all this stuff about kara spider stings in combos made me try it out in training mode for a bit as an incoming setup
gets pretty ambiguous, and the cr :h: shrinks your hitbox making a lot of stuff i tried miss you (ex: makes wolvie dive kick miss you and you hit him from behind). if it auto corrects into an :l: web swing and it hits you still get a combo, and if they block you’re +1
I’m going to give it a shot at least, along with some other stuff. I’m kind of lacking in incoming setups that aren’t web throw and web throw + assist
I have a quick question, what’s best as an instant overhead attack, j.M or TK’d Web Swing? I ask because I don’t trust my execution enough to know whether I’m doing the Web Swing as low as possible (mainly to see if it hits most crouching characters) and for some weird reason training mode doesn’t have a block low and mid option, so even if I do a grounded Web Swing the dummy gets hit.
Web Swing would also be a lot easier to followup…against most characters I can’t capitalize on a instant j.m+akuma assist, zip cancel.
Also, following xero’s discussion:
I agree to an extent. Watching that Mame Spider guy survive for like, 50 seconds was amazing and Spider-man is one of the best “lameouters” out there because he can stay in the air for a long time, can change his direction and has a small hitbox. However, you really don’t get anything from throwing random web balls and web throws around the screen, because Spidey does no chip damage and there’s no reason for the opponent to be swinging like a madman from full screen and get hit. It’s not like Morrigan who will chip you to death and put the pressure on you to come and get her.
Also, a lot of Spidey players (myself included) abuse the web ball, zip cancel to close in from super jump height and even when the ball hits, very rarely do people capitalize. My best results on this have been using heavy web ball always, hitting H as soon as the zip connects and then s.m, s.h xx webthrow and then following up (I keep it simple because web ball and zip ruin hsd).
You can still confirm even with :l: web ball. I personally don’t like the float Spidey gets when you don’t cancel the zip, but I do mix it up. If only Spidey had some chip ability.
I’m still not 100% sure…I switch my team up every time I take a heavy beating lol.
For the last couple months I’ve kinda settled on Spidey/x/Akuma tatsu. I think tatsu is an amazing assist and only behind drones.
For the second spot, I’ve messed with storm (THC is 1 frame so gives you assist punishing capabilities and combos are easy because it otgs), taskmaster (safe dhc and good dhc sinergy, solid character overall), magneto (disruptah is a nice adition), dante (derp character, safe DHC and jam session), wesker (forgive me) and even nova (damn you airborne).
Most of the time I use Dormammu though, because that’s who I’ve been playing since vanilla, though he doesn’t get as much from tatsu assist as from a beam (namely disruptah -.-).
Woah, that’s a lot to choose from. It’s good that you know a lot of chars, as it give match up knowledge and practice with different execution and play styles. I remember trying to play Morrigan for the first time since I like Spidey’s zoning so I did a practice run on her. The first few minutes were funny because I was trying to do the fly, unlfy combo by inputting air ball-zip-balls. She’s actually not bad as a second char for Spidey since she’s got good and safe DHCs, but she lacks a decent space control assist. Soul fist isn’t bad but it’s really not that good either but she great with spending meter, something Spidey’s pretty good at building.
Quick question though- What’s the best damage you can confirm off a stray tatsu hit?
Akuma tatsu was one of the assists I used back in Vanilla, and it was pretty easy then to run around calling tatsu and getting big damage off it whenever it hit. Right now however, it’s not only a lot harder to hit confirm off, but it also seems to put a lot of HSD into the combo, which is a problem now that Spidey’s damage doesn’t come off unscaled webthrow loops. It’s the main reasons I haven’t been running Spidey/Doom/Akuma (though that will change it turns out that Spidey can still OHK Wolvie off a tatsu).
I’ll have to get back to you on numbers, but my bnb is really simple and works after a tatsu (I do 1 web swing, 1 web throw, 1 spider sting, magic air series combo).
Yeah comboing after it is a bit of a pay in the ass, but just takes some getting used to. I usually wavedash behind it when using it offensively and if it hits I spider sting and follow after the ground bounce (sometimes they keep momentum and the bite misses, even though the sting hit, so maybe something like s.H xx Webthrow is more reliable). If I use it defensively to push the other guy away I normally webthrow, which usually connects if the assist hit.
There is. I’m at work right now so I can’t check what its exactly called, but its something in the guard section called “guard all (high only)”. it makes no sense, but when i selected this, it guards all low+mid attacks, but overheads hit. I’ll check what the exact name of this option is when I get home tonight.
Another option is to set one of your controller’s button to “record”, another button to “playback (repeat)”. then just record holding down/back for 10 seconds, then play it back infinitely.
Bro, Nova is some legitimate shit right there. He works soooooo well with Spidey, it’s ridiculous!
Anyone else think that this time around we have a lot more characters that benefit us as much as Spidey’s bff’s in Vanilla? Or is it just that we didn’t have as many people playing Spidey and so there’s a much larger variety of players to explore synergy this time around? o_O Or maybe we just have more tools to allow more characters to work with us… hmm…
And to keep this thread on track, anyone have any meterless combo enders that give us a strong 50/50 in the corner? The only one I can really find is a jab after ground bounce or something… I’ll be exploring that some more today before I head to work.
I’m also interested in this and I use the same setup as you. I’ve been doing a brainless guetto version of a bnb that’s simply impossible to drop with spider sting at the end…cr.H xx L Web Swing, j.H, j.S, s.M, s.H xx L Web Throw, web zip otg, j.S, s.M, S (no cr.h because I miss it most of the time), j.MMH xx H Web Swing, j.H, j. S, A1, web zip OTG, Spider Sting Bite, jab and kara Spider Sting. I’ll skip the aerial Web Swing if I got in from a web zip/web ball or assist call.
This isn’t a really good reset though, because the jab makes it too evident and I’m hoping the opponent doesn’t tech or tech backwards and nobody does that in the corner. One thing I considered for some time is finishing my combos with web ball while the opponent is grounded, because then they can’t tech roll, but that requires specific assists like Spencer’s or assists that cause a crumple state. Until I get better tech I’ve bee taking the scrub way out and using TACs because dormammu has a nice incoming combo and odds are still in my favor.
For resets, if you can do a long combo to web throw combo to the corner, you can hit :h: web swing to either jumping , :h: or :s:. Looks like a combo continuation. I’m not sure if j:s: drops the opponent to the floor, but if it does, that would setup an instant overhead.
I saw tokido do something interesting with mags where he would do a long combo launch do a sj:l: delay it then do sj:s: addf into whatever but it looked as if the opponent couldn’t flip so if we had something similar thatd be awesome
That’s weird because I’ve gotten the Spider Bite follow-up to work everytime. o.O
As for the meterless combos, I never got around to it. =\ Was working on a godlike combo that will blow all of your minds once I can get it recorded, lol. Too much flash for one to handle!
Well, on that note, anyone had that odd moment where you go for the kara sting, and instead of either predicted result happening, Spidey crosses them up and then AUTO-CORRECTS back onto the side you came from?! >=\ Shit drives me nuts.