Oh I see. No point in doing it if it requires :h: web swing since you can just do the double TAC. I was thinking that you could land and super jump back up there fast enough and then go for one of Spider-Man’s super jump air to ground combos while the opponent is still recovering from their j:s:.
Anyone good with the firebrand matchup?
You could probably sj:h: xx zip whiff normal then go from there
I blame it on Airborne… shrug
Yeah that sounds like it would get you to the ground fastest. The thing is, they could guess the TAC right and break your combo a lot easier than with other resets because they only need to guess right and down would be the only direction that would whiff after an early sj:h:. Idk this seems like something that I should try on real people to see if they react to the flash and start hitting :s: and a direction in hopes of breaking the TAC, leaving them open for an attack afterwards.
Actually thinking about it. When can you NOT do TAC attempts after dropping combos after a super jump? I know there has been times where I accidentally drop combos but still somehow get a TAC to register afterwards. I wonder if its possible to reset then TAC somehow
I blame it on Airborne… shrug
Yeah maybe you could TAC after getting the fake TAC reset because the opponent wouldn’t expect it. I’m not entirely sure if that would be possible but I’ve experienced the same thing as you, when a combo drops but a TAC still comes out. If you can do TAC’s after the combo dropped then you can probably do if you reset them.
Head over to the matchup thread, you’ll get more help with this over there.
You can get a whiffed TAC after sj :h: web swing if you launch with :h: :s: from the corner. I don’t know how it’s useful though since Spidey doesn’t have any efficient air to ground confirms like dive kick or helm breaker. If the opponent has a long active framed air :s: counter like Haggar probably, you can drop faster than him and catch him with either a sting or web throw.
Your team seems pretty free to zoning. How do you get around dedicated zoning typically?
You can get HKD without TAC if you land then jump again. The HKD is stored if you hold the combo. Iirc, if you use air web ball, it removes the HKD but you can still TAC as long you haven’t landed yet.
What? My teams actually help counter zoning to include Morri/Doom.
Raoh I know about the stored knock down but I meant after a reset. I doubt it’s possible to reset then TAC but it’d be nice if it is
I blame it on Airborne… shrug
It is. That’s what [S]most[/S] Wesker players should do.
Well I tested it out, it doesn’t work like I thought. You can’t TAC after a certain amount of frames past resetting them.
I blame it on Airborne… shrug
hmm? you should be able to TAC any time after a launch as long as you are in super jump state. you can TAC during the TAC infinites, for example, because landing during hitstop and jumping right away keeps your super jump state (basically this is also the reason why you can’t call assists during TAC infinites; you are always considered in super jump state)
jS causing flying screen is a little different. if you hit them with a S, they will be flying screened within the same combo by a jS unless they are hit by a move that negates launch state or are hard knockdowned. if the combo drops, you usually cannot flying screen them with a raw jS except there are a couple of weird cases where Sentinel’s jS still cause it and there are some weird times during TACs where jS will flying screen after a hard knockdown, but usually this is within a certain time frame of when the launch state is supposed to be erased.
Nope I thought all that too then went for a reset air to ground combo. No TAC at all.
Hmm that’s weird I’m getting it now.
So apparently there is still a window on when TAC is still available and when not. The reset I was attempting earlier was the one Desklamp and I were talking about with a sj:h: xx web zip into air to ground combo from there. TAC never came out. On the other hand doing old setups involving meaty attacks registered TACs no problem. This only leads me to believe there are certain restrictions after a certain number of frames. Oh well the more you know :lol:
I blame it on Airborne… shrug
Yeah I was playing with it last night and found that the TAC wouldn’t come out. I then tried sj:m: sj:h: xx web zip sj:m: into TAC, but that only works in really short combos, where it would be useless to go for such a risky reset. I then said fuck it, because people still fall for the good ol’ UWT setups.
What I did find when I was practicing TAC’s though, was that if you jump up-forward after the launch and sj:h: quickly and do the TAC down really quickly, the TAC will whiff. I don’t think you could get to the ground fast enough and punish if the opponent presses any buttons though. Maybe with an assist like vajra or some shit.
The TAC gets removes once you land, so air to ground combos won’t work unless you relaunch.
Man, Web Zip cancelled DP moves are important! I can see my competence with Spider Man increasing and it feels amazing. Are the more experienced players here able to OTG off of their hard knockdown assists from about anywhere? Like do you have the mental wiring to know how to make your Web Zip hit the opponent in most situations from random hard knockdowns? Also, for a Web Throw near the corner, how do you get some normals in before the Web Throw? I may try to go from the easy route of Web Throw to Web Throw, to Web Throw, combo into another Web Throw.
Also, j.S normally ruins my combos because they hit the ground and I can’t do much off of that. How are you guys able to use j.S doing combos while they’re in a juggle state?
Yeah web zip otg should become natural. Knowledge of screen position is even more important to spiderman than any other character. You can do s.m s.h xx webthrow m.
As for web throws to the corner if you are just starting a combo and have plenty of hit stun to work with just go straight into another web throw. It’ll add damage without adding extra hit stun to allow you to finish your combo as normal.
As for web zips yes they are very important to Spideys game as a whole not just for OTG’s. Depending on your assist they very much help him get in and out while also making him safe so long as you aren’t getting reckless with your patterns. When it comes to otg’s with j:s: go into s:m: s:h: once you get that down you can try different things to add to your game
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