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

Nah, I’d just rather do a second c.:h: xx :l: Spider Sting~:h: then call Nova’s assist and OTG and proceed to go to town. My team doesn’t give two shits about Spider Sting’s randomness! XDDD

ok my dudes ive been messing around with spideys mobility.
to open people up and use the drones to cross up people.

shit is getting really, hard to block too.
call drones at a safe distance.
with the drones midscreen start a blockstring ( your choice). then web zip straight up and then S. almost instantly as the first drone expoldes.
then from there you can start your combo of choice. if they manage to block use spidersting spiderbite and zip cancels to continue perssure and TK web swings to get back in.
its funny cause most of the teams i have been running into were wesker and vergils.
and once i start a combo they get snapped out.

and if your dealing with XFC wesker and dont have enough meter to kill him of instead of killing him try snapping his ass out.
unless he is anchor then thats you…try to lame it out above his head where he cant really cover that part of the screen.

i’m starting to learn better “neutral game”

!! mostly web throw concepts, but i’m trying to implement some zip mixups

That was a great informing and hilarious post, kudos airborne.

Thanks, I guess? o.O I’m sorry, but I have no idea what post you’re talking about.

Been watching some matches lately. Are we hatin’ on the UWT reset too much? It’s easy to get out of, yang dang doodle, but from what I’m starting to see and experience for myself, people nowadays aren’t doin’ their homework, man. Watching the stream of Winterbrawl just now and iNerd landed it against Master CJ’s Magneto. Really, unless the opponent forward techs, uses a viable super, or xfactors–unless they know for sure it’s coming and how to stop it–it’ll land for sure.

I think UWT resets definitely have a place- against some characters, with a combo that corner carries and the right set up, you can TOD high health characters with 1 meter and they have virtually no way of escaping (Haggar, Spencer and Wolverine are the characters that come to mind for me… Hulk too I guess). Against characters like Wesker, it’s also worth the occasional use since he can only escape by mashing teleport before the super flash.

I don’t see a UWT reset ever working against Magneto though… He should be able to mash airdash up or down after the flash and escape for free. If MastaCJ couldn’t escape a UWT with Magneto, there’s something seriously wrong here.

It’s like I said. He didn’t escape because he probably didn’t know he could and he didn’t know how; players aren’t doing their homework. Knowing your opponent is always recommended for planning a move, but assuming that any knowledge of the opposition is absent, I’m starting to think UWT reset has a higher chance of landing than we give it simply because a crap-ton of people don’t know what to do. When determining the usefulness of the UWT reset, we need not focus on viability; knowledge is the key to how successful it is and I’m noticing a pattern of players just not having that.

Has anyone here actually tried using the UWT reset in a tournament against a skilled, professional player, or are we just too scared to?

UWT isn’t really that easy to escape even if you know what you’re doing. The escape relies on how the setup is done, so you have to know how your opponent Spidey plays to be able to reliably get out.

I play top players here in Australia and I am able to catch them off guard most of the time, even during tournies. Reason is because there are very few Spidey players here and that I don’t use the setup as a go to combo.

The reason why some others don’t like UWT is because you can easily do combos with Spidey which have enough guaranteed damage to take a character out. Why would you do an unreliable setup when you don’t really have to. You still can do UWT resets whenever you have 2 bars so you can do a safe DHC when it fails. You can make it safe also by picking some specific team members.

I prefer the lower-risk resets that produce just as much reward as UWT. The thing is that since Spidey’s hyper combos do so little damage, we are stacked on a lot of meterless damage that we can work with. That being said, we can produce very efficient resets after dealing 500-700k where the opponent is flipping out of the corner, locked in a 50/50 guessing game. Even if we land an air throw afterwards, we can kill Thor. We have air-to-air, anti-air Spider Sting, Web Throw, and air throw pick-ups off of resets that all do 500-700k damage, so why waste a bar to perform a reset when you can save that meter for later on in the match?

I still prefer UWT as a hard-reading anti-air device, especially since I have an unblockable setup and a Frank West assist to scare people into jumping (btw, guys, since I broke that synergy open so far, I’m back on team Ben Franklin (Adams)). It really works well in this situation, because you’re generally too far out to dash jump air throw, and a good chicken blocker is always ready to tech throws (cough Chris G cough). Also, since I run Frank, I am willing enough to whale on the stick for extra damage so that I can get 15-19 extra hits towards experience, guaranteeing a level 5 Frank.

I know a lot of people have started picking up my hard-read UWT antics after playing with me, but I’d like to see a lot more people work with non-reset UWT technology because I feel that’s where the move will be best used.

what is adams

My last name. That’s my name, lol.

I don’t know if that’s true. You mentioned meter conservation, right? Using UWT, a person can kill Thor with 1 meter, so in your example our objective is to accomplish the same feat using no bars. Prior to an air throw resets scales the damage and hitstun a lot, so I’m not sure if Spider-Man could do 1.25m meterless with an air throw. Now Spidey could shoot for some other reset, but question the risk/reward/success rate of said other resets.

Think of it this way: You attempt to reset with UWT; that’s a 1-bar down payment to try to kill a character off of a reset. If you fail to catch them or drop the combo, that’s 1 bar right off the bat. You attempt to reset with a meterless punish; no meter for down-payment, and you only exhaust a bar or two if you manage to finish the combo, *provided *that the opponent isn’t dead after the reset. I can produce 600-something k off of a cornered air throw, and since Maximum Spider does roughly 166.7 k at the end of any maximum-scaled combo, that’s 430k+. That’s not even our best reset option!

