It’s pretty good man. I tried spiderman out a while back when the game first came out, but my execution was too bad. I’m coming back to spiderman now that I’m better at the game. I think with spiderman his combos are less of a problem than how to play him, so this intro focuses on that aspect which is probably the most important. Looking forward to the more technical vids though - this one is definitely focused on very new players.
Love, it, dude! I feel like I actually learned a couple new uses for Web Glide and stuff. Looking forward to the rest. ;D
Edit: Damn, Xero, that vid was awesome. Sorry about not posting it here for ya last night; didn’t check the boards. =\
A little constructive criticism; I wouldn’t cite Spiderman as being punishable because of raw crH’s. Could give people the wrong idea. Spidey isn’t very punishable at all. You should never be throwing out cr H’s without following them up with web swing/zips. Doing that not only makes it safe, but gives Spidey the advantage. Instead of playing Spiderman up as a risky character who needs to turtle or runaway, you should be encouraging people on how to apply his safe pressure/mix ups strings.
I see what you’re saying, man. ^___^ I think we’re coming at the same issue from two different directions.
Of course, the video itself is geared toward newer people or people coming from other characters. Like the millions of people who use Wesker (myself included), you can throw out normal strings and not be punished because his frames are so good! I don’t want people to apply that same mentality to Spider-Man and get mad because they got BLOWN UP for doing what worked with someone else, like throwing out a s.M or c.H as a poke. I truly believe that that is what initially turned people off to him in the first place! Of course, we, as Spidey players have experienced this, but newer players who don’t look at his frames do not.
That Wolverine demonstration was to show newer players what happens when you don’t think of what you’re doing. All that was to get people to want to play safe! To make them want to do things like using swing/zip to make them safe. I dunno, maybe I could have worded it a little better in the vid :/…
That’s ok, I initially wanted to really cover all that stuff in the next vid, anyway. Thank you for your thoughts, because I didn’t think of that while making the vid
Also you should go back over the hit and run section. Spidey can’t hit and escape with web zip theres too much delay in web zip since it has to hit a wall. Also though it was a nice block string it doesnt work. If you pushblock the c.hk or web swing after its forward motion Spidey is wide open or they can escape before j.m can reach. If you try to web zip youll eat either a well placed assist or super. Spidey needs to be layered up or the web zip needs to definitely hit the opponent because if they can duck it they can reverse.
Spidey’s web zip is, what, 16 frames? Plus whatever time it take to stick to the wall I think. So no, usually, it’s not a safe thing to do. BUT, it also depends on your actual character’s placement on the screen. If your Spidey’s on the 1P side, and you’re getting your string blocked on the far right side of the screen, then pleeeeaaaase, DO NOT try that. But if something happens like, your opponent advances on you in a rushdown while you’re blocking, while your opponent’s pushing your back on the left side of the screen, and you’re not near the left corner (actual corner of the stage on 1p side), then if you see an opening, but your normal string is blocked, then YEAH, its a very good option if you ask me (if you haven’t abused it). It gets you full screen to breath and stops their rushdown flow cold.
Sorry for the elaborate explanation. ^___^ Honestly, I use it every now and then to launch myself out of the way after a failed hit confirm, but I don’t use it on a regular basis. It’s kind of a last resort thing. But I still think it’s a useful tool to have in your back pocket.
My idea for the first video was to show off what Spidey can do; to show him in his full potential. Things like that are impractical if used all the time, but it also shows that you don’t have to sit and take hits or chip when you are getting rushed, much different from Haggar. Spidey can ‘stay mobile’ when others can’t, I think.
tl:dr? in short, I was showing Spidey’s potentially useful tools, but I didn’t differentiate between practical and more surprise/unexpected/last resort stuff. Kinda the same deal with combos in many combo videos.
Thank you for the criticisms. That’s the whole reason why I showed you guys first. If you guys still think these are big enough issues, I’ll consider redoing those parts of the video. Honestly, I want to stay away from that, because I would have to delete and re-upload the video (losing all comments, likes, followings, etc in the process, though there’s not that many right now), but I want to present useful information above all else.
You dont have to delete it just explain in more detail in your next vid the meaning of negative frames etc. Web zip is only as good as the distance between you and the connecting point. Thus why using it in block strings is only good against big people like sentinel or when coming down from a web swing with the web zip angled down towards the opponent. Too many of the cast can duck it which leave Spidey in a bad spot, for example in your vid web zip missed once while Iron Man was crouching you would have ate a super the moment you threw it out and that’s without pushblock.
[media=youtube]SF3KRGOqQwM[/media]
Spiderman spider sting stuff; including a way to incorporate Spiderman into a DHC trick team
Here’s a better question. Does the hit stun scale reset since its a new character? I see you got the Doom loop in but the spidey combo you did wasnt that long either. Can you do max damage with Spidey then switch and do max damage with Doom for the kill? Also how possible do you think it is to switch and OTG after the second Spider Sting? That would make for interesting tricks and 100% meterless team combos.
Edit: After playing Chun li, Zero, watching some Sentinel vids, and playing Doom… I think Spidey has a way to relaunch characters only difference is his combos would be short in the beginning. I will have to further theorize and test this before I can say for sure.
