"One For J.J.!" Ultimate Spidey Strategy Thread

if you know missiles are going to mess up your combo do a webthrow so they all miss or some of them do. you can still get combo out of it unlike vanilla with otg zips so it’s not so bad.

everybody having missile doom bots on their teams is the future!

plasma beam still ok

Ok, i’ll try out Plasma Beam.
I guess I should practice my blockstrings? Should I just put up the computer on all block?

All block plus random pushblock

alright thanks

Is common knowledge that Spider-man can wave/plink dash through an opponent if they are encased in the webball?

Only some characters and you can’t plink it. For whatever reason spidey will only dash to cross up once. Also you have to be right on the opponent to cross up. If web ball held longer and spidey could double cross and web balls didn’t instantly break after long combos then this would be a useful left/right hi/lo mix up tool.

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Hey guys =]

Xero, I’ve been watching your Spidey videos on youtube, and learning a lot from them. In the one below, you connect Iron Man’s repulsor blast assist right after the opponent lands (2:13). I’ve been trying to pulI this off, but without any success, even though I did notice you cancel web swing L into a web zip in order to connect the assist.

Any tips? Do you call out Iron Man before or after the web swing? How important is the timing here? Also, would you mind posting the input for this sequence? (Not the entire combo, of course, just that part)

Thanks a lot!

[media=youtube]OArJEaeXaPs[/media]

I call Iron Man as soon as I land. The only thing thats worth noting is that when you are going for the air combo after launch in the corner you must jump straight up. Jumping up forward moves spidey forward when he lands though it really doesn’t look it but the zip won’t connect.

Inputs are

Land call Iron Man :l: web swing zip cancel (swing zip) j:s: land in corner s:h: (this is a new edition but makes it easier) xx :h: web throw…

Depending on your team you can follow up for more corner shenanigans or just finish with CA or another web throw into MS

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Now that part of jumping up rather than up+forward I hadn’t noticed… hahah
I’ll try it out. Thanks again!

Hello spidey people :slight_smile:

I’m not sure if ppl have found this but when you are in the corner and you hit someone with a :l: spidey sting/bite :h: and jab them right as you land… you dash and you’ll be in the corner… it might be a good mix up… just throwing it out there.

Also i’ve been on a character crisis… Been playing spidey dorm doom but i keep getting bodied by a mag doom strange… once spidey is dead he just xfc dorm and kill him and you know what happens when doom is last he just gets kited specially with strange teleport… so i was thinking of using dante or deadpool instead of dorm so at least i can have a fast teleporter that can also rush in… deadpool can give me unblockables with quick work assist and i know deadpool as anchor is pretty good too… but dante has jam session which is a good assist as well as that swag hard tag combo… i can’t pick… maybe there’s other options that i didn’t notice with these two chars?

Even if they back tech?

I’m actually gonna check that out right now lol

Edit: It does… you have to hold forward

Opponents usually tech away from the corner usually so it may have limited use, not to mention the dash after the :l: may probably leave you unsafe. Still not bad though since this may lead to some more tech.

yeah… i just realized that… anyway with my crisis problem… do you think you can give me pros and cons for each D? dorm, dante, deadpool

Hmmm, depends on what assist you’re using with Doom. The important thing for Spidey in my opinion is that you have one neutral and one combo extender. For the team to be more solid however, your second char should also benefit from your anchor’s assist. That aside, the 3 are quite solid picks but with Dante and DP (if you have them second) you’d have to do some tag in combos sometimes because both their supers have awful synergy with MS.

For example, with Spid+Dorm+Doom(missiles) you get a solid anti zoning zoner team with Dorm and missiles but Spidey suffers with the lack of a horizontal controlling assist that would allow him to get some rush downs. If you switch to beam, you’d lose the lockdown Dorm needs for his killer zoning and also lose on Spidey missile combos but you’d get a strong beam assist and get a good teleport + beam setup with Dorm. It really depends how you want to play the game. The similar issue could probably said with Dante and DP and the choice of Doom assist.

i’m actually using the zoning like champ’s but instead of mag i use spidey… maybe there’s some lock downs on incoming char with dorm blackhole assist?

My problem tho is when spidey dies without doing anything… i just get blown up when dorm comes in and doom can’t really come back

You can keep your approach to incoming chars safe with missiles also. Brightside plays the same team as you do but I’m not sure if he’s used to it because he used Wesker before instead of Doom.

Spidey like most chars benefits greatly from a good beam, I’d say Spid,Mag,Doom > Spid,Dorm,Doom. Although some matchups are absolutely free against Dorm+Doom, EMD > BH in most cases. (IMO)

I run Spid,Hawk and Doom and have tried swapping Dorm in with BH. He’s ok and helps a bit when rushing down it’s just not as effective as having projectiles backing you up.

With Spidey when you finish combos in the corner you can raw tag to Dorm for the kill leave a flame carpet and switch back to Spidey on entry. With dark hole you can bait for pushblocks and gain a uwt amongst other things.

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Thanks for info! it actually helped i did a lil bit better than how i’ve actually been doing… I guess dorm is one of those chars that take awhile till you get better with him… It turns out my spidey is super aggro that i kept getting grabbed and hit by mag and just die…

I have a question regarding movement tho… How d you move with spidey? i wish we can al play but inoticed most of you guys are on xbox360 andi 'm on ps3

Spidey’s movement isn’t constrained to one thing (which it’s easy to get stuck doing just ONE thing with him though) he has plenty of tools to fly around the screen that are pretty situational. The most common being web ball and then :df: web zip into your opponent with a follow up :h: during web zip, this is basically autopilot spidey that is seen a lot MAINLY because web-zip is pretty much always a safe choice since you block anytime during it (I think he’s vunerable the few frames before it “attaches” to something though). His air dash is pretty fast and kinda “swoops” in a low arc near the middle making it nice for quick overheads., finally his ground dash and more importantly is plink dash is quite fast but like air dash is dangerous because it’s a pretty big commitment with being unable to block.

Movement really depends on the character you’re fighting against, I don’t have any SOLID advice because I’m not really the expert on Spidey but I felt it’s better to test all kinds of angles of web zips with assist/web balls covering your approach and see which works best for you. Spiderman can even semi-zone without moving by catching people with his :m: Web Throw and making them wary of where they want to jump etc. Web Swing cancelled into Web Zip is also a safe option for movement, heck even just “psychic” :h: Spider Stings are an option because it can be made completely safe with a properly timed Web Zip cancel.