u know that web-swing cancel spidey can do…?
i do that kinda alot and it throws people off…still…anyway, i almost always manage to end up on the side that they ARENT blocking. makes for some good damage:) also…i found that…oddly enough…in the cornder, for some mad chip…ive been able to get people in there…jump down at em…throw a few attacks…land…call doom rox…throw a few attacks, end with ground web ball…start over
this gets quite a few people…and it pisses em off…cause when they do decide to jump out,…
BAMM!!!
spider-sting xx maximum spider
haha…im not EXTREMELY technical…but i get by…and i try to know what im doing:P threads like this help alot:D
If I knew how to download vids from my house onto my computer and post them up… id hook you up with a ton of spidey/doom footage…
good to hear things are workin out pretty good for you and your Spidey… I got a tourney comin up soon… so I havent been playin him that much… after this weekend though… Ill be back into work and posting up new material…
Alright as of today I’m gonna start spittin out some Spidey strats cause it’s been long overdue. I will go into detail about which moves and assists are worth it and which ones shouldn’ t even be thought of. So if anyone has any questions on dealing with any particular chrc just postem up.
Note: This is just from personal experience… Not everyone plays against the same mag user… so Strats posted might be different from others… I play against very good Mag users… so these strats should help…
Well… all i got to say about Mag is dont be afraid to take offense against him with Spidey… He takes damage almost as bad as Spidey does… so you can do serious damage if your not afraid to take chances…
Of course Mag is a rushdown char. so he’s quick… but so is Spidey… A lot of Mag users try to get that slide in and assist help to get combos off… Spiderman is sometimes quick enough to c/lk c/lk s/hk after a slide to get an easy air combo in… or you can quickly dash in with the lp lp launcher…
Be careful of what assist they have… For example… You’ll come across a Mag that will do somethin like this… tri-jump lk lk c.lk c.lk PsyAAA… if you block, they will tri-jump and repeat… until it hits… What you should do in this case is after block Psy, Spidey sting… you both may take a hit, but you will be out of a bad situation…
**STAY AWAY FROM USING WEB SWING UnLESS YOU KNOW ITS GOING TO CONNECT INTO SOMETHING ELSE!!!.. ** Mag is quick enough to catch you out of any webswing, even out of an air combo… I.E… if you c.lk c.lk s.HK Sj, lp lk mp mk Webswing, Mag can techroll afterwards and be waiting for you on your way down for an easy kill…
The Maximum Spider is also very dangerous to use against mag… If blocked, it will leave you open for a world of trouble also… If you know its goin to connect, fine… But to be safe, call out a projectile assist or somethin of the sort to back you up in case it is blocked… I.E. Maximum Spider+Sent Ground Assist… The Max Spider will get there quickly, and Sent assist will follow if blocked, so you can rush in with a crouching combo or a jump in combo depending on how they are blocking…
Be careful of your airdash with Spidey… its long… and you cant block while its going… so you could use the same strat about the Max Spider… or keep high off the ground if possible…
But like I said earlier… dont be afraid of offense against Mag… Spidey/DoomAAA is perfect against him… Find out which assist works better for you, but just remember not to run all the time… but be careful of offense too… Except for a few things, pretty much everything I posted refers to playing offense against him and being safe about it… Have fun with it…
This is a tough one… But this
is how I go about Killing a Cable…
STAY AS CLOSE AS POSSIBLE!!! … Stay on cable’s ass as much as you can… dont let up on him… Doom/Spidey is perfect for this
Most chip Cables assist… Sj. FP nade Land assist Sj. Fp. nade… In this case of course you dont wanna super jump… however you dont wanna get chipped on the ground either… I usually do one of the following, depending on the assist the player is using…
If the player has PsyAAA… you’ll get owned if you stay close… so what I do in that scenario is push block Psy assist… call doom AAA… and Superjump… There’s a possibility Cable will then AHVp Doom, but you should have enough time to get out of it with the Sj for your own assault on the other side…
If the player is using somethin like DoomAAA or Sent Ground, you can stay close with your own DoomAAA… just persue with jump in combos… of course they will block, but Spidey is quick, so you can rejump and keep at it while DoomAAA chips… Yea… they may push block, but Spidey wont go anywhere most of the time… so you can still stay on the offensive and Doom rocks will still come back for more coverage…
Use the Sj xx Max Spider against a Cable that likes to stay airborne with the Fp Nade… Dont Sj all the way to the top though… make it half way and cancel into the Max Spider… jsut keep an eye out on how the nades are landing during the match though… some people keep them high, others will stop you from Sj… dont make a mistake of Max Spidey into a Nade…
1 On 1 with Cable…
Cable is a long range character… so of course you wanna stay close against him… Spidey can easily kill a close cable 1 on 1… just make sure your switching up on your attacks… low… high… jumpin… try not to Max spidey unless they are open for it… otherwise you’ll die…:wasted:
Like i said in my last post… These strats are based on my own personal experience… someone else might not play it like this… and jsut take a completely different approach, but I play against some top-tier marvel players… so they should help you out…
Sorry everyone for my delay in getting back here to the forums, but I had some personal stuff needless to say to take care of. Anyway thxs RedRover for kicking things off. I’ll try to go over some stuff already covered and some new stuff as well.
As far as magneto goes: Redrover is right, don’t be afraid to get offensive on Mag because it’s pretty much all u got! I do use webswing but rarely against Mag unless I got Doom AAA,Sen G.A., or some other conjested assist to by me enough time to land.
One thing I’ve noticed about most spidey players is that they rely to heavily on C.lk,C.lk as the start up for launcher. I suggest using and becoming more familiar with his other lauchers especially the df+k due to it’s low proximity.
When I start off against a Mag player I walk up close and then jump back at the start and call my assist (Doom AAA). If a Mag player is attempting to rush u down rely on your Doom AAA and get behind doom and shoot out jab webballs to piss him off. If he has a good assist like Sen G.A. I suggest pushblocking Sen G.A. or waiting for mag to tri-jump u and launch him with either df+fk or df+fp. Launchers r big help to spidey.
As far as webswing goes, there’s a extent. If I am close on mag I do S.lk,S.fk,webswing with lk. Spidey’s air dash is not recommended against Mag in battle unless u have your assist already out and r following it up, but I suggest u learn how to cancel the swing at the right time to make spidey come down with a attack almost like a fake tri-jump. If u must airdash Sj.first and cancel it with air dash that way if u see something wrong u can webswing twice and get to the back of ur starting point.
Another thing underestimated is the U.WebThrow, I suggest using it rarely, but at least once because they will catch on. I use it when I see a mag attempting to rushdown spidey and I call my assist first and at same time I do U.webthrow
Stay away from OTG combos B.S. unless u know that ur oppon can’t tech roll to good:rolleyes: [Yeah Right] because Spidey’s sweep has too much of a delay. There’s more to fighting Mag but just use some of this for now.
Against Cable:Be careful of relying heavily on assist in this battle. I prefer to have a good AAA with fast frame start up like Cyc or Psy’s AAA. Anyway first off Cable sucks close range against the Spider Crossovers with Spidey can be Cables worst nightmare.
I tend to rely on Spidey’s agility for example if cable is doing S.fp or J.fp don’t even worry about it because all u have to do is press the down direction on the joystick and spidey will crouch enable him to dodge cable’s annoying Fp attacks. If u got your back to the wall use a wall-jump after u sj so u can keep any eye on the AHVB if Cable is far away. I also use wave dashing to fake cable out and dash cancel to get in closer much faster than normal. Cable will only chip at u if u let him use cyc aaa if he’s in middle of screen, but use psy if he’s up close or above u vice versa.
Runaway Storm::lol: There’s really nothing u can do to stop Storm from running away, but u can maybe catch up to her. I SJ.and Jump off the wall so I can get a little more air. It’s risky but u can webswing for about 3 to 4 times depending on where she is in order to buy a little time and build up your meter. DO NOT DO IT IF SHE’S ABOVE YOU! U could get fried. I suggest taking and canceling the webswing with Max S. if u see her throw out Fp or typhoons. Sometimes your FP might beat out some of her attacks but due to her airdash and airthrows and specials which all gain high priority once airbone makes it all more tough. Of course there’s always Spidey/BH/CapCom when in doubt against miss Runaway!
Nice posts Kooky… and I agree with the runaway storm… Spidey’s almost useless against her running away… Assist are a big help… Plus look at it as a time to build you own meter up… If she tries her vertical Typhoon, you should have enough time to Sj. Max Spidey that ass…
Thxs red:D Anyways I was foolind around with Spidey AAA/Psy AAA/DOOM AAA and it was a pretty descent team. I used psy AAA to act as a counter if I was close or regular jumping. Doom’s AAA was used to cover my butt if I was air dashing or attempting to combo. All in all I recommend this team to anyone looking for a good basic start-up team.
-SMACKED311-
Yes Spidey and IM is excellent team of choice. with spidey’s AAA there r many possibilities invovlved. I used to use IM AAA to set-up for MAXS. or FP webball or regular webthrow. Of course if u playin with IM, Spidey’s AAA opens up the door like many of AAA for infin. set-up’s. Sometimes if I’m air comboing with IM i’ll throw them into Spidey’s AAA if they r near corner. I don’ t use Spidey’s Cap assist like I use to, but it use to be a tremendous help in the past for my Spidey/IM team. So I’d have to say yeah this team is ok too. plus to tell u the truth Spidey goes well with almost all of the marvel comic chrc, In fact in truth to comic book SApidey has teamed up with the X-Men, Iceman(they were best friends in college and even was a show called Spiderman and his amzg friends in which they battled Dr.Doom on regular occassions) but he just works out that way I guess.
Kooky… Smacked… Flyguy… Alpha… Mr. Phelps… etc… what Spide teams are you guys using on the regular and why… Im just curious… and just tryin to spark little life in this thread…
*Spidey Infinite…:mad: … Still havent found it yet…:depress:
To tell u the truth Red I don’t think Spidey really needs an infin. besides infin. r only good as set-ups for additional combos and the damage is usually reduced to a 1 or 2 point value range. Now resets with spidey:D r the shit.
As far as who I team him up with it’s kinda random, but then again not really. The biggest problem I have is the fact that I’m VERSITILE and can play every single chrc down to the bone. But I still use some top tier assists in order to make the team work.