couldn’t really get the setup i posted to work unfortunately.
Log Trap too good. It’s even better for counterhits and air control, but it’s still very effective in that situation.
Anyone tried using hyper animation freeze canceled into UWT to catch jumpers, I have been getting a lot of success with it
I do… sort of… when an opponent is incoming and I have thor out, i like to do :h: mighty spark to force them to block, then mighty punish when they land. if they jump, i DHC into UWT, otherwise they get grabbed.
I noticed two things while playing around. Seeing as how I’m the one who noticed it’s possible they’ve been found already and are useless or are no brainers. I can’t call myself great at this sort of thing. heck my only post in this sight was asking for advice in the team building thread. But what the heck, here goes.
Thing 1: If you have an opponent caught in a web ball that is touching the ground and dash while your right in their you cross them up(unfortunately it doesn’t work in the corner). Possible reset options maybe… So far I can’t find any set ups that take advantage of this but like I said, I’m not great at this.
Thing 2: (It’s entirely possible and probable that it has been noted but since I’m here) Though during the sending out of the web animation of web zip you can’t call assists, like with blocking, after it’s connected and sent you flying towards your target, you can. You know, maybe one can pull some Kusoru style Viewitifu Joe set ups calling assists when it looks like one can’t and is moving from one side of the screen to the next.
Anyway, figured I would at least try and contribute something. Sorry if there isn’t much that could be done with this and/or it’s old news.
For “Thing 1” You said when an opponent is caught in web ball on the ground you said you can dash through them if your directly in front of them, do you mean you can dash through when they recover from it or or while they are still in it?
Ah ok i play a similar team like you Spidey/Thor/RR(spit fire of log trap,depends on match up) or Vergil, Strider/Thor/RR or Vergil or Felicia. Once i condition my opponent to jump away from Thor not to get grabbed I DHC into Spidey to catch them with the UWT. I got the Idea from ABEGENS set up with Thor and She-Hulk.
When they are still in it. I think I’ve pulled it off with the light version before but the timing is insanely sensitive. When I was just attempting to replicate it when I first did it by accident I used medium and hard to have enough time to get past. But as stated before I’ve yet to find a way combo that can end in this scenario where they are held long enough to make it possible, mostly cause I can’t seem to get the dang web ball to connect, though I’m new to seriously playing fighting games so I might be over looking something. Plus I haven’t tried too much outside of my own team(Though I just had a idea I need to try). If I had some form of recording equipment I’d take a video of it, but unfortunately I do not.
Hmm… I will have to look into this web ball cross-up technology… good find, 1337Sabatoge!
can someone tell me if jS or jH comes out faster? I once looked in the guidebook but forgot what I saw.
j:s:
j:s: is 9 frames startup, 8 active, 11 recovery, j:h: is 10 sartup, 8 active, 16 recovery
this makes a lot of sense. thanks. that’ll help my confirms for strider otg.
If you’re going for OTG after a vajra assist, I think it’s easier to use j:h: for the first zip OTG. It floats your opponent higher and it’s less strict to follow up with either a s:m: or s:h: compared to doing a follow up from j:s: OTG. It may push your oppoent a bit forward though which may require you to dash, but I think the momentum of the web zip would lessen the effect.
People are still overrating spider sting assist because of that trick. Yes its invincible during the trick but outside of that you’re not getting anything off it. Its a horrible anti air due to spidey not being invincible and leaves him hanging too long to be punished.
Web swing on the other hand has better uses such as space control, combo extensions, comboability after cross over counter into full combo that gains spent meter back, relatively easy hit confirms, and provides a decent left right mixup for some characters that can exploit it.
Web ball, as safe as it is, is slow and doesn’t do much for combo extension, space control, or mixups. Workable but not as good as web swing.
I blame Airborne… :lol:o_O shrug
the main problem i’m having with jH is that depending on positioning it doesn’t come out fast enough. if i’m really close to them when they get hit by vajra, I jump and almost instantly web zip otg, and the height is so low that jH doesn’t come out!
the one frame difference may or may not matter here but we’ll see. I might have to use jM!
Ok I think I have a possible set up with that cross up tech, but my fingers don’t want to work with me enough to get it to a point where I can see if it will work. I remember seeing a youtube video Xero made where he mentioned a light Spider Sting/Spider Bite let’s you hit the ground quick enough to use a light web throw, and the medium web ball has only 2 frames more start up. I swear I’ve connected it once or twice, but unfortunately with my crappy execution the times I manage it I never attempt to wave dash past them because I’m taken aback that I’ve actually connect it. On an unrelated note the cross up property isn’t specific to Spidey on point. If his assist is web ball connects the current point character can do the same thing under the same contitions.
I really need everyone’s help here. My friend runs a team of Wolverine/Doom(a)/Wesker. I don’t get shut down by his Doom or Wesker. But when I fight his Wolverine I can seldom get past it. Whether it is the crossup berserker slash stuff, to getting thrown the minute I try to jump to do anything in the air, to divekick. I feel completely shutdown. I am currently running Spidey/Dante/Doom(missiles) and Spidey/Doom(missiles)/Ammy(lockdown). How do you guys deal with Wolverine and insane rushdown. I mean I can deal with scrubby wolverines that abuse things but this guy spaces his divekicks and uses plasma beam assist to make everything safe. Is there any way around it? How do you guys deal with Wolverine?
Jump back :h: xx into zip. Shit was working wonders for me at power up, unfortunately I haven’t played many other Wolverines offline since then :sad: Anyways what’s your assist on Dante? Also remember c:m: s:m: and :l: spider sting/bite and every so often a TK :l: web swing stop dive kicks so use those along with j:h: xx zip when Doom is called. Other than that keep moving and don’t let your movement get predictable.
I have been using Weasel however I am thinking of changing to Jam Session. My biggest problem happens when I jump though. Everytime I try to jump air :h: I get air thrown. Then it usually is pop xfactor kill spidey or Wesker otg assist to combo that kills spidey. Everytime I try to use air anything I get thrown. Every time I try o escape block strings I get thrown. It is really frustrating.