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

Thanks mono… yes I noticed that i can’t do the same movement with spidey coz i’ll either get grabbed, get caught by just mashing St. :l: or a :s: by magneto… But i have this feeling at some point of the match “WHAT DO I DO”… the moment where i pretty much tried all the movement… web ball zip up, air web ball… then i’ll air web ball cancel to zip with j.s or j.h with doom missiles to go in… if i don’t get a hit i just start holding up back and think on what to do next… do you guys ever have that problem?

So i’m trying to pick up a new a second team. What do you guys think of Zero, Spidey, Ammy? What assist would compliment Zero well? I was thinking his Web Zip move? Anything else i should know? Also I have resets w/ zero that can lead into the ultimate web throw for a guaranteed kill lol.
I am also thinking of Ammy, Spidey (web swing) and dorm (purification). This team is my favorite out of the spidey teams i’m trying to work on. Would spidey or ammy be better on point? W/ ammy i can easily get the UWT reset using slowdown install. Also if I have Spidey on point should I have dorm second w/ purification? I was thinking of using purification for otg situations w/ spidey and also for air control when moving through the air and maybe some tick grab setups or pushblock setups in the air. Also ammy in sword mode w/ purification allows her to get more of the forced ground bounces. Thanks for viewing and let me know what you guys think.
Also don’t know if anyone knows this but you can get 1/2 more actions in the air and an extra air dash w/ spidey if you cancel his SRK move w/ the web glide move. Also if you use the web glide move starting on the ground you can get an additional air dash too. Maybe this can be useful for evasion and more mixups w/ assists and turning back using the webswing move in the air :slight_smile:

From what I’ve learned about Spiderman I believe his true strengths lie in being a point character, having him 2nd diminishes some of his latent flexibility he has as a character, being able to be aggressive/zone separately depending on his assist calls. Although that is fundamentally true for the rest of the cast that having two assists available makes the point character stronger, I feel it’s more important to Spidey’s game than others.

Also building a team with Zero on point you’d do better with having a stronger assist than Spiderman, he REALLY doesn’t function well as “just” an assist when compared to others, which is is another reason why he’s better leading the charge.

I have that same issue and with marvel itself being such a fast game I have a hard time analyzing my opponents movements and responding correctly so I can’t offer much advice on that other than you just need to experience and get used to the game as a whole =/ Brightside/Mame/Xero/Airborne, and the others I’ve seen have shown that there are measures that can be taken to deal with Magneto and the rest of the cast, but like I said before(and as simple as this may be it is pretty important)having just a better feel for the game helps a lot when trying to discover correct approaches with a character.

Can anyone offer done advice on which assist to use? Right now in rocking spidey, dorm, mag. I dunno which assist is better, either something to help with keep away or extend combos. Thanks.

Also any tips on Web zip otg relaunches?

run any assist for spidey, dark hole for doom, disruptor for mags. if you’re looking for combos with that team, check out inerd’s channel. I wanna say its inerdplaysgames or something like that.

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The Spidey assist is what I wanted some input on. Right now I’m using Web Swing, I’ll check out the channel and see if theres any good setups. Thanks.

What is the best way for Spidey to web zip closest to the ground? Back dash, cancel with jump, web zip immediately after?

web swing zip cancel
spider sting zip cancel

depends on the combo

Played Yipes on friday at his house when I went to NYC. Played him about 225+ games and man… His main team is perfect. Score was like 182-45. I want to do a write up on everything I noticed but have been very very very busy (working on moving to Cali) but this guy is a Casual god. It was super frustrating to beat him because I wanted to adjust and win so badly, but his main strategy is to SF4 Abel you, (idk who here playd that game) where essentially he puts you in a huge 4 way mixup on incoming and during rushdown. His nuetral game with Spencer is really good but he has a sure fire way of getting in everytime to start his offense so his neutral game almost doesn’t matter. And his conversions make him the scariest Spencer player in the US. ( Scarier than Combofiend) Yipes will convert an air L from superjump high into a dead character somehow and it just makes you petrified of getting touched. His bnb does 1.1mil and his incoming mixup is almost a free second character dead.

It’s no joke. He only loses to like, people who force his spencer to block. (Phoenix, Zero, etc.) So I really only ever see that guy losing to only like 2-3 players now. It’s insane. Be ready.

Point Spencer is a tricky match for Spidey. You really have to be careful throwing stuff from the ground and from normal jump because his zip works really good against that. Wrong timing on air web balls against a horizontal zip will get you killed. Doing wall jumps to get a bit higher are also risky to do because his zipline’s speed. Also, you really can’t get hit by Spencer because any good player can ToD with him real easy.

i’ve been playing vs a technical spencer for a while

although he doesn’t have the same speed, he has very good confirms and TODs

also spencer w/ unibeam assist isn’t crM aa’able lolol

it’s one of spidey’s harder matchups

a lot of times you have to get lucky because spidey doesn’t force bad situations from neutral. he just plays a safe neutral

Any point Spencer should have that portion covered.