Dammit, you guys have me theory-crafting again when I have projects to be working on… >___<
Definitely gotta try something with Tasky’s arrow lift technique though. I’ll get back to you guys on what I find with that trick.
Also, I already commented on your vid, Phantasy, but I fucking love you.
Ok so I was able to test my question today. The result is hard tagging does not reset hit stun scale :sad:. I did a long combo using missiles into to web throws ending in :h: spider sting ~ :h: raw tag doom s:h:. Only one hit of his foot hit and then they flipped out while I was doing :s: :mad: I’m going to keep messing with it to be sure it wasnt distance but that’s what I saw today. The other note being no you cant raw tag and then otg after the second spider sting which I already figured you couldnt but wanted to make sure.
Next after that though. I tested guard break, which should honestly be called untechable, but for those who dont know what it is you should research it. You do not need an assist to set it up just an assist to follow up, so otg assist work but only certain ones since people recover fast from spideys throw. quick explanation though. On entry you cant grab an opponent unless they are trying to do an attack. At first it looked like you had to use an assist to grab them but had to do it at the exact moment the assist would hit. This was soon debunked. All the opponent has to do is block any attack on entry then they are able to be grabbed. That’s on entry.
Elsewhere, for those who played MvC2 seriously and encountered a good Iron Man, easiest example, he could guard break you midscreen if you tried to normal jump backwards to avoid high low mixups. sj. lp adf lp lp pause u+hp guard broken (I loved that shit!!!) In this game you can do the same except it still requires a throw. Using Spiderman with all guard turned on, opponent set to jump, throw escape turned to on, and the opponent being MODOK (random select plus it somehow turned out to be easy to test since he just sits there and hes big) I tested throw on him. MODOK broke every attempt, meaning options are working. Then I applied rules for opponents coming in by doing a j:h: pause f+:h:. MODOK broke ALL attempts at a mid to peak jump level (I know he can fly around holding up but the computer sets him at his normal jump peak when set to jump). :sad: or is it :wonder:??? Every attempt under mid jump level MODOK was thrown. Settings never changed but he was thrown. Tested again but this time used a quick follow up OTG like wesker so now the inputs were j:h: pause wesker assist~ f+:h: sure enough wesker hit letting me get a s:l: in (wasnt trying to go for a full combo). So to me this means that now Spiderman has options as far as guard break/untechable is concerned like everyone else. Havent tested it to see if there is a way to use an assist to activate throwability on entry to use UWT. I’m sure there is just not sure how yet.
Anyways the guard break/untechable is old news I was just posting up on how Spidey can apply it to his game now.
yeah the Spider sting raw tag stuff doesn’t reset hitstun scaling at all. It’s mostly to add flexibility into Spiderman’s combos, or to let him switch out mid combo a la DHC / air tag without some of the downsides.
fair enough it’s still sexy as hell and considering that I was doing the double web swing double web throw combo before tag I’m sure if I omit the second web swing and leave the web throws and tag into doom I can still get the short reps of his corner loop into an OTG Photon array or Sphere Flame. Honestly though I see this discovery more dangerous for spidey/sent, spidey/wesker, spidey/dante teams. hmmm makes me want to check something out.
Yea, I’ve been testing this with Spidey-Dante. I’ve got some boring ones working, but I’ve got some ideas…
Here’s what I promised you guys back in the FAQ thread:
The video is compiled of 3 separate things:
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Spider-man’s Web Throw can also be used for the combos discovered by Phantasy, where you can raw tag mid combo into an OTG combo of some sort. This one displays Web Throw->raw tag into Dormammu-> Dark Dimension.
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Spider-man’s Web Throw allows Storm to set up the DHC glitch, allowing Wesker to DHC in and get a free combo.
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We all know Maximum Spider does not initiate the DHC Glitch, due to the fact that the game does not consider it a cinematic. HOWEVER, Maximum Spider DOES NOT hit immediately, so it can be DHC’d into for the DHC Glitch. If you watch closely, the first hit of Maximum Spider does 50k, the same amount if you do not combo into it. NOTE: I know that you can’t combo after Maximum Spider without wasting X-Factor and an OTG assist, but hell, it’s MORE DAMAGE!!!
thats interesting
Wow Airborne, this is great stuff. So if I am to understand this correctly, in his own strange way Spidey can receive the DHC glitch. He just can’t do anything after it without x-factor and an OTG assist, very cool. I’ve been messing with Dorm lately because I feel he is a great teammate for Spiderman. Raw tag into dark dimension is pretty sick.
So now considering this new dhc glitch. A long web throw combo could result in a raw tag to deadpools katana rama into a cutting time combo dhc glitched MS
I tested the Deadpool-cutting time. It’s not viable for a couple of reasons. First, you have to throw them into a corner in order for Pool to have enough time to come in and katanarama. Also, Spidey uses up the ground bounce in all of his good combos so kitanarama won’t OTG them. (it OTG’s by ground bouncing them) It could work for something like a combo video, but really doesn’t seem to have practical in match applications.
heheh I’ve been actually doing funny combos with tags in the middle online. great to know that some characters can go off of a web throw. I think Doom’s otgs are just too slow, unfortunately ;[