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

or make them block then hit it before they land

I just thought about using Nova’s Aegis Reflector on an incoming character, they block, Spidey uses UWT. Free 300k damage.
w000t.

That may work, but I heavily prefer having Centurion Rush over Gravimetric Pulse because Centurion Rush has proven to me to be far more versatile of an assist.

Y’know I never though of UWT on incoming. Would :m: web throw (block) xx UWT work?

No you can’t cancel it in time. Finding a setup is hard for two reasons:

They drop to the ground a lot faster after block, so you would have to time the UWT to come out the first active frame they start falling.
Second, the easiest way out of that is to just take the hit since it would be a dedicated setup.

Actually what we need to do is, instead of wasting meter on entry for something that won’t work we need to find hard to escape setups on entry for us to guard break into throw for the reset opp

For example, using my team of Spidey/Storm/Iron Man, without an assist Spidey can do two j:l:'s pause then throw the opponent jump back up and zip into j:h:. From there he can build a meter during his combo depending on what you use. I personally would use web throw quickly because I get more damage in the corner thanks to Iron Man. Even at one bar starting, I can go into a corner combo get my two web throws off Iron Man then dash in with two bars now and still THC into spider sting/bite putting me over 900K off the guard break.

This doesn’t apply to every team obviously but if I have two meters and I feel the opponent has a strong anchor that’s also doubling as a good assist I could snap into that person go for the guard break then go for broke either killing the character or putting them in a very bad position.

What do you do if the person isn’t guarding and the j. :l:x2 connects?

React and either turn it into a combo or prepare yourself for a mixup. It’s a bad situation for them, not as bad as let’s say Wesker, but bad all the same.

UWT set up with my team.
Spiderman/Viper/Ironman

If i have Viper on point i can do a combo seismo otg into emergency combination then watch how they tech then UWT or i can double seismo into burst time then UWT. If i got Spiderman on point i can do the web ball with Vipers otg assist UWT but i dont go for it much or i do a double web swing combo then web zip otg into Ironmans Unibeam UWT .

was reading the ultimate tier discussion thread (guys don’t go in there seriously) and someone brought up something that had nothing to do with ex seismo being the best move in the game or zero being better than wesker. it was about who has the fastest overhead in the game.

whenever i hit someone with spider bite as an overhead i get the feeling they didn’t actually know it’s an overhead. and then i tell them and they tell me something like “oh yeah I know it’s just really fast”. so I want to know, how fast is it?

i only have the vanilla bible (and I’m assuming this didn’t change) which says :l: spider sting has 7 frames startup, and bite has 3. but I know it’s not a 10 frame overhead because spider sting isn’t cancelable on the first frame…or wait I don’t actually know

tl;dr: I want to know the first cancelable frame of spider sting so I know how fast spider bite is as an overhead

Hmmm, checked the new one and it only mentions the :h: version. Bite = Input :h: between frames 17~23 of :h: sting.

That’s an interesting topic. I’m not even sure who would be in the lineup for such a topic.

Zro was here…

what i like to do is l. web ball in the air, webzip, h.weball you can also do this similar on the ground and if the web ball gets them you can dash and do a combo
also if u land an air l. web ball you can webzip to either s. or j.h and do whatever combo from there, i think its pretty good for spacing and timing isnt that hard

what i like about h.weball is that it pushes you a little up .

Fastest standing overhead or fastest instant overhead? Technically ours would be the fastest from a standing position (Spider Bite on the 17th frame. I believe the guide has a typo because I’m pretty sure the Spider Bite window is the same for all Spider Stings, it’s just that they *feel *different because the time the move actually come out is different. ex: :l: Spider Sting *feels *like the window is later than :m: or :h:, but it comes out on frame 7, meaning you have to wait longer after the hit.). However, Spider Sting is technically a 2-hit move, meaning it’s possible to pushblock to avoid the overhead at all times (although it’s harder to react to than any other standing overhead).

