Spiderman Combo Thread

I use this team. However, IMO you should really start Doom with that team. The reason is you get two DHC’s in which one will damage anything on the screen(Doom/Storm), and the other one basically kills one character for free(Storm/Spidey).

What are the DHC’s I’m talking about? APA xx Hail, and then LS xx UWT(Ultimate Web Throw).

To connect the Ultimate Web throw off of LS, you have to time it a fraction slower than you would LS xx HSF.

You can do relaunches with Spidey/Storm-a by launch + Storm, sj. lk, sj. hk, Storm hits. Then you do whatever after it.

That’s a lil stuff. Oh yeah and you can super jump into an air combo with Spidey’s AAA. Very useful, what you should be using with that team IMO.

spidey doom storm?

that could be intersting… wonders

Are there any cool combos that link Spiderman’s Maximum Spider super as part of a combo without me having to stun the enemy to do it or use assist characters in anyway? I saw one on a youtube video where the players linked it after his Spider Sting special uppercut (after the first hit going up) and it hit the enemy as they were about to hit the ground. Are there any other ways to link the Maximum Spider or his Ultimate Web Throw as part of a normal combo that doesn’t use any assist characters at all?

fuck this

big damage off of a throw + tron

throw + tron, hp spidey sting xx UWT DHC HSF

ONE DEAD BITCH

only works on cable and maybe a few other characters. Doesn’t work on them all unfotrunately…

Hey everyone i’ve kinda taken a huge liking to spidey/doom, but i was wondering what exactly is his BnB combo?

So far all i do is launch xx magic xx fp, which lets you land on the other side and if the opponent isn’t fast enough you can reset.

Or call doom xx dash xx c.lk c.mk s.hk sj.hk xx max spider.

Which gets a little repetitive after awhile. Are there any others that do good damage? Also what are the usual set-ups that help in confusing the hell out of your opponent?

The web throw super doesn’t work? meh, I usually just to MS anyway…

Edit: Was bored the other day, so went into training mode… list not done, cuz I forgot 1/2 the shit :looney:

works on:

cable
sent
doom
bh
spiral
venom
colossus
zangief
hulk
sabretooth
bison
omega red

on some chars, you’d have to throw a bit late after calling tron, so they’ll land onto the 3rd ring…

im/wm
capcom
gambit
spidey
and a couple others I forgot, I’ll update later =(

doesn’t work on anyone else, either a) they don’t land to allow for dp/launch, or b) they fall too far away for tron to hit =/

unfortuneately, no… there is a ghetto ass shit in the corner to get a maximum spider off, but it’s not reliable, it’s very circumstantial, and it does shit damage.

if you’re in the corner, c.lk, s.lp, (the three hit launch will NOT work for this combo), sj, magic, lp web ball xx maximum spider. SOMETIMES, spiderman will immediately do the MS, and other times he takes his time with it… total… it does about the same amount of damage as an unbuffered maximum spider hitting only four times… yeah, lame.

Is there a way to combo into the web throw, or is it just a whiff punisher at best?

with or without an assist?

the only way that I know without is HP DP xx web throw ( cancel before he leaves the ground)

whats everyone using for guard breaks here? the only two i have is hp web throw xx max spider/ ultimate web throw (in corner) or j.lp pause lk lk hp+assist into follow up.

those are the only two i use… yo ucan also do a RTK web swing xx maximum spider.

oh really? i may try that one but i can see problems if they decide to take the hit.

in the corner, sj, webball, falling attack string is guaranteed. If they take the hit, its a combo. If they block it, its a guard break.

You can also try NJ, AD, j.lk, call helper, j.mk, j.fp. This same setup in SJ mode will cause a KD if you add 1 more hit after the j.lk.

Timing this slightly lower will allow spidey to scoop up and underneath an opponent for a random placemet hitbox GB. The thing is with this setup, you can actually fake the GB by cancelling early. Pretty good option imo. Let the opponent see you AD, quick cancel to the ground, and get a mixup.

as the opponent is coming in, dash underneath their sprite then jupback facing the wrong way. If they swing , they’ll swing the wrong way and spidey can attack backwards while facing the wrong way. Its basically a free CH.

as the opponent comes in, dash to the point where jupfwd will hit go underneath the opponent. From here, you can land a front side crossup for a GB option.

spidey has a hard time guard breaking people because if you swing on him, you’ll more than likely hit him. The setup I found to be the best is the NJ, AD GB. If you get the proper height, you can beat out just about any character if timed properly.

I like to mixup my GB’s with mixup strings as the come in to respect my spidey. If they swing on the way in, I’ll do a mixup with tron for half life KD. Easy.

well that much i knew of but didnt find it all too consistent since even the cpu was beating out my shit but it was probably a timing issue. as for mixups every now and then ill do a very early web throw so that itll leave my hand and i can move afterwards. it doesnt hit but theyll block anyways then ill jump over them on the way in and do his glitched wall jump to still hit them. when i call assist on it sometimes i get them in the front or sometimes theyll come out behind the opponent.

as for the guy that uses doom i say he takes a little more gettin use to he sets up for stupid things easily plus relauch ac and corner traps but your damage doesnt come as fast as using tron.

well, if they take the hit, you die. lmao
you could go j.lk, mp, mk, hp to hit confirm

if they take it, they get hit, if the block it, you land and get a launcher, if they pushblock which would be DUMBBBBBBBBB, you can get a free MS or UWT

damn, compared to shoult, im’ a spider scrub.

they pushblock that early they land before ms hits i tried that a while ago. you do get another string to assist or throw to assist. also you can do slp into whatever from there since theyll land on it.

try this…
on juggy…
s.lp, mp, sj.lk, mk, lp web ball, lp, lk, mk, land, j.lp, lk, mp, mk, land, sj.(magic series).

note: after launching, the lk, mk, web ball, should be done immediately.
its a pretty sweet combo…cuz at the end of the magic series, you can call your assist of choice to lengthen the combo, or reset it.

LOOK AT THE FIRST VIDEO IN MY SIGNATURE LINE TO SEE.
THE FIRST COMBO IS A DOOZY.

i just did an mvc2 spiderman combo that i know you all will love.
here goes: on magneto

(j.lp, j.lk, j.mp, j.mk), land, (d.lk, d.mk, s.hk), call bb.hood missle assist, (sj.lk, sj.hp), missle hits, (sj.lp, sj.lk, sj.mk), land, (j.lp, j.lk, j.mp, j.mk), land, (sj.lk, sj.mk, lp web ball, sj.lp, sj.lk, sj.mk), land, (sj.lp, sj.lk, sj.mp, sj.mk, lk web swing.

believe it?
i could have made it longer, but it took me hours to come up with that.

GUARD BREAK:
j.lk, j.mk, land, hp.web throw.

I’ve been using Spidey/Colossus or Cyclops AAA/ Sabretooth Projectile and here and my combos I’ve been using.

-jump back + Sabretooth projectile, hp web ball, dash Crawler Assault xx DHC into whatever. Berserker X works after 11 hits, Weapon X works after the 12th hit and in the corner.

-lk + Cyclops AAA, HK /\ xx hp web ball, land into launch into combo, or land into QCF+KK or whatever. Looks cool, and you can hit confirm since if it’s blocked the super jump doens’t execute.

-lk + Colossus AAA, HK xx lp web ball. Not that great damage, but it leaves you right in front of them as they get released, where a deep jumping hk crosses up or you can try jumpover air dash/c.hk/web swing/throw/jumpback web ball/etc.

Not much, but I’m still new to MvC2 and that’s all I got right now.