WARNING: GOING OFF ON A TANGENT
Actually, there is one thing that the UWT reset brings to the table: it scares the living fuck out of people. Since the only way every character can escape the UWT is to tech forward, and then mash attack or air dash up/down on reaction (speaking of which, Xero, we need to upload those vids), any competent opponent with Spidey experience will be wanting to tech forward, because they don’t know what their Spider-man opponent has up their sleeve. I have attempted escaping my personally-designed, anti-forward-teching resets, and I’ve gotta say, they’re hard as fuck to get out of. I might as well share them since I’m not attending Final Round, and won’t be using them until Power-Up:

On a ground bounce from Spider Sting or Centurion Rush ground bounce:

  1. st.:l: or cr.:l: xx :h: Web Throw. If they tech forward, they have a split second to slam their stick in the opposite direction, anticipating the hit from the other side. It will grab them before they even manage to cross over Spidey’s head.

I’ve attempted to get out of this situation using all possible tech directions and punishes with Wolverine while Spider-man is being covered by Centurion Rush assist after the reset, and the only way to *truly *punish it is by neutral or back teching and going into Fatal Claw immediately. Knowing this, I attempted to construct a reset that would hit the opponent in front while they’re trying to cross over Spidey, but cover all directions. Here’s my second anti-forward-teching reset, from the same position:

2)st.:m: xx :l: Spider Sting

You have to use st.:m: because using :l: will cause them to cross over too soon, not allowing you to punish them for teching forward. However, if they try to push buttons while teching in any direction, they WILL GET HIT!!! Of course, you’ll generally want to call some sort of assist to protect you (because if they block it and don’t pushblock, they’re left at a frame advantage in most situations since they’ll leave all blockstun once they hit the ground… I’ll have to explore this reset a little more to find ways of making it safe and such and such).

Both of these punishes reinforce the fact that Ultimate Spidey wants to keep the opponent in the corner at all costs, and so does UWT. I s’pose the best idea is to condition your opponent into developing some sort of habit against you, or finding out their personal habits, and then determining the ideal reset that will nab you the set. If they like to back tech FUCKING EVERYTHING and is not named Sentinel, then by all means, UWT their ass if you know they won’t react to it. Just be wary that once people catch whim of forward teching and mashing buttons to escape it, *you will *have to utilize more options to deal with it. (Just like once people catch whim of how to rape web ball web zip and other mindless shenanigans that Spidey players are known for doing nothing but, you will have to utilize more options)

I have been in a brick-shitting for posts lately. o_O

Edit: Just now tested reset #2 while calling Frank. If they get hit, Spider Bite spikes them down into Frank and doesn’t waste the ground bounce!!! How cool is that?!?!

The set up I use is an offshoot of my BnB combo: Spider Sting> dash c.M, s.H> Web throw> dash> Zip> j.S> s.M> c.H> L Web Swing> MMS (Call Doom)> s.S> sj. MMHS (guaranteed corner)> back off a bit on the ground s.H (as missles start to hit)> UWT (just after s.H animation ends)

It’s pretty much unescapable by characters who don’t have a move that immediately pops them up. This means I TOD Wolverine, Haggar, Spencer (and a whole bunch of other characters) with 1 meter. (Taskey escapes with Spidey swing unfortunately)

I think it’s definitely important because Spidey typically needs 2 meters (Super +DHC) to kill someone, and his combos typically build 1+ meter. So lets say you get a touch early in the game, kill them with a UWT reset, this still leaves you with an extra meter while allows you to kill the 2nd character (if he guesses wrongly on your incoming mix up) without using your x-factor. Once you’re in a 3 person with X-factor vs 1 person with X-factor situation with Spidey on point, the match is as good as yours. (Spidey can run away all day until they blow x-factor or stumble into a spider sting.)

So, TLDR: I tihnk UWT resets are important because 1) with the right set ups, they are inescapable to certain characters 2) saving a meter when killing someone gives you more meter to kill the next character (who may be able to escape UWT resets)

Record it and I’ll tell you if it’s *truly *inescapable.

Don’t have the equipment, experience or software, so I’m not inclined to. It’s easy for you to test it if you want though- just do the bit from: (corner) call Doom> launch> MMHS> etc.

I’ve pretty much tried everything on the other end and I’ve not found any way to escape it with those characters if the UWT is timed right. If you do the UWT a little late, there are just frames where wolverine can drill claw out, etc, and I think some inconsistencies might be caused by how the missiles hit in relation to the timing of the stand H… but overall I find it works consistently enough to use as a BnB in tournaments. I just played an 80 game set the other day against a fairly smart Haggar player and he couldn’t do anything about it when I did it right (if you don’t back off enough Haggar can pipe you).

I am struggling a bit with the Zero match up recently. I generally try to lame him out, but his Lightning shuts down a lot of my air options. And I get popped by the Buster a lot as well, that thing just stops my approach and ground game because of its speed and durability.

There are times I successfully slow him down and lame him out, or zip across to land a combo, but many more times getting stuffed by something random thing like j.h, Buster and Lightning and get combo to death. I like to know how you guys fight this match up as I am new to Spiderman.

What’s your team?

Spiderman (web ball), Dante(Jam Session), Magneto(disruptor)