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

I’ve just been doing what works at the moment and that would be good ol’ Web Throw. Now I had been working with air to air combos upon entrance so that I could grow up from the simple shit, but I couldn’t exactly get something to work too well. This’ll help and I should be able to call Nova during the Web Zip if they manage to push block the Web Swing. That should grant me the unblockable I’ve been ever so attempting to set up. The thing is though, if they take the hit from the Web Zip or the following aerial, Nova’s gonna bop 'em regardless and still give me a full combo. ;O

Now I just need to find a new solo blockstring and I think I’ll be solid with Spidey for a bit more longer. My current one got me Charging Star’d quite a few times by a decent Cap’n I kept running into. Speaking of which, f*ck that MU; I know it really isn’t that bad, but I can’t quite figure it out atm, and it’s frustrating me. >__<

dash under him, web zips, air to ground combos all stop cap

Simple welcome mixup that allows you to continue your pressure is a well timed H-Spider StingxxBite (xx zip if blocked). Free pressure that will not lose if they press any buttons and gives you a free combo. Lots of advantage with the zip cancel and puts them in an immediate (and usually multiple, especially in the corner) high-low under duress from Spider-Man. Combine with assists and standard pressure strings, and you can crack a lot of people. Mix this in with dash under Web Throw H’s for more 50/50s, and the occasional web throw M to catch those sleeping at the wheel, and I’d say his welcome game is pretty good.

Yeah I always use that :h: spider-sting/bite. either they don’t block, or they aren’t prepared for the zip. Plus if you time it well then it hits them out of any hypers if they decide to hyper as soon as possible.

yeah but that falls to pushblock air dash up back.

oh. I guess the people that I play against just don’t think fast enough lol. I’m still gonna check how easy it is to escape with the up-back air dash.

Yeah I got blown up by it last night. Fuck Magneto :lol:

After snapping or on an incoming opponent I like doing j:h:, air webzip, j:s:, s:l:,s:m:,s:h:, :m: webthrow, dash, air webzip j:h:, s:m:,s:h:, :m: webthrow…

It’s easy to confirm the s:l: if j:h: connects and if you’re holding downforward on the first j:h: it protects you from throw techs (if you screw up the spacing). The combo I get from the above also nets me around 850k from my bnb with assists included and gets Frank West to level 4. If you don’t use assists you can still get (after the last :m: webthrow) dash, air webzip, j:s:, s:m:,s:h:,:h: spidersting / bite… into whatever.

For incoming opponents I also mix it up with: dash under, s:m:, s:h:, :m: webthrow…into whatever. s:m: has such a big hitbox when the opponent is in the air.

Spider-Sting on entry will also get blown up hard by AXF, air throw. People sleep extremely hard on the move, but it’s something to be wary of if you’re going to use it.

I risk it anyway :smiley: If opp’s won’t respect our better moves, then it’s their funeral really.

This is what I do but instead of s:l:s:m:s:h:, I just use c:m: to s:h: instead to save on HSD. The j:h: to zip is easy to confirm and you can cancel the zip to web ball if you have a sudden change of heart. It’s also a pretty good air to ground combo starter resulting in big damage and can be kept safe by adding assist to the j:h: or during the j:s: after the zip. Combos from this opener are a little bit stricter however because of the zip starter.

Mentally I’ve been exhausted, with everything lately, I’ll be reading through this and updating the first post this weekend. Promise. Until then let’s start a new topic. Resets. Not just UWT. Resets in general, ways you can set up resets with certain assist, throw resets, non throw resets, etc.

https://twitter.com/#!/JWonggg/status/158144383445774336

uh oh

Is Justin gonna be using Spider-man again or something?

Possibly? Iron Fist/Spidey/Akuma doesn’t sound like it’s too bad of a team, although DHC’s from Spidey to Akuma are ass. Maybe Spidey/IF/Akuma or IF/Akuma/Spidey?

iron fist and spiderman on the same team is just too much for me to try to fathom, sorry

yeah the DHC’s from Spider-man to Akuma suck but Spidey to IF isn’t bad. But after maximum spider, you can only DHC into one of IF’s hypers, the giant purple pillar. THC’s would probably do a lot of damage because you two almost identical Hypers (Fists of Fury and Crawler assault) and Akuma’s which does a decent amount of damage on its own. Also assists would be good because Akuma’s tatsu is still not bad and Iron Fists Rising Fang assist is easy to combo after and extends combos very well.

I would disagree because I see it like running Spider-man and Nova on the same team; it just means you have to run a 2 point, 1 assist team. Both provide a great mid-range, space-controlling assist (Rising Fang and Web Swing) that can both be used for fantastic combo extenders, and seem like they can both DHC to and from each other very well. Akuma’s tatsu assist provides very great lockdown, pickups, space-control, etc., for both characters, but the only downside I see is the Spidey->Akuma synergy.

I would also like to mention that since Rising Fang is best used for air control, it will help Spidey a great amount because it can scare people into remaining grounded, which helps Spidey a tremendous amount.

Hey Everyone.
currently im running Spidey - Web Ball, Doom - Missiles and Deadpool - Quickwork.

i just wanted to hear your opinions about which Doom assist would work better for Spidey and Deadpool. im starting to think about switching to beam but just want to hear your thoughts.

I’d prefer that to be Spidey, Deadpool then Doom with the same assists. Since Quickwork can help you get in and set unblockables if you’re fishing while using air web ball zip to: air dash, web ball again, j:h:, j:s: neutral drop. You have so many options and just have to change the timing when calling Deadpool to mess up your opponent. If you catch him, missiles will still be available to extend your combo. Also, Deadpool can zone really well with missiles and you can keep the missiles safe by doing double jump calls. Lastly, I’m pretty sure Doom works as a better anchor than Deadpool overall.

c:h: into:l: webball you can dash under like a ghetto teleport. i use it get out of the corner if i land a hit then i side switch. now im trying to end a combo with it so i can reset them.