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

Well, I wouldn’t say there’s nothing Spidey can do for Frank. Although Frank can technically do incoming guard breaks on his own, it would be ridiculously unrealistic to expect the Frank player to react to any of the opponent’s options. Having UWT to DHC into makes the setup pretty much as reliable and consistent as Magneto’s. I was thinking that if one were to play Spidey/Frank, they’d want to level Frank up mainly for this.

That being said, I don’t know how I feel about the pair overall since everyone knows that Frank is a liability until he’s level 3 or higher, and on the flip side Frank doesn’t get much help from Spidey assist-wise (web ball gives the bare minimum for a horizontal assist, and the other two don’t give what Frank really needs at all). I will admit though, my time labbing it out with Spidey/Frank/Dante was the most fun I’ve had with the game in quite a while.

Im trying to run a Spidey/Skrull team do you guys have recommendations for a third character. skrull can either be second or anchor. im just trying to find a third member

Strange. Bolts are great for skrull and at least decent for Spidey.

wolverine does not have to super jump to fight spiderman. he just waits under him.

Jump, H web ball, zip cancel(before web ball comes out). Wolverine can’t throw or divekick you from there without super jumping. That’s what I was talking about.

So I’ve thinking about Spiderman/Wesker.

If I use Wesker’s OTG assist at the end of a combo, pause for a moment, and then UWT, is that setup inescapable? (Excluding Sentinel, who has Hard Drive.)

What is forcing the Wolverine player to try to catch spidey in the air? What’s stopping him from tracking spidey’s movement from the ground and berserker slashing him once Spidey lands?
Also, I’m pretty sure wolverine can still drill claw you during web ball’s and web zip’s startup.

It doesn’t sound inescapable to me, but you can change up your setups slightly so it becomes very hard to escape for different characters.

Oh, of course the Wolverine can decide to remain grounded and try to intercept Spidey on the way down. The potential problem with that, however, is that Spidey can still call assists during that movement technique. The right assist can blindside the Wolvie, or at least force him to block. Also, Drill Claw will only connect if Wolverine jumps at the exact same time as Spidey. Otherwise, he doesn’t make it.

Spider-man can’t call assists during web ball or web zip though, so the wolvie player can easily jump up OS divekick/grab you on your way down because he doesn’t need to worry about assists until after you land. If he calls plasma beam as he jumps then your assist will get stuffed unless you have disruptor or triple arrows, so he doesn’t even really have to worry about what happens if you tech the throw.
I just think that when you get in the air, you should make your move quickly. Hanging around up there doesn’t sound like a great idea because the wolverine player can setup and react to when you reach the ground.

You don’t wait until the zip is over to call assists, you call them after you start moving (you can just press assist + normal of choice right after you start zipping). The assist comes out on the opposite side of the screen from where you’re traveling, and you go farther with the normal cancel than if you just did raw zip. Again, the Wolverine has to know you are going to do this beforehand to intercept it. I’m not saying Wolvie can’t still score a hit with this tech. If this is all you do movement-wise, a competent Wolvie will catch on and bop you anyway. What I’m saying is that this is can be a legitimate addition to your defensive strategy for Wolverines since the movement can’t be stopped on reaction and certain assists can ensure Wolvie doesn’t have an easy time sniping you on the way down. It’s just an option that works, not the “answer” to Wolvie.

Guys enough of the Wolvie vs Spidey talk. I think we can agree that no matter how you prep for the match up it’s definitely gonna come down to experience for both players. Trial n error! Anyway did anyone see Nemos new team? Spidey/Spencer/Strange. Nemo had those webthrow loops down like he owned it!!!

Alright, sorry. I guess it could be used as an option against wolvie but anyway,
Yeah kooky I heard about that shit, thats great that we have a top player playing spidey even if it is a side team. Hopefully he doesn’t drop the wallcrawler like every other top player lol. Good shit to Nemo, I haven’t gotten a chance to see Nemo. I’ve gotten a couple reps of the webthrow loop on strider online myself, I’m obviously not on Nemo’s level yet when in comes to the loop though lol.

I still haven’t gotten my plinks consistent yet. I feel like I probably just need to clean the buttons on my stick, cause my plinks drop at random times even when I’m timing it the same each time…anyway, glad to hear about Nemo rockin’ Spidey. I wonder what made him change. Did Nova get too boring for him? More importantly, how does that team even work? Web throw loop into MS -> SRoR DHC then FoF loop? Loopception…

Nah FoF loops don’t work after Spidey combos so well.

Alright, so after looking at some good uses for Shopping Cart, I’ve decided to revisit various assists that help Spidey in ground-level neutral. I’m not really focusing on the universally good ones this time(Unibeam, Plasma Beam, Disruptor, etc.), but more on assists that specifically cover the areas Spidey wants. I’d appreciate any info from someone who has done work in this area in the past, but my goal this time is to approach Spidey’s assist usage in ways not previously thought about.

Right now I’m looking at Trish’s Peekaboo assist. I played around with this assist a little bit in the past when I looked at Spidey/Trish/Doom, but I originally wrote off the assist as not useful enough since its area of effect is pretty small. Some good things about the assist, however, are its speed, active time, and relative safeness when it’s called. That Wolverine discussion earlier made me think about the assist again, and I think Peekaboo might possibly be a really good way for Spidey to deal with aggressive rushdown characters. Since it nullifies hitboxes, it attaches some risk to using Wolvie’s divekick or Nova’s j.:h: for the other player. Spidey can potentially punish aggressive rushdown attempts with a quick string into web throw, using the invincibility frames from the throw to avoid whatever assist the other player may have called. Any thoughts on this? Could there be some potential in Trish as a top partner, or is there another character that can do this better?

I labbed peekaboo way back in vanilla and got laughed out of the forum by shoultz.

Spidey doesn’t have the screen control to afford the luxury of such a specialised assist that hardly controls any space. The only offensive use you’ll get out of peekaboo is that it’s one of the few assists that allows spidey to combo of a ground throw if you call it just before the throw. There’s that.

Cute quote from chrisis in the tier thread. This is pretty much why I stand by the orthdoxy that Spidey needs a beam assist (and of all the beam assists, I favour bolts, since it’s the beam that best counters chicken blocking, which is imo Spidey’s greatest enemy).

Hmmm. I agree with you about using Peekaboo offensively, but that wasn’t what I was focusing on. I was wondering if Trish would be worth running as a partner for matchups vs rushdown characters due to the defensive properties of Peekaboo. You bring up a good point about Spidey not having space control, though. I’ve been recently running into issues when trying to run neutral with Spidey/Jam Session against a point/Plasma Beam or point/Unibeam team. Web ball doesn’t quite cut it as a neutralizer against those assists, so I usually find myself letting Dante take the hit and try to zip punish the opponent’s assist call, which has its own risks. I’ve never run Spidey with Strange, so I don’t have any experience with Spidey/Bolts. That may be what I end up testing out next. Spidey/Strange/Doom? Sounds legit enough to try.

I used to run spidey/doom/Strange, but frankly doom/Strange isn’t a strong enough shell to run back consistently when spidey dies. Now that we have the web throw loop, I don’t see a need to have doom on the team anyway.

I’m currently training spidey/Strange/vergil for the cheap back up plan that is anchor vergil.

My problem with bolts is that I find it hard to use as a combo ender/extender compared to the more common neutral assists in plasma, jam, etc.