Hi, c_pokey! If you want to play both characters, I suggest you put She-Hulk as anchor and look for ABEGEN videos to see how she should be played as anchor. As for Spidey, he should always be a point character because his assists and DHCs add very little value to any team.
Now, what your second char needs is the ability to work well with She-Hulk’s assist (torpedo would be the best pick since it can work setting up unblockables and extending combos) and make decent use of her DHCs, that plus have a good neutral assist for Spidey. Your pick should also have good neutral game on his own since an anchor She-Hulk wouldn’t be able to assist much on that department. Off the top of my head, here are some picks you might want to consider (no particular order): Hawkeye, Dante, Zero, Thor and Vergil to some extent.
Like I told you last night/earlier today he didn’t a clean hit on you. All his damage came from you being reckless trying to go all the way in causing you to go into auto flow mode. You really did get hit by everything you knew would counter you. You threw out web throws (1 point durability) vs web balls (5 points durability) when they were already half the screen away from you. Lets also not forget the many opportunities to punish by frame kills. Lastly there was the movement choices for your team. You played the ranged game trying to zip around when you had both Dorm’s dark hole and Akuma’s tatsu. Your team played at its max straight counters his. Dark hole keeps Doom from coming out as often and keeps him from being able to make him safe. Tatsu we all know what it does for pressure game in the corner.
The two have synergy together just not like in vanilla. I agree a lot with what Raoh said. I’d personally play Spidey Task She-Hulk in that order. I’d also probably run Spidey on web ball assist due to the fact you can still setup air throw super off of it when She-Hulk is on point.
On the contrary, I actually *do *think that Dormammu uses Tatsu assist well; my Dormammu is just complete ass. That is why I dropped him to keep the Spidey Akuma shell.
ya im running spidey ironman skrull. im using unibeam assist just because it really helps spideys rushdown and stone smite with superskrull. Stone smite is a great assists for spider bc from mid screen after the ground bounce on spider sting call skrull then web dash over the opponent towards the corner the opponent will be wall bounced leaving spidey in the corner able to get a web throw L. with my combos always ending with a web throw L in the corner that opens up all of the juicy swag corner smart bomb tacs ironman for that damage. also skrull can be hard tagged after any web throw for a lvl 3 death penalty tho the timing is somewhat strict. the main problem i have with this team is that after a maximum spider i have no dhc options other than lvl 3 skrull or doing proton cannon or inferno xfc into otg with both taking away my lvl3 xfc skrull so my combos really require a tac to get a one touch kill. but looking at match stucture right now if you land 1 reset after a long spidey combo that gives me enough meter to tod the next character with a death penalty hard tag from skrull on the 2nd and i get an incoming mix up on the 3rd character with skrull (which is skrulls strength) into xfc for the kill or from skrull tac into ironman for the kill. i am still developing this team since i have only been at it for two weeks with spiderman but i think superskrull fits very well into spideys gameplay so if you need a another character on your team that can provide a good combo assist try skrull
and one more point dont count out unibeam assist with ironman too because thats a free web throw L not as free as repulsar blast assist but a full screen free web throw
i do two web throws after the second i do spidersting/bite call skrull assist airdash into the corner do web throw again the launch and tac or do another web throw into maximum spider but i never thought of doing crawler assault into proton cannon it should still work even tho i already used my ground bounce. the stone smite will only hit off a ground bounce from spidersting/bit. i really like if you do a web throw in the combo before the spider sting you are guaranteed a corner carry
Check one of my vids in my sig, there’s a combo of Spidey and Skrull. Might give you some ideas. Also, try iNerd’s bnb, it works very well with Skrull’s assist and also saves your ground bounce.
Jwong did. Spidey and Nem got good THC synergy and Nem can extend combos but Nem imo should be played on point. Can still work with either drones, missiles or unibeam anchor though if you really want Nemesis.
Nem OTGs the opponent after CA so you get a free web throw after iirc. You can do kara stings to get more after a web throw to the corner or ground bounce if you already used Nemesis’ wall bounce assist.
nemesis is a really bad character, but his corner thc with crawler assault is just really cool. nem rockets otg, crawler assault wall bounces, nemesis lands on em after the wall bounce, you get to web throw them back into the corner. just one of the coolest looking combos.
Been using spidey/doom/vergil as of late been having trouble extending combo if i already used doom assist so wondering what extenders i can do using rapid slash assist
Just watch Mamespider’s team, you’d pretty much get what you need to do with that team. Though there are lots of stuff you can do with that team, Mame’s playstyle with it is the best you can get at the moment.
As far as combo potential goes Mame would be a terrible source of inspiration. His combo’s are beyond basic and he has trouble killing most character even with missiles and a DHC available. (can’t wait for the “HURRR STOP BASHING MAME!”)
As far as extenders though Rapid slash has very little HSD so you can reliably self-OTG into it at the end of combo’s and just do web-throw -> MS. If you want to get into the kara-spidersting shenanagins you can probably incorporate that also if you really wanted to.