Ah, so he’s that kind of man, I see.
Well, iirc, I think him and Manji were talking about how he played her back in St when we were chattin’ on XBL one time. Mentioned something about beating Senor Wong’s O. Ken with her too.
In order to stay on topic, I messed with Drones a little more while I was testing out another idea that came to me earlier in the day… and failed, lol. But yeah, back to Drones: I tested Web Throw, mash on :a1: (Sentinel Force), get the hell over there, Web Zip OTG, and I was able to dash under the opponent, and then Web Throw from the other side. I don’t think it puts them quite in the corner, but it may prove to be of more use if you start a combo in the corner. For instance:
j.:s: c. c.:h: xx :l: Web Swing j.:h: j.:s: land st.:h: xx :l: Web Throw dash over Web Zip OTG j.:s: land st.
c.:h: xx :l: Web Swing j.
j.
j.:s: land st.:h: xx :l: Spider Sting~:h: land :l: Web Throw mash :a1: (Sentinel force) dash over swing zip j.:s: land dash under
Web Throw :l: Web Throw Maximum Spider
Of course, hit stun might scale it too far for two consecutive drones to connect and allow such a combo to be performed, but I was not able to test the limits of it since I was on pad and did not want to wake the rest of my household up.]
Speaking of which, did the standard BnB above into a kara sting successfully on pad on my first attempt earlier. THAT’S HOW EASY IT IS TO DO WHEN YOU LEARN THE TIMING!!!
The sting/bite web throw combo does not really need the opponent to be on a juggling state. It just makes it a tiny bit easier. With that said, I don’t see any use for it. I did it from a s:h: to sting/bite then web throw.
Have you done that specific combo already Air or just theory?
Airborne, my issue with Cold Star is that I think the first hit does indeed start in 42 frames but then there’s that pause before she starts doing the following hits. So the opponent spins in between these two “strings”.
Though it’s good to know kara Spider Sting is a feasible match thing lol. I have problems even connecting the second web swing reliably…I guess I’ll take another look at it.
Right now using Ryu with Hadoken and Rocket Raccoon with Pendulum. While i’m not extending comobos per se, when i’m zipping and air dashing all over the place Pendulum makes Spidy’s movement safe since it covers such a large area of the screen, not to mention on hit its a free Wall bounce that can be comboed off of, I mostly either try to catch with launcher into a Day 1 Web Swing -> Maximum Spider air series, or Web Throw into a Double Web Throw combo. Ryu’s hadoken is simply for putting clutter on the screen so the opponent will get hit by something even if they try to AA spider-man, I also sometimes (or rather attempt) to use it to cross up the opponent by dashing over them after calling Hadoken. It’s been working so far, Shinku Hadoken can also DHC perfectly from Maximum Spider. Or Denjin Mode Shinku Tatsumaki which is whopping 800k+ damage, albeit for 3 bars.
I was never sure if that first sound was her switching to beads or an actual shot, LOL.
And yeah, it works fairly well with most combo extenders because you can basically OS it persay, since you get maximum damage with some combo extenders when you do c.:h: xx :l: Spider Sting~:h: (<—kara sting) land st.:h: xx :l: Spider Sting.
I really like the look of that team build but wouldn’t it be better to run Tatsumaki assist since that thing comes out in a whopping 37 frames and causes soft knockdown? If you do run it, you can greatly increase the damage output of your Spider-man combos when you learn the timing of when to use the Tatsumaki assist after OTG’ing.
Also, DHC’s from Spidey to RR should be absolutely retarded, lol. I think it may be possible to combo into Maximum Spider, DHC to the big floor trap thingy, raw tag back into Spidey, the raw tag hits, combos into the floor trap, and then Web Throw Maximum Spider or THC or something lol.
I was thinking of Tatsu, but then again if I call it there’s a good chance he’s there not hitting any thing since I’m all over the place with Spider-Man, or I would just have to really work on calling my assists at specific ranges, who knows. At least with Hadoken it travels farther
I would have to try the Mad Hopper (The Floor Trap) DHC from Max Spider, though since I put RR on Anchor and Spidy on point these things rarely happen lol.
ok guys i really need a video of this facing an opponent at the corner (start with the reset button + a side) to see how the spacing works. doom missile variant preferred x_x
oh this isn’t the combo thread. i’ll repost there.
anyhow, i’m testing spiderman/doom/taskmaster, one of my vanilla teams…
How do you guys feel about Spidey/Morrigan (Dark Harmonizer)/ Doom (Missiles)?
I just started trying it out yesterday, but it feels like a legitimately strong, rage inducing team. Spidey can fill the screen with web balls and zip around all day while calling Morrigan. Once you’re up to 5 levels, tag or DHC Morrigan in. We’ve all seen what Chris G can do with Morrigan/Doom… Now imagine Morrigan/Doom coming into play with 4-5 levels of Astral Vision stocked. It’s not Dark Phoenix but I think it actually comes close.
