Main problem with the team is that it lacks come back power.
Let’s say Spidey gets killed by Wolverine/ Plasma beam. Chances are your shell is also going to get murdered. Also the shell loses to Vergil anchor pretty badly.
It’s a fun team, but a bit too front loaded, I think.
If you have a Strange that can survive incoming against Plasma beam Wolverine, then kill the entire team, and I think you should play the team by all means.
I think it’s really really tough to have a decent strange, so if you have one, there’s no point wasting it
Decent team but bolts shares the same problem Spidey has with disruptor, in that it’s not as easy to convert off (unless grounded or hit by the second bolt) compared to session or plasma. Strange falls like a rock as second and you also don’t have a safe DHC tag (not sure if you can safely tag with CA to RoR)*.
*CA’s last hit has a lot of block stun, CA to Hawkeye’s KoF acts like a frametrap if done midscreen.
As per against Vergil, almost everyone in the cast is bodied by XF2/3+meter stock Vergil so it’s a given. If your opponent has a competent one, make sure you get a meaty on incoming so that he can’t super out, bolts will allow you to pressure more than your usual beams, just pray you get the hit first.
I also want to add that it might be difficult to protect Bolts assists with spidey against someone who has a full screen beam like Magneto because Dr. Strange stays for a long time after he shoots the bolts and spidey doesn’t really have the durability to cover it. It’s probably a minor thing, but it’s something that I think you should consider.
Everything about that team seems fine on the spider-man end of things. Bolts isn’t my favorite assist for spiderman but it’s decent enough. My only concern with that team is how strange/missiles does. If you’re confident in using a team of strange and doom, I would recommend giving that team a chance.
You should know that Spidey has unfavorable matchups against most of the top tier points. Morrigan, Nova and Zero to name just a few. Assists can only give you much to work on the matchup but Spidey’s tools have their limits. That said, bolts assist is one of the most annoying assists to play against.
Actually Spidey does quite well against so-called top tier chrcs w/ or w/ out assist but the assists should be situational based. Ya can’t go wrong w/ a horizontal based assist but ya gotta know where & how to confirm off of a particular proj assist. Bolts are great for creating rushdown options w/ Spidey cuz ppl typically duck bolts or wait them out until its finished. There’s so much time for you to attempt airdash into a.S or a.Hp or get closer to try a webzip overhead like a.Lp, a.S or a.Lp, a.Mp, a.Hp, a.S. Plus u have tick throw opportunities if they’re still grounded or tk webswings to open up crouching opponents.
Whenever facing so-called top tier, I personally recommend a team w/ a descent horizontal proj assist & a strong anti-air assist. That will round it out for Spidey, the proj assist will help to punish some assist calls depending on your choice of assist & your screen positioning at the time. A strong anti-air will help neutralize most airdash & overhead attempts by your opponent.
The reason I say so called top tiers is because if you noticed alot of them use an anti-air assist that’s descent & have a proj assist or combo extender ex; rapid slash. But if you pair Spidey up w/ the same then he is just as capable as long as understand your team n ur opponents team.
So… what about Spider (ball)/Nemmy (Clocket)/Shuma (Ray) ? While that’s my current Spider-Man team (along with Spidey/Nemmy/Doom (Missiles)), I’d like to get your opinion.
By the way, of those teams Nemesis is my best and most favorite character, so I’m trying to make a Spidey/Nemesis team and see how it goes.
I tried Spidey/Nemesis once. Then I realized I had no safe(or even close to safe) DHC’s or CC’s between either of them and that’s a big deal for a shell like this. Nemesis’ assist isn’t necessarily useless, but there are other assists with a similar function that come with better partners for Spidey, and it can be difficult to confirm consistently at different areas of the screen. If you run into trouble with Spidey at the start of the match (which is likely to happen against top-tier teams or teams with good assist support), your only two options are to raw tag and hope the opponent isn’t prepared for it or let Spidey die. It has some surprise factor and a pretty damaging THC, but surprise doesn’t last long and there are stronger THC’s for Spidey out there.
If Nemesis is your favorite, I strongly suggest dropping Spidey and putting Nemesis on point. Nemesis gets a lot more benefit being on point than anywhere else, as does Spidey, so they kind of clash in that respect. However, if the team ends up really working out for you you don’t have to change it. I’m just making suggestions based on what I’ve seen/done with the characters.
On another note Spidey/Shuma/Doom is an alright team, but mystic ray is slow so you may get eaten alive by Wolverine and Firebrand teams. To that end, I’d definitely recommend running plasma beam with Doom since it also happens to be Shuma’s favorite assist. The only real issues with it after that would be that Shuma is really hard to use without 2 good assists and none of Spidey’s assists really help him.
Spidey/Shuma/Doom can do decent amounts of damage for a team with plasma beam. I believe Spidey has some raw tag setups into Shuma’s bnb, which does a lot even unassisted. Mystic Ray also always gives an extra web throw in bnbs. Then there’s the web throw loop, which potentially solves the damage problem for all Spidey teams.
Here’s another team mate that the web throw loop has made worth revisiting - Strider. With web throw loop, you can get kill combos off vajra hard knock down. Anyone given it a shot?