I got experience with Spidey teamed up with Viper
C.Viper
DHC’ing –
DHC synergy galore. I don’t know if there is a character for Spidey to DHC into better than her. I think it’s because she’s a redhead. Crawler Assault->any of her Hypers. Maximum Spider->Burst Time (and maybe even Viper Full Throttle lvl 3, if you have some ridiculous skill in timing it). Her lvl 1 hypers DHC very well into Maximum Spider. Her Emergency Combination can also DHC into Crawler Assault, if you DHC early, which might be useful for the hard knockdown afterward.
Assists –
Burn Kick - Her burn kick (IMO) is the best assist for him as it’s good at 1) extending combos, 2) creating unblockables as an overhead (with proper timing), and 3) keeping enemies popped up during Web Zip OTG to keep Spidey combos going.
Seismo - an OTG assist, if you have trouble with OTG Web Zip, though, honestly, it’s only mostly useful in the corner, and then, since they fly up so high, you normally can’t do much afterward except possibly web throw or super (depending on the part of the combo you’re on).
Thunder Knuckle (anti air) - it’s usefulness is debatable, and I have to test it more. It’s seemingly a good defending anti air, though I don’t think it has invincibility frames (as an assist). Possible combo extender. It’s best use is for Crossover Counters, as TK does have full invincibility for starting and active frames (as a crossover counter – so you could do a CC during a beam super like Dormammu’s Chaotic Flame).
Overall –
The best thing about this team is that Viper hits hard – she seems to be the character affected the least by hit-stun scaling and damage reduction. If you get her damaging combos down, you can take out pretty much any character between her and Spidey DHC.
She is also a very good battery. Her long combos build a meter or two easy, and many of her damaging combos literally pays for itself, buy expending meter built through the combo itself.
Spidey is good for reaching characters that Viper has trouble getting to. In mid-/long-range battles, Viper sometimes may have to spend meter and/or burn x-factor(to cover her unsafe moves) to get to them, but Spidey can use web zip/swing to reach them, which is very good against characters like Dormammu, Deadpool, Iron Man, Magneto, or Sentinel. You can also tag her in after a web throw, which is particularly useful in the corner for further combo damage, or (if late in a combo) for an air throw reset after popping opponents back up with Seismo.
Their big weakness is that they’re both ultimately ideal ‘point characters’. To make this team work against high level players (which, I think, can definitely be satisfying), you need to be REALLY GOOD with both characters, or have an assist to cover your weak area. I say this because these two characters have nearly the same bad matchups (Zero and Trish in particular come to mind), and also, while Spidey is a favorable matchup against Wesker, they both have difficulty against teleporters, characters with much longer-reaching normals (sword users), and teams built for zoning. This is made better with good assists, but with only one extra slot for a good assist, you have to pick which area to cover and which to leave blind.
Assists that work well –
Hawkeye horizontal arrows - really good for covering the ground on the other side. in start-up, it beats out beams, and (i think) it beats out most projectiles in durability. Good for zoners, but does nothing for you against teleporters and super-jumpers. Also, small characters can duck it completely.
Strider Vajra (disappearing kick) - jumpy opponents got ya annoyed? floaty trishes refusing to come down? use this to take them down a notch – you might convince them to stop jumping (which is what both Spidey/Viper want). The weakness is its slow to come out, and predictable if you call the assist on-screen (which is bad news against zoning teams, though it’s workable if you cover your assist)
Haggar Lariat - Yeah. It was nerfed. But it wasn’t nerfed enough to make it a bad assist. This move will cover you against teleporting DMC’ers very well, and tends to condition opponents to duck, which is good, mainly for Viper, who can do forward+M overhead->S launcher (or even burn kick) for combos. Helps for dive kick characters too, but is absolutely no help against zoning teams
Dante Jam Session - what I’m currently using. It’s a big wall of electric purple intimidation that 1) discourages super jumpers like trish from staying in the air to set up traps, 2) sections of areas of control, 3) best of all, locks down opponents for unblockable setups with Viper, corner combo extensions with Viper (combo->knockdown->seismo+Jam Session->up to 3-4 free seismos during hit stun), or combo extensions with Spidey that weren’t possible before, even late in combos (any hit->Jam Session-> Web Throw->MS/WebZip OTG/more)
other good assists include Beams, Shopping Cart, Nova-Aegis-Shield-thingy, hulk anti-air charge (for protection), (i think) Nemesis hyper-armor clothesline, and a few more that i cant seem to remember right now.
Did I mention that their colors go just FABULOUSLY well together?