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

Yeah it would definitely be a bit of a gamble and it would use a lot of resources, but if you snag her than you would take care of the main problem. You could X-factor, spider-sting/web throw and then hard tag into someone who can get bigger damage with X-factor. Also, you could do TAC and do an infinite if your second character has one, you could go for a fake TAC reset (meaty j.:h: or you could air throw.)

Best way to stop Morrigan is to pressure her from the start. As Chris G told me when we talked at Power Up, once you decide to block one fireball you’re going to be waiting for a while.

I should start recording my matches against GOOD morrigan players but at the time I didn’t have the equipment. I find that Spidey/Doom/Dante is a nightmare to morrigan players. Dante’s Jam session assist becomes ur best friend atm. When timed right as morrigan attempts to pressure u w/ fireballs call 1-800-DANTE, the assist eats those fireballs & missles up like nothing n on top of that it is an assist that moves forward which creates some pressure toward keeping morrigans back to the corner. More importantly it buys Spidey time to webzip in or webthrow. The key is as xero said & that’s not to get caught blocking those fire balls. Its not too bad if morrigan hasn’t activated astral plane, but still annoying to block or be hit by. Mobility is the key in that battle & spidey can get higher than morrigan w/ his aerial moves. Try not to be spamming webballs into webzip df due to the fact that spidey could end up eating a fireball. Rather save ur webzip for the chance to webzip when ur above morrigan & midscreen or closer cuz webzip usually shuts down the direball spamming due to the hit from the webzip. If ur approaching morrigan air to air, happily greet her with a webswing, preferbly heavy to shut down her shell kick. U can always webzip away if u sense morrigan will do a fireball instead of a shell kick. Getting underneath morrigan is key to due to the fact that heavy webthrow is a threat always. If you see a morrigan that likes to shoot fireballs then airdash in, be ready to UWT Her but watch their meter before you do to ensure she doesn’t have lv3 for Dark Illusion. Walljumping also helps to screw up the trajectory of spamming fireballs too in which spidey can still webswing into webzip to stay moble in the air.

I also forgot to mention c.Mp works wonders on an airdash shellkick happy morrigan especially if ur almost underneath her & there’s not enough space to activate heavy webthrow, use the c.Mp to answer her attack. Spidersting light is great for catching morrigan off guard if she airdashes w/ no proj cover or is attemting to reset her position to start fireball spamming. Never attempt a spidersting unless backed up by an assist like dante’s jam session or doom’s plasma beam or molecular shield to ensure spidey’s safety because u could find urself landing on a fireball. Its not a hard thought out match up but ppl tend to get nervous & then frustrated just doing dumb things. The right assist by the right moves is how to win. If you’ve got meter burn it against her when given a chance. This game is built around attaining meter.

i do believe that dante jam session is really great for spidey’s bad matchups but i think morrigan just beats spidey really really hard

been trying to learn morrigan myself. i think she is one of the best chars in the game and good endgame; she synergizes well with doom and her execution is easier than spidermans imo.

all i really gotta say here is that i hope i don’t lose to a spidey player with morrigan ;p

jam session is awesome, I’ve been using it a lot lately… my dante is ass tho… i also think that weasel shot is pretty good for spiderman… eaiser to convert off of, works as a beam assist and lockdown…

@Phantasy trust me Morrigan isn’t as big of a threat against Spidey despite her zoning ability w/ Doom missles. I use plasma beam assist to help keep Doom missle assist from even starting while at the same time webzip or dashing to get as close to morrigan as possible. Spidey has enough ways to create hard to block combos w/ webzip & webswing involved to buy enough time to be able to summon jam session assist to keep the pressure on cuz 9/10 if you delay your blockstring as soon as your assist time recovers morrigan players will tend to attempt to airdash outta the corner, call an secondary assist like vergil rapid slash or akuma’s tatsu assist or do morrigan’s shadow servant to escape w/ the exception of a raw tag or cross counter, but a delayed jam session relax’s everything. You have to try some of these methods to find out.

@EnDaNickofTime jam session is a great assist for spidey as is works as a anti-air assist, set-ups for block string mix-ups & combo extension. I’ve always attempted to try incorporate an anti-air assist & proj/beam assist while playing point chrcs like spidey. Weasel shot is fun but has to be set-up almost premeditated & it works better in corners.

I agree with Kooky in terms of how I believe the Match-Up will end up as the game progresses. I’m learning Morrigan on the side just so I can understand her movement patterns, soul fist patterns, and weaknesses. I think it should help my movement patterns with Spidey as well because not only can I record Morrigan in training mode so I can weave in and out of the bullet hell, but Morrigan will help me switch up my perspective on how to move around the screen to accomplish my goals.

I figured I would go around and post this on character forums so folks can check it out:

I have a Spider-Man question that I figured someone here could help me with:

Why the fuck does Spider-Man not have a wall cling?

He had wall cling but it was useless and made him an open target. Since then he got wall jump instead to get out of sticky situations amongst other things.

Hi guys I want to thanks all of you for your advice about spider man.
Now I fell pretty good and comfortable with him.

So for now I want to ask all of you if you have already incoming mixups in corner with spidey which forces the opponent to land on the ground in order to do high/low mixup or if you have other mix/up.

I want to specify in the “corner” cause when do my combo I manage to end and kill in the corner cause spidey can mix up pretty well only in the corner

For my part I was thinking about meaty vahjra assist.

Else my team is spidey/doom/hawkeye now and my incoming mix up is :

-always call doom missiles, meaty jH xx glide xx jS /meaty L spider sting/byte(for not to take xfactor throw) xx glide xx jS but in all of my setup my oponent can chicken block or pushblock and stay in the air so I have to gamble if he will chiken block so I try to dashjump throw or if he stay on the ground I can mix up but it pretty hard to force him

So I m searching a king of a setup which can force my opponent to land on the ground and after that I want to do high low mix up (glide jM,jM,jS; empty glide low or direct low).

I hope you will understand my request to help me in the future.

I will try to do some video to show you what I have already found

Thx guy and sorry for my english I m french :stuck_out_tongue:

ok so i have a serious question. My current team on UMVC3 is Spidey/Dorm/Roacket Raccoon. now im wondering if anyone has any idea on what type of stratigies that may be complimentary for this team. im trying my best and figured dorms assist to be dark hole and rockets to be log trap. now im just curious to see if there is any other good ideas that you guys know. if there is any information you guys can give in the most detail possible ill greatly appreciate it. thank you

UMVC3: Spidey(web ball)/Dorm(Dark Hole)/Rocket(pendulum)

What assist do you use for neutral?

log trap

i have log trap for neutral

So im pretty sure im the only one playing spiderman doom ammy or ?

Just fish for bounces then, like VJoe and optimize your combos from those hits. I think you’re going to have a hard time getting in with that type of assist but you just fish for hits while zipping/air dashing around and bait for wall bounce trades since RR is hard to hit. How much damage you can pull off from those stray hits will make or break your team.

i can pull of about 700k from a stray log trap with my team without a dhc and about 900 to 1,000 with a dhc into dorm
thanks for the tips man