The ULTIMATE, Friendly-Neigborhood, Spider-man Team-building Thread

I was referring to Mame’s playstyle and not his combos. I haven’t seen anyone place better than him who’s running the same team nor have I seen anyone doing long Spidey combos on stream as of late anyway. Otavio’s probably the only one I’ve seen on stream doing a long combo with Spidey but he also does Dante raw tag combos to extend.

As for the rapid slash, it’s really not that easy anymore if you’re doing a long combo. iNerd’s bnb would probably the most effective one to use with it, any longer would be harder to pick up with the zip OTG or catch after the rapid slash.

I was only referring to his combo’s considering the person was asking about combo extensions and what not.

As far as the rapid slash OTG goes is it really so difficult? I do my normal combo into it when I spent a day messing around with vergil and I could easily hit it a fair amount of the time. The timings a little awkward at first considering the slight delay between the rapid slash/otg but compared to the other things I’ve seen people try to go for consistently it really shouldn’t be a problem with a few more hours in training mode. Also I don’t know inerds bnb.

Hey guys, I’m making a second team with Strider because that character is just too damn cool to not use. My team is Spider-Man (web ball)/Doom (plasma beam)/Strider (vajra). Do you guys think beam assist is the best assist choice? I feel that way because it seems like a better neutral assist and I don’t want two assist that cover the air with no horizontal coverage. I’ve been playing around with this team in training room for the past couple of days and the damage is a little less than my main team, but I am hoping that I can get in a little easier with beam and vajra backing me up.Plus, 800k for 1 meter isn’t too bad imo. Anyway, let me know if I need to make some changes to make this team better.

It’s not hard at all when you’re doing the basic swing sting combos but when you’re doing extended ones, it becomes significantly tighter.

meh without the super complicated extensions you could hit 800k without the DHC and considering this wouldn’t be his optimal clean hit combo that’s not too bad.

True, but Spidey’s extended combos aren’t really that complicated and that Marvel’s a 1 hit TOD game after all. I personally would prefer doing less riskier combos during matches though.

What combo are you doing to get 800k by the way, with rapid slash? I can get 850k with my bnb with Doom but that does a number of web throws and iirc I even started the combo with a j:h:.

As far as Spidey Doom extensions go I personally believe anyone who plays the duo needs to learn Raoh’s crossup setups, Kara stings, and buffering missiles with web throw. That’s just my opinion though. I totally agree with Brightside on Mamespider’s damage output. I saw a clip last night where he had problems killing off firebrand without DHC’ing. As for Vergil assist in combos you should be able to get a double web swing combo into air combo into midscreen pickup into web throw MS for just shy of 800k.

I blame it on Airborne… shrug

crLH L webswing jMMS sH Lwebthrow otg jS sM crH Lwebswing jMMS sH L spidersting/bite call doom missiles crH S wait jHS, crossup webzip jS H webthrow into corner Crawler Assault

works everywhere, always brings to corner, does ~820k I believe
this is probably the best thing to learn, although the much easier version where you exclude the webswing after OTG will also go into the corner, sacrificing a bit of damage.
should probably go into ultimate web throw until the opponent proves they know how to get out though, especially in tournament

this is probably the combo all spidey dooms should work on in training mode as an intermediate combo.
the basic one i recommend is
crLH L webswing jHS L webswing jMMS sMH Hspidersting/bite, crH+callmissiles S, jMMHS, and do the airdash/zip crossup and web throw them into the corner, and either dash up crH Lspidersting xx crawler assault, or dash up sM ultimate web throw or something

for now i think the expert stuff is not as feasible as the intermediate combo and yields only about 50-80k more

My team is Spidey/Nem/Setinel but the only reason I use nemesis is because I can get 900k with the THC and some combo extenders but do you think is worth to keep nemesis just for the THC? or should I play nemesis on point? I found that if you land a tentacle slam (nemesis comand grab) you can raw tag spidey and web zip into combo but I cant find a good combo after the raw tag >.<

I you found tech with Spidey/Nem you will be my personal hero _

For those who don’t want to risk doing OTG zips with Doom assist, here’s a combo with 3 web swings instead. This combo also doubles up as a fake TAC reset, carries to corner and does around 800k damage. The combo is also relatively easy to do.

c:l: (c:m:) c:h: :l:swing j:h: j:s: :l:swing j:m: j:h: j:s: c:h: :l:swing j:m: j:m: j:s: s:h: :l:sting/bite c:h:+missiles assist :s: sj:m: sj:h: sj:s: then either to the cross up 2x web throw MS or cross up throw CA.

Should I do a combo compilation for Spidey like I did with Storm? Breaking it down from solo BnB’s to different team BnB’s, air throws, and a couple of resets? Just wondering if that would actually help people out some?

The only problem I have with Nemesis is that he doesn’t have a safe DHC tag in.

I’m thinking of making a team of Spider-Man/Iron-Man/someone. I was thinking of having either Doom, Rocket Raccoon, or Strange as my anchor. Who do you guys think I should pick?

This might be common knowledge, but if you DHC from Maximum Spider right after the last hit, the incoming character comes in on the side opposite the one Spidey was on. This is useful when you land Maximum Spider near the corner and you’re DHC’ing into something like Magneto’s Shockwave, where you would normally get very little damage from the additional super.

it only commonly occurs in the corner. if the opponent is right outside of the corner, the dhc will.come out on the same side as spidey.

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Nah this happens everywhere. Haven’t you paid attention to our matches when I DHC into Dorm or Doom? You know I don’t do corner ending maximum spiders. This occurs when you DHC as soon as Spidey touches them. You’ll see the incoming character seem relatively close to them when they really aren’t but they will be on the opposite side.

You’re asking if I paid attention to our awful online matches, lol. Anyways, a lot of my combos seem to end with Dormammu coming out on the same side, and mine end with me throwing them back into the corner from midscreen.

Awful or not properties don’t change. It’s the same thing that happened in the first version.

I blame it on Airborne… shrug

maximum spider dhcing into someone else on hit: the other character basically always comes in on the other side except a good amount of frames after the last hit

But do you think I should keep nemesis just for the THC? or play nemesis on point? or take nemesis out? :confused: