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

You can cancel the spider sting into web zip upwards and follow up after, do a mini air combo -> H web swing and Max spider. uses two bars but atleast it’s something, and could be used against about-to-die characters who try to rush you down too much. I would rather use his web swing or web ball assist, personally (with the team i’m running)

Looks at username above… HOW ARE PEOPLE GETTING THESE NAMES SO EASILY???

HAHA! Lol i originally intended to write only Parker as a username, cuz it’s been my Kaillera name for some time, but it didn’t work. Tried Peter Parker instead and it worked! I was surprised no one took it yet :confused:

Well, I feel like we’re in a paradox now because someone else has the username Spider-Man here!!! XDDDD

HAHA! What are you talking about? I just take pictures here :smiley:

This one needs to be in the match up thread. This one is for general strategies to make spidey better

Zro was here…

sorry

I want to learn about something that I seldom ever see being discussed: block strings.

How do I create/perform a good block string? What are some block strings you people use for Spider-Man? Specifically, what is a block string? :rofl: I have the general idea, but a definition from someone else would be nice. Do block strings have to end on a move that’s positive or be covered by an assist for it to be effective? Questions, Questions.

That is pretty much what you need to know about a blockstring. However, you basically want to have high/low or left/right mixups incorporated into your blockstrings, such that you can choose to mix them up with different possible methods throughout, but you want to try and remain as safe as possible whilst doing so. I actually had an issue with knowing when to call assists during blockstrings and in other situations, so when I asked Kajoq, he simply replied with “call the assist when you think they’re going to pushblock.” This appears to be the best time to call an assist because it prevents the opponent from simply reseting positions and allows you to continue your pressure.

When conceiving the general part of your go-to blockstring, excluding the assist, you generally want to just perform a crouching magic series and finish it off with something like :l: Web Swing, :l: Spider Sting~:h:, or Web Zip. All of these are safe on block when they make contact, and some incorporate a transition from low hits to high-hits. Now, what makes these blockstrings unsafe is when your opponent manages to either push block you at a time you don’t expect, or when the pop X-Factor, but let’s just talk about dealing with push blocking for now.

Alright, when making the ideal block/pressure string, I want you to think about it like trying to turn left onto a main road while at a stop sign. Say it’s rush hour, and there’s a metric fuckton of cars coming from both the left and the right. You primarily focus on looking to your left because those cars will be the ones most closest to you. Now let’s say you finally see a gap that you can cut through in terms of the cars coming from the left, but you then look to your right. SON OF A BITCH!! There’s a car ruining your perfect time to turn coming from the right side now!!! Now you gotta wait for another spot because there’s no real life X-Factor… unless you wanna raise your insurance rates… or go to jail.

Ok, now let’s translate this back into Marvel: the cars coming from the left are Spider-man’s blockstring, the cars coming from the right are assists, and the car attempting to turn is the opponent. YOU DON’T WANT THE OPPONENT TO TURN. YOU WANT THAT MOTHER FUCKER TO CRASH AND BURNNNNNN. The opponent “trying to find the right spot to turn” is the opponent trying to find a hole in your blockstring, be it knowing your unsafe moves on block or attempting to pushblock you at the right time. Now, whenever you know there’s an inevitably open spot between your cars coming from the left, you want a car coming from the right. By the time your opponent gets out of this ordeal, the pool boy should be long gone after some nice intercourse with the opponent’s wife.

Now, in between these infinite strings of cars coming from the left and right, we want to incorporate the abnormal cars; these cars will be slower than normal, accelerating at a positive rate, and some will be those assholes that will turn before getting to you without turning on their turn signal. These will be your high/low mixups, left/right mixups, and frame traps. I’ll probably make another post about these, but that will be for another time, choose anyone needs that second post.

I’ve been trying to cut down on my language around here, but I was trying to make this post as colorful as possible with my vivid painting of the mind. :slight_smile:

Ah man. I’m going to have reread that again when I have more time. This car thing completely went over my head. :sweat:

block string is a series of moves that keep an opponent in block stun

advancing guard pushes the opponent point character away, so people will use this when they are defending. so when you are pushed away, you want to have an assist keeping them in block while you have to spend time to get back close.

“watch your block strings” - something to keep in mind when x factor is available to your opponent - because they can cancel block stun with it.

So a good block sting is pretty much magic series xx :l: web swing, j.:h:, j.:s:, repeat? And if I get pushblocked then call an assist and dash in to continue the pressure.

Im glad this thread is evolving without my push :wgrin: my life is going to get a lot more hectic so I may not be as available as I have been coming soon. Please believe I still will try to get here though.

Anyways in my eyes a good block string will pressure the opponent while still leaving you options to go into your combos without much change. They exist for the purpose of stressing your opponent while seeing how well their defense is and then capitalizing on an opening. They can consist of hit confirms, specials, assist, throws, and any other tool your character can provide to force the opponent to react how you want them to. You should NOT use readable patterns. I know trying to hit confirm can be difficult at times but this can lead to dial a combos, and let’s be real, magic series into anything is just asking to be pushblocked or punished. More importantly than that though you want to know the character you are up against and what tools they have on defense that way you can bait for it. Finally, you want to be able to defend your blockstrings. Pushblocks can hurt Spidey when you aren’t great at reacting so you want to layer yourself up at random times that you believe a pushblock is coming. This protects Spidey, keeps the opponent locked down, and/or can make it hard for them to pushblock the correct attack, and best of all if you read a pushblock correctly and didnt do anything their pushblock turns into an attack opening them up the assist.

With all that being said. Zip cancels and good assist calls make Spiderman a bitch to get off but you also have to know how to cover up his weak spots inbetween moves. Personally I find IOH’s, web balls, :l: spider sting/bite, s:l: and c:l: to be some of his best tools in block strings. His ability to attack multiple times overhead in various patterns and how he can zip cancel an air move into j:l:, which can whiff, into an low is remarkable. Definitely something to look into since he thrives in the corner.

Haha, it’s funny because ever since my friends and I started playing Marvel, we see traffic as an indefinite blockstring. XDDD

Speaking of instant overheads, I saw a video of Web Swing being able to IOH if you TK it. Not only did it look hard to begin with, but I have no idea how to TK a DP motion. Do any of you use this?

If your execution is fast this is very useful for situations you dash in and the opponent is blocking low then you surprise them. Also in situations when you have yourself covered with an assist. I mix it up with those, and zip web swings as well.

How do you TK a DP motion?

:b: :d: :db: :ub: is what you want to go for. You have to be a little patient with the timing for the TK’d Web Swing because it feels a lot easier to rush the button input than in most other TK’d specials, causing you to get the ol’ grounded, non-overhead Web Swing.

is it possible to UWT a incoming character?

I believe they have to be pushing buttons, just like how that’s the only way to air throw an incoming character.