The best part is, once they realise what you’re trying to do, the ball is in their court to get in on Spidey… and Spidey is most dangerous when the opponent is forced to run through a gauntlet of web balls, web throws, air web zips and spider stings to get in on him. So Spidey isn’t just a battery on this team… the team is structured in a way that forces the opponent to play to Spidey’s strengths.
Like Z said in the combo thread…
Honestly, like I said in response to Z’s post, Spidey doesn’t get much from just playing keepway. You do nil chip damage and while he’s hard to catch, I honestly think there are better characters for your purpose (building meter for morrigan). Chris does crazy chip and has above average health (more meter when he dies); Zero builds 2+ bars, does good chip, has amazing mobility and is overall broken; Wesker is Wesker, probably best battery in the game, most things considered.
I agree that Spidey on a regular team isn’t go hot at keep away- his projectiles do no chip, and the overall durability that he can put on the screen pales compared to most characters.
What Spidey has that other keep away characters don’t have are:
(1) Some of the best defensive tools in the game. Opponent runs into a web throw, he dies. Opponent runs into an M web ball, he dies. Opponent air dashes into a Spider Sting, he dies. Opponent runs into a crouch H that has sword normal range, he dies.
(2) Arguably the best mobility in the game. No keep away character can literally run left and right across the screen as Wolverine tries to get in without putting themselves at real risk of running into a dive kick and dying. Spiderman can.
Normally Spidey’s defensive tools and mobility aren’t a problem considering his lack of chip and durability- Wesker doing sj. back shots will do more chip damage to Spiderman than anything that Spiderman can do to him with that range+angle. But that is the point of this team- with Dark Harmonizer building meter for Astral Vision, the opponent sitting back and chilling has a lot more to lose than Spidey does, so he has no choice but to rush Spidey down.
And Spidey doesn’t have to worry about opening the opponent up… his screen control/defensive tools are strong enough that as long as the opponent is forced to rush him down, he stands a good chance of running into something that will kill him
(Note: I’m not exactly trying to ‘sell’ the team… I’m not even sure that it’s good yet. I’m just talking through the theory right now).
I never said he had the best keepaway I was referring to his strength in zoning by annoying players. Trying to rush in with him is not the best of ideas considering some of his start up and recovery even with zip cancels. When using technical teams like Acidic’s then you definitely want to play the middle ranged game. Spidey would technically be rushing in solo. The best cover up would be to play away and find a safe spot to call missiles and then react to whatever they do in response to missiles. They fall back you go in and make you a window to open their ass up if not fall back before it’s too late. I’ve been also considering putting Morrigan on as a suitable replacement for Storm but wanted to test some things out with her first. Hitting any combo with Spidey ending in web throw results in a hard tag Astral Vision to keepaway BS either forcing a raw tag or the death of a character.
i just tried that team out online, dhcs are godlike, any of spider man’s supers into astral vision for a safe dhc. and i used shadow servant to dhc into maximum spider to get her out one time while a magneto was in the middle of a disruptah. shadow servant canceled it out and then maximum spider hit magneto during the recovery. would be really sweet if it punished higher durability stuff i’m going to try it out later.
also i think spider man keep away doesn’t really do anything other than waste time. but on a team like this it actually has a purpose.
also also i put spider sting assist for spider man for that invincible crossover, but if i end up never using it i’d switch it to web swing for the occasional direct horizontal space control.
i think i really like this team
I mentioned this along with some other characters in my previous post. The problem with this team is that you will more likely have to rely on Morrigan’s assist to build meter since it’s going to be difficult for Spidey to naturally build meter. You will probably have some problems with Strider and Skrull also. Other than that, it’s a really strong team.
It’s not that big of a deal. Missiles will allow you to get in when they try to block but it’s a hit and run style team as Spidey is concerned. Morrigan can hide and rush in behind her own fireballs and get decent damage for what she can do.
Please, please, just call me Z
Been thinking about trying Frank out with Spidey. Level 4-5 Frank is scary as hell and I feel he works well behind Spidey because
[LIST]
[]Cart is a strong assist, keeps pressure on covers bottom of screen while I can jump web-ball and zip in also good in block strings call cart and web throw on incoming to maintain corner pressure
[]THC to get OTG into CA at the end of a combo (i.e. the way Z uses Storm but cart super might push too much have to test it)
[*]DHC either before last hit of MS to get the spinning knockdown and level Frank up OR after last hit to kill
[/LIST]
Third character will probably be Doom but I also use Hawkeye and Strange so I’m going to test all of them out but I’m leaning toward Doom the most.
This is just stuff I thought of in 5 minutes at work haven’t gotten into the lab yet but any thoughts?
Check out the previous discussions. There are actually lots of Frank users here.
i need to test some stuff with spider/frank, but i’ll likely stick with spider/doom
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Yup. That’s me.
Also, try checking out the video thread if you can. There are videos of Spidey with Frank doing well on some tourneys. It’ll give you some ideas on how to set things up, get levels and create mix ups.