j.S to s.MH hasn’t worked for me. I normally need to do a.MMH s.MH into Web Throw M. I’m seeing that staying in and not throwing out normals if you’re not like in throwing range is important. It kind of sucks that you need to adhere to a bunch of rules just to be able to use your normals without them totally whiffing at close range. Should I dash every time I start using normals? And how exactly does plinking work? I have MH coded to the R1 button, but quickly tapping it doesn’t make me plink dash.
I have issues getting in and staying in. I don’t have a lockdown. Any tips?
so is doom missiles really spiderman’s best partner… it doesn’t really help his neutral and it can be sniped by a lot of things… plus maybe it’s just me but im having trouble keep that assist safe…
Get a good neutral and try to time your rushdown.
Doom missiles assist is probably Spidey’s best combo extender but as a neutral its uses are quite limited and heavily punishable. If you plan to keep playing with it as a neutral though, best way to call it is after a wall cling to either up zip or dash. That way you have an "invisible’ call at above normal jump height and it keeps Doom a bit safer than calling him behind web balls/zips.
Missiles is best when you’re playing a mobile Spidey and are able to hide Doom or switch the direction of the opponent. It’s also has a bunch of things it allows for Spidey to do and set up. Both Doom and Dormammu are tied as Spideys best partners.
I blame it on Airborne… shrug
Is it even possible to do a double TAC with this man?
I’ve fallen in love with the Sent/Dorm shell. And guess who loves both of these assists? I may try Spidey again, but man I hate being punished for whiffing.
Doom get hit sooo easily though… because spiderman can’t protect it… a random assist call, or a random super would just take him out. and what is the most you can do? MS on reaction could get spidey xfactor cancelled into death. If your opponent is smart, they will probably catch on to what your doing, when you go into the air and at least attempt to snipe doom. if spidey had a teleport, that would be a viable strategy, but he doesn’t. As much as missiles do for spiderman, it does nothing when Doom is dead…
On another note… I don’t know if this has ever been discussed, but i think i might have found one solution to morridoom or morrigan as a whole. i think that playing spiderman on point is a bad idea in this matchup. I’ve been trying to play Spiderman/ Dante for a bit now, and I think in this match up Dante should be on point ( or whoever has a fast, invincible Hyper) when Morrigan starts her fireball spam, to get a little closer than Half- screen and DHC into UWT for the kill… this is an option morrigan can’t block, seeing as how she is always in the air. If anybody can recall, morrigan’s general movement puts her in an airborne state, which sets her up for a anti air counter super… my best guess would be to use spiderman because his has the most range horizontally…
Thoughts?
TL;DR version: DHC into spidey for UWT when fighting morrigan, cause she can’t escape…
Yeah. The trick is to launch them, do a couple of air normals like j. j.:h then do :h: Web swing, hit any TAC (make sure it is a different direction than the TAC that you actually plan on doing of course), air dash cancel the first TAC, then hit them with the second one. You can only air dash cancel your TAC if you do the :h: Web Swing afaik. If they mash a direction + :s: the whole time and guess wrong, then they dont get to try again for the second TAC. I’ll try to find a video of it.
The way spidey players can protect Doom is to get at near super-jump height and call doom right before Spider-man gets to the other side of the opponent. An example of this would be to do a normal jump, :h: web ball (this pushes spider-man up A LOT), cancel into up forward web zip, air dash if necessary to cross up the opponent, then call doom a little bit before you are on the other side of the opponent. This way, if they go for a full screen beam super like Ryu’s, they can only get a little bit of damage on Doom before DHCing into something safe for them that won’t hit Doom. If they can’t DHC, then they either get punished with a full combo, or they have to blow X-factor. Either way Spider-man would not get hit, unless the spidey player makes a mistake.
Another way to do this would be to do :h: spider-sting on the ground, web zip up, air dash and call Doom before you cross up, do another special to turn spider-man around, air dash and call your other assist while crossing up. Since you used a Spider-sting instead of a jump to get in the air, you get two air dashes.
Sure, the opponent could catch on and try to raw super or something to punish doom, but you don’t need to always call hidden missiles when throwing out air web balls or crossing to the other side, so they would have to actually react to hearing the assist call. Also, the opponents inputs might mess up if you cross up right as they input a special move.
Hmm thats a pretty nice idea. I know I have done something like that on other occasions, but I never really thought about Morridoom for some reason. The only problem is that spider-man wouldn’t be completely safe during the UWT because he could get hit out be a fire ball from the back if Astral Vision is on. It would be a bit of gamble because you would be spending two meters to catch morrigan because if you get hit out, you just lost two meters and you get bounced around by soul fists and she gets meter. Very nice idea though.
It’s all about calling your assist right. If you want to protect Doom learn to call him at the right time when switching from runaway to offense. When you are leaving him open then yes it’s very possible to snipe him hard. That logic can be applied to any assist, the end result always depends on the player.
i thought UWT was a cinematic super? even after the capture he can still be hit out of it? that’s balls.
Xero, I’ve seen you go from Web Swing L to some jump loops. How do you do that without that being the end of the combo?
No, after the capture, you can’t be hit by anything, but I was saying that you could get hit before Morrigan gets caught. Unless its much quicker when you DHC into it, then I am wrong.
i thought it might be like Hail storm DHC… 1 frame post flash… maybe your right tho
I was working with that idea using Nova/Spidey so that I could set up UWT’s on Morrigan from fullscreen. The issue with it was that High Speed Tackle it frustrating to control at times, so what I was attempting with it was to immediately send it straight up and have it fly over Morrigan’s head and catch her from behind. I just had to be careful to not hit Morrigan with it so that she’d be in an “unthrowable” state.
Idk, I still think there’s a way to maneuver around most of it to rush that bitch down.
why not use a state change super… into UWT… nova seems like a hassle… lol
yeah i believe spidey can maneuver around it… missiles make it difficult to do much of anything if you don’t get a lucky web throw off…
Why not use a super that allows you to set up an UWT from full screen?
The problem with that strategy is that by the time you get 2 meters she would have chipped away 3/4 of your health. And then you have to guarantee that you do 900-1000 (I don’t remember how much health morrigan has) with no meter off a UWT to make it worth it.
She has 950k, it’s able to kill her if you have missiles.