That means you are too predictable. Sometimes you have to block and eat a little bit of chip before you can escape. I promise you the less you chicken block the longer it’ll take him to open you up and the faster you’ll be seeing what kind of offense he really has with his team. Once he sees you can block you’ll be able to pushblock or just super jump out safely when you see the opening.
Thanks a bunch I will work on that! I guess it is good to know I have options other than chicken blocking in that MU.
That plus the good thing about knowing how to block is you also learn when to counter to escape as opposed to just escaping.
I find that c:m: does work but :l: spider sting/bite can sometimes trade. I’d rather not risk using these as just a few frames early or late would result in a dead Spidey.
I think you’d get better off with jam session than weasel since you get SJ protection and the occasional push effect. The hardest part vs Wolvie is the first few seconds of the match because of his dive-kick-grab [S]option[/S] BS.
Remember that when going vs Wolvie, you’d either stay next to him or fullscreen away. Try to avoid air dashing unless you’re sure that you’re safe (one of my bad habits) and abuse the wall jump or wall jump + :u:/:d: zip assist call to get some damage while running away. You can probably follow up with some choice assists.
What is the motion for wall jumps? I always do it accidentally when I try to web ball but mess up.
Just do :uf: when next to the wall.
This is true but if he is spacing his dive kicks correctly like he said :l: spider sting beats that shit as opposed to up close
Thank you. It always happens when I don’t want it to, but when I want to do it I don’t know how.
Out of curiosity, has anyone tried to mess with guard break possibilities? I have a few techniques down that I tested before I left but some more just popped into my head not too long ago. Some for pushblock attempts others for normal blocking.
wait, there are guard breaks in this game?! how?
from what i understand, you can do more than one action during normal jumps. In mvc2, you can only do one, so that’s why guard breaks were possible.
is guard breaks in mvc3 something else?
yes it is something else.
on incoming, a character cannot be airthrown or command air thrown unless they have pushed a button, or they have been put in block stun/pushblocked, or have been hit.
guardbreak setups involve air/ground grabbing the same frame as the incoming character blocks an assist
or
ground grabbing a character as they are blocking an assist the same frame they land on the ground
any team advice for spiderman and RR ?
Log Trap + Web Throw is barrels of laughs and fun, make sure that you can react fast enough when you land it, and I’m 100% sure there’s some silly stuff you can do with his super trap+ web throws, I never got that far though I dropped him for Dormammu =/
thanks. goin into this i knew logs and web throw setups are in the plans, now im left to go figure for a OTG assist im already putting doom on the team cuz he and spideys synergy(if you wanna use that word) is really fun
so you mean i can call doom missiles at the right time, make them block, and if i time my throw perfectly, i can throw them while they’re in block stun?
they can’t tech out of the throw?
correct, i believe. although, if the character incoming just blocks then idk if you can air grab them. the ground grab has been proven though.
pretty sure you can’t throw someone who’s in any kind of block stun//hit stun… otherwise you could lock someone down with an assist and grab them while its on them. At least I thought grabs could only be performed if an opponent was in a neutral//attacking//moving state (they have some control of their character)
if a throw command is made on the VERY FIRST frame that an opponent would be put in hitstun or block stun then they will be thrown and It will count as a combo. it makes no sense but this game’s mechanics allow it.
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And with that said I’m trying my damnedest to make a strong as guard break that doesn’t depend on pushblock.
So I played a bunch of offline games with IFS Justin(Wolverine player today) and I was actually punishing Divekick rather effectively by dashing under and catching him right before he hit the ground with cr.:h: > :l:* web swing into a full combo. It seemed rather consistent and didn’t even trade or anything, it actually beat it every time. I just wanted to ask you guys is that supposed to happen? I mean is cr.:h:* a reliable way of beating out divekick? I had a lot of success with it but I was wondering if any other Spidey players know of this or know if it is legit?