If you time your airdash right, you get a full combo from anywhere. I like to ground dash into IAD for consistency. Come down with the heavy normal of your choice then dash in for the follow up.
Cool stuff. I actually never thought about comboing out of MS during power storm. Seems strong since it’s actually a pretty decently scaling lvl1. When I get a chance to play again I will definitely be looking at storm-specific super stuff, as well as midscreen storm stuff. Since power storm is the least immediately rewarding out of all the stones, I want every hit to count.
So have people actually been successful in useful web zip to counter reality surge in real matches or is it something that works well in the training room, but hard to do in a real match?
I do it every match. It’s really a matter of knowing your positioning so you space your zip correctly. If you are off, it will miss the ball or the character or both. Takes practice. Even harder than that, though, is using it to punish Gammoras and Dantes. Very easy to mess up the timing and get smacked into one of their derpy confirms…but when I do catch them, it feels very rewarding.
One of Spidey’s greatest strengths is his strong neutral options. If you’re good, you can almost guarantee the first hit. The problem is, he can get punished very heavily for messing up. The most important defensive option for him is tagging on reaction, which takes some getting used to (at least for me).
Launch position yourself just slightly higher than your opponent then hit f.hk then air dash into hp f.hk. when you land use s.hk instead of c.hp as it only knocks them up just a little whereas c.hp knocks them up higher messing up the timing
Unless they have one character only and you actually know how to tag your partner in proper to dash to where they will be After the cinematic don’t do it.
Depends on the variant you’re doing. You can do j.hp f.hk air dash j.hp f.hk land s.hk. You can do j.lk j.hp f.hk air dash j.hp f.hk land s.hk. You can do f.hk air dash j.hp f.hk land s.hk. it all depends on what’s consistent to you.
The december 5th patch removing beam hyper lockdown so anyone playing spidey/beam hyper character may have to adjust their tech a bit. I dont see this being a huge issue but with reality surge also taking a hit, projectile based lockdown is taking a hit altogether. Luckily for us we still have webball to give us some decent resets.
Lol, agreed. If I’m reading these Dec 5 patch notes correctly, Spidey can’t even force neutral techs anymore after web ball. It’s essentially a situational tool for when you can read your opponents defense and have meter to spend. Probably easier to use it to open someone up than as a reset tool.
The “crumple” state they refer to is the one that forces the neutral roll/air tech after knockdown. You can roll forward/backward from crumple knockdowns after the patch, so web ball would be included in the list of moves nerfed by that change.
Holy shit, I was aware of that line in the patch notes, but it never occurred to me that web ball also causes crumple state. But now in the lab, I see that the falling animation that web ball puts an opponent into is the same as that of hadouken.
This could be a pretty big nerf. I’ve always thought that Spidey’s ability to end combos with tag+ HP web ball to set up a reset was one of his strongest assets.
Anyone have notations for the combo dude was doing during the dlc character stream? Between 45 and 47 mins? It looks like a, b, c, web swing, jump hp, web glide, and kind of repeating? I can’t really make it out.
Does anybody know how this is done? Looks handy like it opens options for other things as well.