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

Why would your want to rely on your neutral assist to extend combos?

Spidey/Doom/Dante
Any Spidey assist/Doom Beam assist/Dante Jam Session.
Problem solved.

If that don’t work for ya try Spidey/Doom/Sent
Beam assist & Drone assist.

Air grabs? Also, there are times when you get hits where both assists are available to you so why not optimize and use both? Same thing when the you’re stuck with just bolts assist and get a hit.

I play spidey(y)/strange(y)/ doom(b).

Did some more testing. Spidey/Bolts is pretty good, but Spidey/Strange…idk. I’m not seeing too much synergy between them. No good raw tag stuff. No good THC. No good setups into FoF. No setups into anything really. It’s pretty much just the beam assist, which while good isn’t amazing enough to make up for the lack of total synergy imo.

I’m looking at RR now. As I remembered, Log Trap is really good, but the startup can make it hard to call vs rushdown characters. I remember when I used to mess with Spidey/RR/Doom online and feel the salt immediately after seeing Wolverine on the vs screen. The thing that irks me the most about the assist is the gaping hole in its coverage at jump height, aka divekick range. You can possibly cover that area with a diagonal zip, but that may not always be available to you.

I’m finding that if you use something like Spidey/RR/Hawkeye (or Spidey/RR/Strider) you can somewhat mitigate this problem. You can get the most out of Log Trap while having a quick assist like Greyhound/Vajra for rushdown teams(mostly for sniping their assist so they don’t have their coverage), but it seems like the damage engine for this team lies with Spidey alone. If he dies, There will be a lot of hard work ahead of you, which doesn’t sound too appealing when comparing to the likes of “I NEED MOAR POWER!” (this is not to say that Hawkeye/Strider don’t have good XF3 stuff. I’m talking more about when 2 characters are left). I haven’t messed with RR for a long while though, so I don’t know if there have been any godlike resets created that I’m unaware of. I guess there’s always Vajra + teleport, but RR doesn’t get much damage at all off that.

I’m curious. What’s so great about Spidey/Magneto/Dante other than the guard breaks? I main Magneto/Dante/Strange and I like Marvel characters so I wouldn’t mind trying it out since I could just switch out Strange.

Jam Session controls the air very well and allows Spidey to confirm better off variable jump heights into web throw combos. Disruptor’s uses are mostly limited to neutral, but can be really helpful in countercalling against problem assists the opponent might have. Spidey/Mags has good DHC synergy, and Spidey/Dante has raw tag synergy that can build good meter and deal good damage at the same time. The THC is also very good and does ridiculous damage, making happy birthdays easy to take advantage of even without XF. Then there’s the guard break tech between Spidey and Dante/Mags to top it all off. TBH, you don’t even have to use TAC infinites with this team, especially if you can do the web throw loop.

Also, with the webthrow loop, you can save the ground bounce for Dante, allowing for more damage, meter and flash to raw tags.

Thanks for the insights. Would you all go so far as to call it his best team?

I would, at least for the moment. I don’t think there’s another Spidey team that can give him all the options Mags/Dante can and not have a large weakness of some sort. It definitely takes some getting used to, though. Three highly technical characters that all play completely different. You’re bound to be weak with at least one of them initially.

That’s not his best team. Not by a long shot.

Lol speak on it and tell me what is his best team. I know nothing about this character beyond the fact that he was my second favorite super hero as a kid; but when I grew up I started realizing he’s kind of lame lol but still a legend.

There is no definitive best team right now. I can tell you the most common and successful teams have doom on them. Then you get the variants that is more preference than anything. spidey/doom/hawkeye. Spidey/dorm/doom. Spidey/doom/ironman. Spidey/doom/vergil. Spidey/doom/dante. I’m not saying those are the best teams. But they are the most common.

So, you’re saying because Spidey/Mags/Dante isn’t as common, it’s not as good? I wouldn’t use tournament appearance or tournament success as guidelines for how good a particular team is, especially for an already rare character such as Spidey. You’re right that Spidey’s best team isn’t 100% solidified right now due to different variables, but that doesn’t mean we can’t speculate on what teams will eventually be the best ones for him once everything is ironed out.

