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

I needed a stronger assist for the neutral. You could prob run spiderman/wesker/beam and it coukd be effective.

I just preferred to keep my dorn over wesker.

Wesker is just a weaker version of most characters you can put on a spiderman team. No one has problem with otg’s anymore. So as a combo extender, its average/below average. As for dhc, there are much better dhc’s that are attached to better characters. I dont think its bad, just not amazing. You kinda need an amazing team if you are running spiderman vs all the morrigan and zeros of this world.

Nah. The point of my post was that maximum wesker is a really strong dhc if you do it right after crawler assault bounces them to mid screen. It’s even better than say sphere flame or proton cannon

But at what cost though? I’m just saying, because with Iron Man you get Unibeam or Repulsor Blast and with Doom you get Hidden Missiles or Plasma Beam. Those four assists are much better for spider-man than Samurai Edge in my opinion. Plus with Dorm or Doom you get safe DHC’s That said, I don’t think Spider-man/Wesker/Beam would be a bad team. If spider-man dies then you still have a decent shell to play with, and you get that one counter super xx UWT gimmick if Wesker is on point.

I’m not seeing it as a cost right now. What interests me is that here you have a shell that satisfies Spidey’s combo demands while giving him the flexibility to put almost any neutral assist you would want as anchor, while giving the team a strong back up threat to fall back on if spidey dies.

Here’s my thinking:

  1. All Spiderman teams needs one combo extension + a decent dhc, a good neutral assist, and a credible fall back plan.

  2. A lot of Spiderman players throw doom missiles onto their team. Not because they like the character, or even because missiles works well with their third character, but simply because of the unbeatable combo synergy. But the problem with Spidey/Doom is that if you don’t play mags or dorm as your third, you’re doing it wrong. There are very few characters suited for the second spot that truly utilise missiles properly while giving spidey a useful assist, and well, not everyone is cut out to (or wants to) play dorm or mags.

  3. The Wesker shell doesn’t beat the damage you’ll get from missiles combos, but it comes gets the job done while giving you a character who’s good to burn xf2 on.

  4. This leaves you a third slot which you can fill with pretty much any neutral assist without having to worry about other team requirements. In my case, I’m still looking for a team that optimises Spidey/Bolts, and I think Spidey/Wesker/strange just might be the answer I was looking for.

Like I said it doesn’t sound like its a bad team, it just seems like its not an optimized team for any of the three characters. I understand what you are saying about Doom missiles, sometimes the second character can’t utilize the assist well, but missiles is good for spidey in more than just combos. For example, it provides lockdown if you manage to get it out in the neutral, and it is pretty good for incoming mixups. With samurai edge you do get unblockable setups, but spidey can’t lock people down well enough to land those often.

Other than that its a pretty solid team and I think you should use it if you like those characters. I personally think that its too much of a sacrifice to use those characters as assists in place of others but you’ll be able to get by with that team.

The biggest reason you’d ever want to play Spidey - Wesker is probably going to be the unblockable setups. L Web Ball xx zap j.H+assist call j.S xx L Web Swing for example, I’m sure you’ll find some real dirty stuff if you spend some time in the lab.
So, I think Spidey / Wesker / Sentinel could be pretty strong for a team that has Spidey… or Wesker… or whack-bot… XDDD

It’s more than just combo extensions. You’ll be missing out on tac infinites and safe dhc. Photon array also does more damage than phantom dance and doesnt require you to give up the corner.

if you learn the web throw loop, you can steer away from hidden missiles as a functional assist for spidey. The web throw loop will subsidize most of the damage you would miss out on the hidden missile extension. Just with spidey\dante by themselves, I’ve manged to do 1.05mil for 1 bar. Max web throw loop, sting\bite, tag dante, dante extension, gun super.

Hello, im trying to learn a spider-man/mag/sentinel team and i found about 4 assisted combos in this section but are combos like this practical?

cr.:l: cr.:m: s.:h: xx :l: web throw, dash twice superjump OTG web zip j.:s: s.:h: xx :l: web throw. dash-airdash OTG zip j.:s: s.:m: cr.:h: xx :l: web swing j.:m: (j.:m: + call drones) j.:s: cr.:h: xx :m: spider-sting~bite, walk backwards as the drones hit :h: web throw, (dash if you need to) :h: spider-sting~bite, :l: spider-sting xx Crawler Assault.

cr.:l: cr.:m: cr.:h: xx :l: web swing :m: :m: :s: land s.:h: xx :l: web throw, airdash or whatever, OTG zip j.:s: land s.:m: cr.:h: web swing :m: :m: :s: cr.:h: xx :l: spider-sting~bite (crosses up), call disruptor, wait just a second, cr.:h: xx :m: web throw dash into corner if you need to, cr.:h: :s: into TAC/j.:l: j.:h: for the reset/j.:l: air grab.

you could also do:
cr.:l: cr.:m: s.:h: xx web throw, OTG zip :s: land s.:m: s.:h: xx M web throw , OTG zip :s: land s.:m: cr.:h: web swing :m: :m: :s: cr.:h: xx :l: spider-sting~bite (crosses up), call disruptor, wait just a second, cr.:h: xx :m: web throw dash into corner if you need to, cr.:h: :s: into TAC/j.:l: j.:h: for the reset/j.:l: air grab.

If they are practical what is the trick to landing the second stand m - stand h in the second combo after the web throw.

After using nothing but Magneto for a month and then going back to spiderman… This char is really fucking bad.

@Nysidious - are you talking about the third combo, because there is no s.:m: s.:h: in the second combo.
To answer your first question, the last two are definitely practical, the third one is a simpler version of my new bnb. I don’t use sentinel but that extension is probably pretty practical. I was getting it easily when I came up with it after I got the hang of calling the assist with j.:m:.

Yea i meant after the OTG zip S where you get the s.M , c.H into whatever else after in the combo. Basically what i need to know is what i should do to time the OTG zip S to get the s.M to hit consistently. Is there a pattern to how you dash to get the OTG zip S to hit. I heard one guy say that you can H web swing after the throw to get the proper timing. If the OTG zip S is early in the combo i can do it pretty easily with a dash + air dash otg zip when when it comes after two web throws or after a web swing and a web throw i have serious problems.

Unless you’re fighting Wolverine

I always do dash, jump airdash and I hit it consistently but you can try other ways too, like :h: web swing xx web zip. If you want to do it the way I do it, then you need to airdash as low to the ground as possible and aim for their legs. If you are too high when you hit them with web zip then they will fall out. Also I think you need to OTG quickly to make sure they don’t fall, so don’t be too slow with the dash and the airdash.

Considering Wolverine is a terrible matchup for spiderman also no not really.

Everyone does it differently. I just jump, air dash forward, zip s.

The Wolverine matchup is fair. He definitely doesn’t run all over Spidey like he does most of the cast. It still sucks to fight him, though. In theory, both cr.:m: and st.:h: beat out divekick clean. In practice…don’t throw that shit out too much…

I never understand why Spidey players want to anti-air dive kick with cr.M and st.H. If the Wolverine calls an assist while dive kicking, he wins.

Spider sting is much better and only really loses to beam assists.

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