I also think :h: swing’s a soft knockdown. The latest you can use it in a combo afaik is after doing a web throw to corner. I tried to use it on my bnb with Doom and they don’t flip after the last cross up web throw to corner. You can do :h: swing after the throw then go MS (haven’t tested) to keep them in the corner, or cancel the swing to either zip j:h: for an air throw reset or j:s: to keep them grounded for an instant overhead.
I’m not totally sure which assists help with getting the web throw to corner setup but wall bouncers make it real easy. Here are some which most probably can on the top of my head: Skrull, RR, Iron Fist, Sentinel, Doom, Haggar (I think), Iron Man, Nova, Thor (ask supernova :)), Ghost Rider (maybe), Spencer, etc.
Raoh you are correct, Thor can carry the opponent to a corner as long as you haven’t used the ground bounce, but you can’t use him to get a throw into the corner if they’re already fully in the corner.
That being said, if you’re a bit creative with your spacing when you do the unassisted web throws, you can ensure that they won’t quite land in the corner when you’re ready to do the assisted web throw.
Also, Arthur definitely can do it in gold armor, without using a wall or ground bounce. in regular armor, have to use spider sting after dashing under him.
ah i mean, if i end my combo with a web throw to corner, H web swing xx ms still does less damage than just crawler assault. only builds a little bit more meter.
Yeah, I know. I was just pointing out that :h: Web Swing still does a lot of damage for a one-hit move at maximum scaling. We don’t really have a way to maximize on the number of :h: Web swings we can do in a combo to produce an overall increase in damage, so for now it’s just interesting… =\
i just remembered after reading you nerds argue over :h: web swing that i knew it was a hard knockdown the whole time because i found an xf3 corner loop ages ago with it that while corner only is less dumb than the web throw one. also i think it looks cool.
i’ll go record it real soon but it’s basically whatever into :s:, j:h: xx :h: web swing xx web zip down x3(or 4 i forget) into whatever ender.
Wondering about his Otg web zips…it seems it doesn’t matter how I try to do it, they flip out after the zip and before the j.h/s. any tips on it ? Or is it just a timing / feel type thing ?
You really just have to get used to doing it. I’m having trouble getting used to it myself. You also have to take into account the spacing between you and your opponent when you use the OTG web-zip. If you’re too far away, they tend to flip out before the j.h/s can reach them.
Generally, early in the combo, you can still used j:h: after a zip to OTG. Later in the combo, usually after 10 or so hits, j:s: is used because it comes out a frame faster than j:h:. You push either H or S as soon as the zip hits your opponent as both inputs have enough active frames to hit the opponent because of the speed the zip pulls Spidey in.
mad choke by sai and matchup inexperience from josh wong. i’d rather sai went for better damage combos but whatever, he got kills off of all his touches even though i don’t like the TAC at ALL (do stuff with raw tag into wesker-> gunshot, pretty easily)
Yeah, he was doing nice work by remaining patient, but all of his capitalizations were gimmick-based, which would not work against a more experienced player.
Yeah I’ve been working with that more ever since I dropped Frank for Akuma. It is incredible against people running Missiles, Jam Session or Vajra.
One thing I noticed is that Spidey could’ve cheated his way through the missiles at the end of game 1, had he converted st.:h: into:m: Web Throw instead of Spider Sting. He could have significantly increased his overall damage output had he done that as well.