The fastest standing overhead other wise is a tie between Iron Fist’s Crescent Heel, Akuma’s :f:+:m:, and Ryu’s Collarbone Breaker while in Hadou Kakusei mode, all of which have 21 frames of startup. Second would be Phoenix’s :f:+:m: and Viper’s Elbow at 22 frames.

If you include instant overheads, then that’s just a huge mess altogether. @___@

the list was mostly tri jump characters who could do an addf j.:l: within 10 frames or so. storm was up there because her j.:l: is 4 frames. she was also up there on another list with RR because of instant overheads with floats.

also airborne that standing overhead list puts things into perspective thank you. spencer’s overhead is another one that’s 22 frames and I never block that so I can see why spider bite gives people trouble.

I think the fastest standing overhead would be Joe’s at just 13 frames; it’s just too short. Makes for a sure 50/50 after God Hand though.

Joe I can see everyone else is bleh. Tri jump characters wouldn’t count unless they changed what they were specifically referring to tri jump IOH’s

So, in the tier thread people are freaking out that Zero can cross counter cancel into Sougenmu and pretty much kill you for ever putting the other guy on blockstun. I was messing with Spidey doing it as well, since Spider Sting also has some invincibility as a cross counter, and it happens that, while you can’t follow up for the ground bounce unfortunately, you can zip cancel both after and before the actual uppercut, when he’s jumping in on screen.
You probably won’t be able to ToD the other guy like Zero can, but it costs one less meter and if you end with web throw you can hard tag your other guy back. It can even work with his web ball assist, because even though it has no invincibility Spidey spawns a bit further back, out of range of most normals.
I prefer to run Spidey on point, but I wonder if this is worth it at all? Any thoughts?

It’s not worth the meter or the assist. Spidey can’t dish out the same kind of damage that Zero can. The dude can kill someone meterless.

Yea, actually I had a similar question/point. There’s a whole discussion just a few posts above you.

I was talking to Airborne about this and figured it would be quite useful when approaching an incoming opponent after snapping or killing one character.

You see a lot of people trying to web throw which is cool he can get damage off of that but he’s not in they ass anymore. I’ve been having huge success doing this following set up then you choose combo from there.

j:h: j:s: xx :l: web swing j:m: j:m: j:s:…

Now I’ve been messing around with it quite a lot today but with my team this is what I came up with…

j:h: j:s: xx :l: web swing j:m: j:m: j:s: land c:m: s:h: xx :m: web throw dash forward air dash web zip j:s: s:m: s:h: xx:h: spider sting/bite c:h: + Doom :s: sj:m: sj:m: sj:h: sj:s: land dash forward :s: xx :h: web throw wave dash over THC :l: spider sting/bite.

I also came up with another one that moves around the spider sting but I got this one on accident so didn’t get to finish it properly. Do everything up to the c:m: s:h: xx :m: web throw but then wave dash to the other side, probably don’t have to but this is what happened, THC :l: spider sting/bite c:h: :s:…

I don’t know what else can go after that. I’m assuming a magic series but I wasn’t expecting it :lol: I wonder if you can call assist after a THC hmmm. Oh well it has been a decent set up for me. It’s similar to how Wesker keeps attacking people on their way in and if they try to push block you can do web swing xx web zip. If you don’t catch them and they drop to the ground before you they can walk forward and put you in the corner but you can call an assist, I called Storm, then zip back out before you finish web swing and you’ll be back on the grind. This also caught a lot of people.

Obviously these will all vary from team to team but as far as trying to keep pressure on the opponent this setup has been quite successful for me today in ranked matches. I go with the j:h: first because it has reach then the j:s: because it knocks downward some to allow everything else to keep them at a great height for juggling. I should note this was all performed in the corner but midscreen it still worked but I had to use spider sting/bite in place of the web throw. Also this can still be finished solo for roughly 650ish or so if I remember right. Once you start layering up assist it gets stronger of course.