Well It took long enough but I’ ve found Spider-man’s Infin. or should I say it was there all along. Anyway I’ ve tested it so far and it works, however a person can tech roll out of it.
Get oppon in corner:
Perform a spider-sting using jab, however do not hit the jab a second time while he’s in the air. Wait until he lands and hold the down direc. and press jab and the do another jab spider-sting and repeat.
It’ s actually nothing new really because this was known even back in MSH, however this time the timing is a little tricker.
U may have to practice getting the timing down for the c.jab after the spider-sting but it works.
As far as spidey moves go well, I found out that he can attack after a S.j,S.lk . Yes, I know it sounds weird but it’s true.
Dash in: (while performing this combo make sure u continue to hold Forward) S.j,S.lk S.lk,S.fk. Once again it’s all about timing, plus it depends on the chrc. too. This will not work on Megaman, Serbot or roll. Everyone else it does. For Big Chrc like Jugg,Hulk,BH,Sen. U can combo like S.j,S.lk S.lk,S.mk,S.FK.!!
Now keep in mind u can substitute a C.Fk, instead of a S.Fk for a little extra, which may catch a few ppl at first cause they will be surprised that spidey can do that, but they might catch on and tech roll out of it instead. I really don’t need to say, but u should know by now Crawler assault can be done after the C.Fk so throw that in if u can as long as the oppon don’t tech.
Now I know there are some spidey player out there and then there are some who don’t have a clue or just don’t care what they are doing. I’m gonna mention a few ways in which I play spidey and maybe it might help.
1.U should practice his dash more to get the rhytem of going in and out. It may look like hop-scocth when u get it down properly.
But I’m talking about dashing in and out from short dash to long dash. Mixing the dashes up that will make your oppon. more concentrated on u then usuall cause they don’t know what to expect.
2.Okay some of u may not know by now but that’s okay. If u turn attack data on in training mode and perform spidey’s jump-in four hit combo j.lp,j.lk,j.mp,j.mk you’ll see what the damage done will read out. Same thing with his standard air combo Sj.lp,Sj.lk,Sj.mp,Sj.mk. These combo’s should rarely and I mean RARELY be done in battle. they are more for showing off or confusing or mixing it up. If u do jump in use j.lp,j.lk,j.fp or j.fk those three hits do more damage than the typical jump-in. Also when air-comboing with him use Sj.lk,Sj.mp,Sj.mk and web swing. It does more damage then the usual.
A Jump-in J.lp,j.lk,j.fp or fk c.lk,c.mk.S.fk Sj^Sj.lk,Sj.mp,Sj.mk and web swing does just about the same damage as his Maximum Spider or Ultimate web throw.
3.Spidey has three launcher’s 1.Df Fp or S.lp,S.lp 2.Df Fk or c.lk,c.lk 3.S.Fk
In my personal opinon his best launcer is the Df FK however I do it without the crouching due to the fact that ppl kow about the second hit. It’s pretty damn fast, in fact only Cyclops is the only other chrc with this type of launcher so think of it as that. I use the Df Fk as soon as a match starts cause it’s designed to get ppl who crouch attack or sweep. It’s also great against Storm,Mag,Rogue,IM players. But remember there’s a small delay if missed.
There’s so much to spidey I can’t go into great detail, but it’s up to u to believe in what your doing when u play with him.
An effective team I use is Spidey/Dr.D/IceMan Capture/anti-air/projectile. Believe me it all makes sense.