Like Stang said the teams that are already common are the best already for a reason. All this web throw stuff changes nothing due to inconsistencies in the loop itself. Everything that Spidey/Mags/Dante does other teams listed can do as well and better. What everyone is seeming to forget with this game in general is that its team based and not all teams are created equal. Sometimes there are gaps in certain teams that you have to change the way to play to accommodate.

In the case of Spidey you go neutral based you sacrifice damage. I’m not going to say it’s necessary to learn the web throw loop but it would help in that case. On the other hand you have other teams setup to maximize Spidey’s potential. It’s by chance that all those teams are benefitted by Spidey in the since he can build bar during his combos and end in web throw to raw tag setting up their neutral. It’s very give or take with the character himself.

I agree with you that Spidey teams are very give and take, and it is for that reason that I think making a neutral-based team will be the best for him. Other teams may be able to do all the specific things Spidey/Mags/Dante can, but the areas that Mags/Dante helps Spidey in are the ones that will count the most. With Mags/Dante you can either confirm off one of his very abuseable assists into web throw loop or go into a TAC infinite if you aren’t confident with those. The first character is likely to die and on the chance you have Magneto in with some good meter after the kill the next character is going to die too guaranteed. Teams like Dorm/Doom are capable of this flowchart too, but the difference is that Spidey isn’t going to get that first hit nearly as often with that team since he’s basically fighting solo until he gets a confirm, aside from the occasional situational mixup with Dark Hole. Finding ways to kill isn’t nearly as hard as finding ways to guarantee hits in this game, which is why I put so much emphasis on stuff like guard breaks. I was content for quite a while with Doom’s tech, but now that I’ve given an honest look at Spidey/Mags I’m seeing that sacrificing a little combo synergy for the tech those two can achieve is definitely worth it in the long run.

Disrupter is not a great assist for spiderman. Most of the time you’ll be too far to even confirm off it. Unibeam would be much better to confirm off of. And you still get the easier guard breaks from ironman. But then you are running spidey/ironman/dante.

Web throw loop opens up many viable teams for him, but make no mistake, spiderman is still no zero and he needs a team dedicated to covering up his weaknesses. Its just the web throw loops opens up which combinations can be used competitively.

Heres the thing. Mags does nothing for Spidey in the neutral and Ill tell you why. Spidey’s neutral is ass. I’ll admit disruptor does snipe assist very well but like Stang said you arent going to pick up off it in the neutral. It also doesn’t have enough block stun or duration to it for Spidey to use offensively.

Jam session os another good assist but its not really helping much in the neutral. Spidey doesn’t control space like others. The times jam session would benefit to catch people running are the same times that no one capitalize because it’s air to ground related. However it does provide excellent lockdown which benefits Spidey more. The downside is the massive scaling.

Lastly is the issue of the web throw loop. I’m not going to sit here and say it’s not strong because it is, but it’s inconsistent on a couple of different things. The reason I feel people think it’s such a big deal now is because they saw Nemo land it. The man has excellent execution and you still see him drop it at times. That’s not what I’m focusing on though. No one talked about his ground control or why he was able to get everything he did it was all abput the web loop. What I’m getting at is changing your team up to have certain assist will do nothing if you don’t know what your character/team excels in doing. Playing runaway and annoying people with assist was never the way to start

If Spidey’s neutral is ass, how is giving him NO neutral help going to benefit him more? You’re absolutely right that Disruptor is not reliable as a hit confirm, but the ground control it gives is not worthless. Also, with using Jam Session as long as you’re ready to dash up and web throw it’s easy to capitalize off of. You can’t confirm from everywhere on screen, but you can definitely confirm better than almost any other assist. The scaling is a factor, but what good neutral assist doesn’t scale to shit?

I think the main part we disagree on though is the last thing you said. There is no strategy Spidey is better at than runaway. It’s the only thing anyone who plays against him ever complains about. His rushdown is “meh” and he has no zoning capability. His best option is to play defensively and capitalize on the opponent’s mistakes. If you’re not taking advantage of that, you’re just playing a vastly inferior version of all the other rushdown characters in this game. That’s the wrong mindset imo.