You all are missing the one thing about Hidden Missiles that greatly hinders it; while it will easily lockdown anyone that is not prepared to fight it, it will promote any knowledgeable player to become more mobile, defeating Hidden Missile’s “secondary purpose” of a lockdown assist. In fact, it’s why Xero is switching to Plasma Beam assist (Storm’s Whirlwind will also push any opponent away, so that’s not necessarily helping him get in, lol). While Hidden Missiles is allowing you to extend your combos for a great deal of damage, it’s not going to give Spidey what he needs the most. This is why you need an assist with some sort of presence that will provide the lockdown that Spidey needs to get in, stay in, open the opponent up, whatever.
Tl;dr Doom’s Hidden Missiles are just another Dark Hole assist; pair it up with an assist that has space control!
Missiles is still a great assist for other characters though, like Arrow Guy or Other Arrow Guy, or even Magnet Guy… all who are good chums with Spider Dude
That is correct sir. That’s why I’m currently running Spidey/Doom/Arthur with Daggers providing an assist that provides lockdown + space control for BOTH Spidey and Doom.
The only time I see Missiles being an asset in helping to land hits for Spidey is when (1) You’re fighting an opponent who’s using missiles assist and need your own missiles to back you up. (2) You’re fighting an opponent who can zone from superjump height (Trish, Zero), which Spidey has real problems getting hits on. (3) And possibly, when you’re fighting another highly mobile and annoying… Spidey (I wouldn’t know… I’m the only Spidey around here)
As far as Trish and Zero go I find a beam to be a lot more useful against them than missiles. Yes missiles will prevent a lot of air movement if they block, it’s still minor chip damage and they still are a nuisance while Doom recovers. On the flip side though so long as you are patient, you can avoid most their air crap and go for the left/right mixup and start applying pressure.
Arrow Guy, Skull Man, and Magnet Man all provide full-screen covering assists for Spider Dude though. ;O
I would say that Strider’s Vajra assist is better harassment then Hidden Missiles because it brings them back to the ground and allows you to get a full combo off of it. And if you wanted, you could always just randomly pop a THC when you see Doom come out to play. XDDDDD Spidey moves forward so any missiles that manage to come out would hit just him and not your other characters! :trollface:
But yeah, I only made that post because it seems like some people still believe that Hidden Missiles can do everything a beam assist can do, and then some.
well my point was that i run triple arrow and missiles because one helps control the ground and the other i use to control jumps/superjumps to a small degree, and i also get a pretty beefy combo out of missiles
Thought about what Brightside said about using Dormammu’s Dark Hole assist, and found out I can’t escape the damn flame head… back to Spidey/Dorm/Nova.
My combos are back to high damage, and I have my two favorite Spidey synergies in the game. What can I say?
Not to mention Centurion Rush assist gives Dormammu a strong mid-space control, just like how I was using it for Hawkeye.
Think I might just go ahead and change the first episode of this synergy series to Dormammu and Nova. (Little old, little new each week?)
I normally organize my team so that Spider-Man’s first and Ryu’s last. I know it’s unreliable, but I try to Team Aerial Combo Exchange in the Air to run through all my characters (I am admittedly incapable of running through long convoluted combos so I like using TAC. Ryu being at the end, I activate a Kamehamehadoken in the Air. Right when the opponent bounces up from the end of the super (And timing here is crucial to make it connect) activate Maximum Spider. This is great because the TAC makes Spidey the next teammate on the DHC order if he starts the exchange and I’ve just done quite a bit of damage using several characters and are now back to my best point character.
This works even better if you have characters like Doc. Strange as your other teammate. Spell of Vishanti works GREAT after a Maximum Spider.
After watching Rahsaan’s spidey again, I keep getting back to sent drones…too bad I don’t like sent. Putting him in second doesn’t really work because DHC sinergy is so poor and sent by himself isn’t good at all…and considering the amount of dark weskers around, a 9-1 matchup probably lol, you’re really screwed. Plus sent has low health now and because he’s so easy to hit as an assist, when he comes in from second spot he inevitably loses some red health.
Drones is really awesome…when it’s on screen you can go bonkers on offense, whereas for assists like Akuma you have to be closer and sword characters can just fuck you up.
Cough I haven’t looked back since I started Arthur anchor. It’s not as good as Sent drones in terms of screen control and Hawkeyes trip arrows in terms of speed, but it strikes a good balance between the pros that you want from both assists.
Plus Arthur is definitely a better anchor than Sentinel. IMO, he’s a stronger overall anchor than Hawkeye too.
I would have to disagree about DHC synergy from Spidey-> Sentinel; Off of Web Throw-> Maximum Spider you can go straight into Plasma Storm after the last hit and get every hit of it. In the corner, you have access to:
Crawler Assault->Hyper Sentinel Force-> Plasma Storm-> Crawler Assault or Maximum Spider for a nice amount of damage.
But yeah, I loooooove sent drones, but I hate the character it’s attached to. =\ Only time I have fun with him is when I’m repeatedly kicking people in the face with j.'s from 3/4 screen. XDDDD
How do you get all of Plasma Storm to hit from MS? There’s some timing to do the DHC in between the last hit of MS and when the opponent drops to the ground. I don’t find it the easiest to do so I’m wondering how you do it consistently?
DHC as soon as the last hit connects. You can only do it when Maximum Spider is performed near the ground i.e. after a Web Throw or on an opponent around Spidey’s normal jump height.
Lol, well it’s the only video that I know off the top of my head that has that DHC.
But yeah, there’s still really strong DHC synergy between the two.
On another note, the synergy between Dormammu and Nova is looking to be awkward; Dormammu is SCARYYYYYY when paired up with Centurion Rush assist, but I don’t think Nova can really use Dark Hole as a combo extender too well. It gives him really easy hit confirms though, and you can still manage to do the Stalking Flare charge build setup with Nova if you cancel Super Nova early enough.
I need to figure out a new BnB with Spidey though. One that doesn’t use meter and will put the opponent in a REALLY bad 50/50 position. I’ve been reverse OCV’ing people all day with my Nova tech, getting 2-3 consecutive reads on their anchor to take the game because I wasted X-Factor early.
Ummmm, but that’s Hulk? I’ve tried doing the DHC to Wesker and without proper timing, he only eats less than half of the Plasma Storm. And though I believe the properties of MS float after the last hit haven’t changed since Spidey didn’t have access to the DHC glitch, that’s not UMVC3.
Hmm… so it seems… Well, it appears that it only works in the corner, where Sentinel will pop out from the other side and the ball will correctly overlay the character’s hurtbox. It looks like you need to always finish your combos in the corner to successfully run Sentinel immediately after Spidey. However, despite the fact that you can’t have that “Happy ending” web throw back to mid-screen, Sentinel Force assist appears to be able to grant you an extra web throw while in the corner. That way, you can manage to end with Crawler Assault, then DHC to Plasma Storm or Hyper Sentinel Force->Plasma Storm.
That hinders the DHC capabilities between the two quite a bit…
It’s weird because it depends on the height the MS hits at. I can’t run my original Vanilla team in this anymore because my DHC to Proton Cannon from Web Throw, MS hits too high far too often. They just go in to spinning knockdown and whiff, whereas in Vanilla it was a very powerful DHC that bounced them off the gun when Mr. Stark appeared.
Does limit his DHC capabilities from the move moreso, pretty sure similar things will only hit from a MS that hits a standing opponent.