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

I started the combo with the opponent right in the corner. There is no possible way for me to not be all the way in the corner.
I never said back tech gets wolverine out on it’s own. Here is what happens. The hitbox for UWT is actually just a circle, so when you just back tech only your legs get caught in the hitbox. As you said, wolverine curls up into a ball before he starts moving so his hurtbox gets smaller and he doesn’t fall down enough to get caught in the UWT.
You cannot just mash out drill claw. It doesn’t work like that. You need to wait until you are pretty much at the peak of wolverines arc. I would say you need to try it again because I got out of it.
Helm breaker doesn’t work. Like I said, with vergil you need to neutral tech and DHC out. It’s not hard.
No one is trying to write the setup off, we are just trying to tell you that it is not 100% inescapable.

Back tech does not even get you that far. Over half the body is still in range after a full tech. Wolverine’s Drill Claw does not make his hurtbox small enough. I’m still in training mode right now, and every time I input Drill Claw after a full tech, Wolverine doesn’t even get close to making it out. About the Vergil DHC, that works and I never said it didn’t. My understanding, however, was that the discussion was on if Vergil would be able to get out “for free”, and in that case DHCing is definitely not, although air :s: does seem to work with some good timing. I’m pretty sure with Wolverine you were cancelling into UWT too late. The goal is not to let them pop out before doing UWT. You do it early (meaty) so that when they pop out they have less time to escape.

Ok I’ll try it again tomorrow but I’m pretty damn sure I was doing the setup just fine. I’m not waiting for the opponent to recover from st.:h:, I am cancelling st.:h: into UWT when it hits.

Alright then. I did one last session of running through the setup multiple times on both Wolverine and Vergil just now. Wolverine still can’t get out, but Vergil’s air :s: getting out kind of pissed me off so I decided to use the web throw to corner version for comparison. I used multiple timings, but the web throw to corner version seems to be much better in that it spaces Spidey a little closer than the plink dash version. I’m not able to get out with air :s: anymore. That means I’ll have to finally get my kara stings consistent then. Getting a web throw to corner at the end of a corner carry with Spidey/Mags/Dante takes a bit of finesse.

I tried the Wolvie escape and I couldn’t get it to work either. Virgil neutral tech DHC works but when I tried omitting the back dash after the ground bounce and go straight into H xx UWT I couldn’t get it to work anymore. Unless I’m mistaken, Virgil is not one of the characters that can front tech + mash to get out, so he could still probably get guarantee killed with a UWT setup. I also tried it with Spidey Web Ball H, it seems to only work if there was a back dash involved in the setup. Unfortunately Spidey IS one of the characters that can tech towards and mash, so it looks like the best way to guarantee a kill in a mirror match is to spend the extra meter.

Here’s an idea, why don’t we put together a list of moves to get out of UWT resets?
I’ll start with a few I know of, these escapes have worked on any kind of setups I could come up with:

Sentinel: Hard Drive
Morrigan: Lv 3
Jill: qcf+H
Akuma: super (HAS to be beam)

Obviously there are the air dash and double jump characters too (except Joe?).

I just did some more testing now and I was able to get out, but I’ll admit that it seemed tighter and harder to escape for whatever reason.
@dinogee I’ve heard that you can get out with Vergil if you forward tech and hit j.:m: because that has more range.

Maybe “max-range” was the wrong thing for me to say. If you can’t get the Spider Sting/plink dash one to work 100% just use the web throw to corner version. It sets the opponent deeper in Spidey’s hitbox (a little closer than max-range) and still doesn’t allow for forward tech shenanigans. I’ve been doing it for so long I guess I got lazy and started overcompensating for the forward tech. You shouldn’t be spacing it at “max-range” but rather about 2/3 range or so.

@KiyaaKing I think I owe you an apology because I was in fact wrong about wolverine escaping that way and I think it was because I dashed back too far with spidey before the st.:h: xx UWT. However, I’m testing right now and surprisingly enough, wolverine can escape by simply back teching and doing a fatal claw super. I can’t get out the same way that I did before so I think I am doing the setup better. I’ll try this setup with web throw instead of spider-sting and let you know about the results that I get. If you have any doubts (I wouldn’t blame you, I was wrong last time) then you can try it out and post your results.

No worries. I understand it’s hard to believe in new tech when you don’t have a video or something to really see it in action (I should really look at getting a capture device for things like this). You say you got out with Fatal Claw? So far I’m trying it against the Spider Sting version and I’m not getting out, but Wolverine can avoid most of the active frames during the startup so maybe if I do it late enough he can avoid the last bit. This won’t work vs the web throw version for sure, though. He won’t get as far away during the tech so he won’t be able to avoid as much of it.

Edit: Ok, so the trick to the Spider Sting version is that the opponent has to be high up before the st.:h: into Spider Sting (you also have to do the plink :h: as fast as you can). Otherwise the Spider Sting will push Spidey out of the corner a bit too much, and the backdash setup will allow for an escape. I tried a few different corner carries and the ones that allowed me to get a Spider Sting deep in the corner were inescapable for both Wolverine and Vergil, while the other ones allowed Wolverine to get out with Fatal Claw/Drill Claw and Vergil to get out with j.:s:.

To get out with Fatal claw all I did was back tech and wait once I saw the flash because that is when Wolverine is at the highest. For some reason Fatal Claw pushes wolverine up a bit which is enough to get him out of UWT hitbox. Btw, this isn’t exactly new tech, people have been using it for a while but I still don’t think that there are zero answers for it. It’s a good solo UWT setup but a good amount of top tier characters can get out of it.
Are you sure that you can’t kick spider-man out of UWT with this other setup that you are talking about? Wolvie’s j.:l: reaches pretty far and I was able to get out of the spider-sting setup even when it seemed like I did the the st.:h: earlier so that spidey was a little closer to the corner. I feel like if spidey was any closer than he could be kicked in the face.

Also, if you do a setup without the back dash then vergil can neutral tech and hit j.:m: to get out.

How about we get this thread back on track so I can go back to lurking and laughing at people while procrastinating on updating the OP?

Sounds like a plan. Spidey/Dante/Strider. What do you guys think? I think it is overall pretty solid except both assists are vertical assists. The only thing is, Strider is too much fun to play so I can’t stop playing this team. I’ve also been playing Spidey/Mags/Dante because I think that is a better team overall.

Seems like a team that does not enough damage for too much work.

I see where you are coming from, but I can hit 850k to over 900k for one bar pretty consistently with the Aachi Tecki style plink dash cr.:h: xx web swing (even online). I think the main problem is spidey doesn’t have a horizontal assist but Jam session is really good for him anyway so I think with good enough movement I can get by.

Jam session is good enough that it can mask you not having a horizontal assist. If you can get consistent damage from that team then it becomes a great team. Dante/strider is probably one of the hardest shells to master in the game but is probably one of the best. Two top 3 assists…yeah i think you’ll do fine in the neutral.

That’s what I’m thinking, but spidey/mags/dante seems so much easier right now because my mags is better than my strider. I’ll have to use both. It feels like out of no where I just started playing so many more teams. I guess each one will be for different matchups.

How do you guys feel about having Wesker second behind Spidey? As a combo extender, Samurai edge allows you to do corner carry combos that end in crawler assault as your BnB, and crawler assault (wait until the opponent has wall bounced to mid screen)xx Maximum wesker actually does really good damage. Throw in a strong neutral assist (beams, arrows, bolts) and you have a strong double point team that isn’t totally screwed if they snap in your anchor.

No one agrees/disagrees/cares that spidey/Wesker might be a viable shell?

Almost won a major so it has to be decent.

But you dropped it because…