I’m having issues figuring out just how much you can squeeze into combos with Spidey. I never end combos with a hard knockdown, always a whiff because I either suck at execution or get greedy vs the HSD god. Anyone have any input on maximizing what you can do before Hit Stun Decay cuts you off? Bonus points if it involves a UWT set up.
c:l: c:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: xx :l: web throw OTG zip j:s: s:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: xx :l: spider-sting~bite
c:l: c:m: c:h: xx :l: web swing j:h: j:s: xx :l: web swing j:m: j:h: j:s: c:h: xx :l: web swing j:m: j:m: j:s: s:h: xx :l: spider-sting~bite
After the bite you can either do s:h: xx UWT, instant overhead :l: and throw them once they recover, or you can do the fake TAC reset.
Why do you prefer air MMS over MMH so early in the combo? And what is the fake TAC reset? Is any of this space dependent? Also, why do you prefer the crouching magic series? Does that have a different affect on the juggling? In the lab, when I set the computer to blocking low and mid, Spider Sting/Bite takes it so I can use a midscreen beginning of combo Web Throw L. But if the Sting connects, I can’t get a Web Throw in.
well air MMS is preferred because that way you can connect the s:h: into :l: web throw. With MMH, the opponent would be too high for the :l: web throw, so you would be losing damage.
The idea of the fake TAC reset is that you maximize the hit stun, launch them up, hit them j:l: which will cause them to pop out of the combo because there is too much HSD, then you go for a meaty j:h:, which they won’t block because they are hitting j:s: and a direction to block a TAC. It is here in the second combo of this video:
[media=youtube]6hCsBrpTA3E[/media]
The two combos are a tiny bit space dependent. For the first one, you can’t start too close to the corner (with you facing the corner) or the UWT can be escaped easily by just holding back. Also, the fake TAC reset might be a little harder to do if you start too close to the corner, I haven’t actually tested it out yet. For the second combo, you can’t start the combo too close to the corner (with your back to the corner this time) for the same reasons above.
crouching magic series is preferred because s:m: has a tendency to whiff on crouching opponents even if you hit them with a standing light, and s:h: screws up the spacing on the web swing and the air MMS. You are more likely to hit a crouching magic series and combo after it than a standing LMH in a real match, crouching magic series is just a lot safer.
I apologize because I am not exactly sure what you meanwith your last 2 sentences. Do you mean you can connect a light web throw only if the the sting is blocked but the bite isn’t?
- Try it and you’ll know why. If you don’t like jMMS, you can use delayed jHS.
2.Check my sig. I made that TAC reset from lucky mashing. The combo works even midscreen but becomes very dependent on the opponent’s tech direction and your timing on the double sj:s: so it becomes a bit unreliable. Spidey has good corner carry combos anyway so you wouldn’t have much of a problem. - This is because s:m: whiffs on some crouching characters and s:h: and swing may whiff because of hit pushback.
- Yes, c:h: actually adds more HSD to a combo since the imaginary timer for HSD starts earlier because the opponent enters the float as you hit c:h:.
- You can still do raw web throw from a light sting/bite whether the first part hits or not. I have a video of that also, with the wallbounce web throw glitch I think.
Just do a modified iNerd bnb and you’re fine or even the combo you just previously posted. I think both would work.
Yeah I’m sure that you can get it to work if you are prepared to deal with the little bit of space between you and the corner, I’m just not sure how different it would be. I imagine that iNerd’s bnb would get you closer to the corner because it uses a launch and a :h: web swing.
Since we’re kinda on the topic of the fake TAC reset, I think it would be possible to air grab instead of meaty j:h:. Just gotta remind the other player that its not safe to mash :s: when you launch them.
You’re going to get a web throw to corner with his combo so just drop the zip OTG. Dash instead to s:m: c:h: xx swing or even a jump series…
Yes you can throw, but timing depends on their tech I think.
Yeah I don’t think neutral tech would work because they would be too low.
Btw there is something that I have been thinking about recently. Fchamp said on the fgtvlive stream that he whiffed a down exchange to get the other person to press buttons. I was thinking, maybe we could do something similar with Spidey. Something like:
launch j:m: xx air dash xx j:s: -> down exchange then get ready to pick the opponent up with a web throw or something. Idk, I feel like that could be another way to reset them
You have no signature. And out of habit, I want to start a combo with s. LMH Spider Sting/Bite L or s.LMH Web Throw L. After Sting/Bite, I can get another standing magic series in but not another Web Throw of any sort. But if they are blocking the Sting but not the Bite, I can get a Web Throw in. Most of this is probably irrelevant though since I’m using really beta combos due to inexperience. I often can’t get a lot of this out in an actual match.
This is a little off topic, but for some reason, when I’m to the left of the character, I always mess up LMH Web Throw. I can do Web Throw naked, but when I do the magic series first, I can never get the input right. But I don’t have this issue when I’m to the right of the opponent. I’m a pad player. Do you have any advice how to fix this execution error from happening? Practice of course, but how can I make sure my directional inputs all come out?
Raoh’s signature is the link that says My Spider-Man combos inspired by the SRK FGC.
I know its hard to break a habit, but you should really try to get in the habit of replacing the standing magic series with a crouching one. Trust me, it helps. Also, starting a combo with spider-sting really makes the damage go down.
For the execution error, I would just turn on the input display and see what you are doing wrong. It should like this :hcb: obviously, so just make sure you aren’t getting this :f::df::d: or something else. Putting the dummy on no guard and doing it slowly first and gradually speeding up until it combos might help too.
It’s typically right, diagonal, down. I know what part is missing, but I don’t know why the same movement gives me an incomplete input when it’s midcombo but not when it’s naked. It’s a reoccuring problem. My inputs under pressure are wholly different from solitary movements.
What should I be starting the combo with then? The standing magic series habit came from me preemptively holding forward or back while doing the ABCs so the SRK came out more consistently. But I’ve been trying to stop that for the sake of accuracy and not shortchanging myself.
Here.If you can’t see it.
Using sting/bite early in the combo adds heavy HSD, which means lesser damage and corner carry so it’s not advisable to use that. Standing magic series to web throw is ideally, the best combo starter for Spidey but because of push back and :l: web throw taking a while to get out, you risk dropping the combo.
In a game where 1 hit TODs are very important, you should try to use combos which allow you to get high to max damage with relatively low risk of dropping.
What do you want to follow up Web Throw, Web Zip OTG, j.H with ideally?
From a raw web throw? Depends on your position but I try to get as many cross unders in to get more web throws. For example: web throw to corner, web throw, ]zip OTG j:h: dash under :h: or :h: web throw] again if you haven’t reached the corner yet, then it’s up to you how to finish with whatever combo extenders you have. In general, try to bring them to a corner by doing zip OTGs dash unders until you end with a web throw to corner. That way you save your ground bounce and HSD, allowing you to at time end in sj magic series xx :h: web swing.
I mean from standing magic series Web Throw, but I assume that’s the same. How many times can you Zip OTG to cross under Web Throw? Or more, how many times is in my best interest? Is using lots of Web Throws rather than Web Swing and Spider Sting better? And I’d rather end my combo with a UWT since I basically have to do solo damage as Spidey. If it whiffs, I can just DHC.
Can you start another combo off of UWT solo?
1.If you check the few first pages of the combo thread, combos listed or talked about were based on standing series xx web throw combos but since it seemed to be not as effective compared to c:h: xx combos because drops, confirm times, etc., more c:h: xx combos were developed.
2. I just do cross unders until I get close enough to do a web throw to the corner and be able to follow them up without using zip OTG.
3. Web throws have high damage and don’t add too much HSD. The zip OTGs that follow them up add a ton though
Yes. The HSD from UWT is the same you get after an air throw.
Alrighty then, Fair Raoh. See what I did there? Where do I wanna be mostly in the fight? With my fist always at least 5 inches from their face at all times, or should I give them a little space? Webhead’s normals are so weird that he seems like he’d get punished and outnormalled a lot.
I really can’t answer that since that will be up to your own playstyle. With the team on your sig though, I’d just spam Morrigan’s meter assist while running away. After having enough meter, just DHC to astral vision and flowchart with missiles.
Spidey’s normals aren’t the best and will be beaten by swords and other disjointed normal hitboxes which is why you need to carefully pick assists that can cover him depending on how you play.
You can check fingercramp’s videos for Spidey’s hitboxes.
Spidey has no way to do that and still be at a proper level to convert off it. You can’t air dash cancel with Spidey and the only other move that allows TAC’s to combo while altering your direction somewhat is :h: web swing and that causes soft knock down which would place them right in the way of a whiffed down TAC thus taking the hit.