Spencer’s ziplines can be hit using normal moves but I think it would nullify the hitbox of the move you used because you’ve already used one hit. Happens to me when I sometimes do j:h: to web ball against Spencer. The zipline eats the j:h: but Spencer still moves forward and hits you out of web ball. He then does his braindead ToD. Similar thing happens when you do sting against his down-forward zips, the sting hits the zipline but the sting can’t be cancelled to bite.

I haven’t tested it yet but maybe you can beat his jump forward zips with a j:h: xx web swing since he can’t block during the zip. I can’t think of a combo at the moment to confirm from that height but I reckon it wouldn’t be difficult. With this, you won’t have to worry about projectile assists backing Spencer up.

Well thank you for that Raoh I didn’t know that j:h: could beat out the zip. Now that I do I know the exact combo I should use to counter that :wgrin:

That’s part of the problem I run into w/ Spidey and Deadpool, any normal jump move seems to get hit but his hook prior to him zipping across, it is an exchange, because he is unable to attack while zipping, but the hook sends me reeling in hitstun. This leads to him swinging like a wild man from the ground and me falling/blocking toward the ground… Just not a good feeling.

That position beats him being above you with his assist pelting you however

The j:h: actually doesn’t beat the zip, both the zip line and the j:h: hit boxes seem to just get nullified. Spencer’s momentum from the zipline still carries though, which is why you may be able to beat it out by cancelling the j:h: with web swing. I haven’t thoroughly tested it though but that seems to be what happens whenever I use the sting and j:h: against Spencer zip line moves like previously mentioned.

I hope you guys can test it to. I’ll try to confirm also.

I won’t be able to test it at the moment but if it nullifies that’s all the same in my book as Spidey has easy hit confirms from :h: web swing once you understand the air dash follow up

You know it’s coming, you can feel it coming, you see the assist pop while he is in mid-air… Then the full screen zip line happens and pain ensues… I will work on the j.h and see how it goes :slight_smile: thanks.

Off the painful spencer topic a sec. I just found the right momentum to consistently get low enough to the ground off of a light web swing usually best in the corner to combo down to the ground, jump and still continue hitting, while maintaining a combo,any suggestions on how to follow this up for further damage, or am I just not pausing enough in the second round of air assaults to land and perform a spider sting/bite follow up? Assists are usually Dr Strange bolts or eye, Deadpool katanarama.

Hahahahahah! Tested it out and jump normals do nullify the zipline and Spencer still does have momentum to eat a special. You have to use :l: web swing because it’s Spidey’s fastest air special, if not you’d eat an air Spencer normal and get ToD’ed. The normals you use to nullify the ziplines cannot be chained to other normals or j:s: so you have to use :l: web swing in Spidey’s case.

I tried to use instant j:h: to react to Spencer’s jump zip but the Spencer zip line comes out very fast and will hit Spidey out of his jump. What you can do though is to use instant j:m: cancelled to web swing. However if Spencer does an instant jump zip, you’d need good a reaction time to stuff it with j:m: but the problem is Spidey will be too high for the web swing cancel to connect. You will have momentum on your side though so you can web zip from the jump and just do your thing.

With this knowledge, I’m pretty sure Spidey vs Spencer matchup definitely turns to Spider-Man’s favor and other char matchups vs Spencer may get good bumps too. You can just do j:m: j:m: j:h: or j:s: after the air :l: web swing to standing ground series xx sting as a punish. :smiley:

Thank me later when you’ve used it in a match. :slight_smile:

What’s your combo and when in the combo is the opponent dropping?

  1. that is what I’m talking about when you get off the ground a bit too slow, the hand hits you and you flip backward… Is the cause lost at that point? Or will your web swing still be effective?

  2. crouching l, m, h, light web swing, air m, air m, air heavy (land) , standing m,air m, air medium, air heavy…

Instead of landing and using the stand m, standing h, (choose your poision) I wanted to get back into the air while maintaining the combo but Spidey and friend are still too high for him to land, and do a sting/bite combo…
Since it works best in the corner I may try to find the spacing to get a web ball off, land and UWT… it just has the feel that more meat can be added, just missing a piece…

To add on to this Spidey-Spencer discussion, wall jump, for the most part, puts Spidey above the average zip-line location, allowing Spidey to continue to toss web balls without the grapple interfering. Although it’s somewhat difficult to get to this spot when Spencer starts it up, it is still usable in some situations.

Also, to continue on to my parade of how c.:m: solely beats Spencer, it beats him in footsies too; if Spencer tries to poke Spidey at any time, c.:m: will snuff him right out. It’s absolutely hilarious because I’ve even mashed it against Spencers in my face and they can’t do anything about it (besides punish it on whiff, but that’s a general rule). If they try to Bionic Arm it, respond with Crawler Assault (as long as they don’t have a DHC like HSF behind Spencer).

If you’re trifling with a Spencer that is zip-lining while calling a horizontal assist and you’re pinned to the ground, it is still possible with a few of the plausible assists to simply just anti-air Spencer with c.:m: and not follow it up. Somehow, the foot will not get tagged by these select assists.

Another random thing about Spencer, if he’s in the middle of combo’ing you, be sure to silently input throws during the :h: Grapple. They love that party time, and a standing throw will ruin any opportunity they have at a standing reset.