can no longer do S.H cancel into S during most combos( not even after web swing M, M, S, ) ( dont ask why) After a spidersting you have to Sweep into S.

And I disagree with phantasy. Spideys Invincibility is the same, but since the start-up is POSSIBLY ( may be a placebo effect) faster, his invincibility seems better overall. I was using it to go through beam supers, and dormammu’s ball just like I was in vanilla.

What kind of combos are you doing? How much damage? I assume something like ground series -> spider bite/sting -> air series -> web swing -> OTG + assist -> how much more can you do before opponent recovers?

Can you test two things for my team please?

First can you following up the otg after an airthrow with Wrights walking assist with/without Turnabout mode.
Can you check if you can DHC correctly from CA to Phoenix’s Maya Hyper and from MS to Objection in the Court Hyper

Rhino charge still connects with airborne opponents so that doesn’t rule out that possibility. As for uwt in general it’s still not a go to type super so the need to cover yourself is something you should keep in your head for those few times you are using the super to begin with. Also as for the tech time after web ball you have more than enough time to react. Not only does spidey jump back they still have to move forward if they must attack the animation still starts up allowing you to dhc before it connects

Zro was here…

Well, it’ll work if you’re going to hit right away with the CA so their beam stops. if not, you’ll take a couple steps then get hit by the beam. aka it’s not hyper charging star or akuma dp super ;[
the speed up will make it easier for combos for sure.

overall otg assists will still be useful. web zip otg is currently most useful for air throws, and corner airthrows are still tricky to hit with the web zip otg

pretty sure that combo is way too long for akuma tatsu

Alright Just set up my Capture card. I’m taking requests and questions. The good questions will get an in-game video response so you can see how it looks.

Check out youtube.com/inerdplaysgames

Doing a very small raw series called Small Spidey notes. Uploading vids as we speak. This is so we can get some better theory fighting going and figure out some cool stuff before the game even comes out. Also, to answer a lot of questions you guys have had for the past few months.

HOLY SHIT, haha yo BEERmeORFEARME, I made a vid using akumas tatsu for you. I just realized that I played you on PSN a few times and have your ID. I’m ClearlyANerd :stuck_out_tongue:

Ok you’re next. I’m not going to tell you, I’m going to record it an show you. :stuck_out_tongue:

Also, any other requests with people who have AIM, I’m iNerd18 on there. I’d get to your questions the fastest. I’ll check here while Videos are processing and uploading.

Ok cool, just trying to see what the limits are of what you can squeeze into a combo after using the OTG.

Do you still need to TK the input for Maximum Spider after a web throw? Or is TK’ing not required because the opponent floats higher?

Essentially just looking to see rough damage output / how vanilla BNB’s compare to this version.

I’ve been able to do OTG Zip xx j.H, st.MH, Spider Sting xx Bite xx st.MHS, Air Series. Its fair to say you can get a decent combo off the OTG.

I still TK it out of habit. I’ve whiffed without it so I assume that you still need to TK. Window is not nearly as tight though. It’s super easy now.

His damage output is definitely lower (but then again so is most of the cast. Hit stun really breaks a lot of the old BnBs for most characters not named Doom or Wesker… you’ll definitely be relearning stuff regardless of who you are.) You can still kill in 2 combos but it’s like day 1 Vanilla combos (600k~)… I’ll let someone else figure out how to do more damage but for right now that’s what I’m working with.

Just finished recording a vid for you Zephil, Left out the Court Hyper part, sorry didnt see that.

uhm, I gathered all the evidence but Can’t enter turnabout mode. Sorry not a PW player. How do I do it? I thought once I did the hold it move it auto changes me.