Depends on your other character. Ideally, Spidey needs a neutral assist + a combo extending assist. The 2 characters should also be able to work well together in case Spidey gets KO’ed. Also, as much as possible, it would be good for your team if your second character had a safe/semi-safe DHC to tag Spidey out (install supers - devil trigger, sougenmu, etc., safe/hard to punish supers - stalking flare, photon array, etc.) aside from having good synergy with Spidey’s supers.
Some examples:
My team - Spd, Hawk, Doom
Airborne - Spd, Dorm, Akm
Otavio - Spd, Dnte, IM
Phantasy/MameSpider - Spd, Doom, Ver
Z - Spd, Strm, Doom/IM
Maybe for DP, if you have Dante as second, quickwork assist would be awesome as it works really good with Dante and works as a decent part of Spidey’s rushdown. You can also do wall jumps then up zips while calling DP to low-hit your opponents blindly, even crossing them up.
I don’t think its quite just using spider sting more but you also need to implement spider-man’s ground game more. there were several times against combofiend where you jumped at close proximity and he could have just punished you with an air to air or anti air hyper
Welcome to the Spidey boards Sai! Check out the combo the last pages of the combo thread, I got a trick for Spidey and Hawkeye. You can also check my sig for Spidey combos. Nice to see more players using Spidey! More users, more tech.
I’ve been run Spidey, Hawkeye and Doom since day 1.
You need to learn how to hit confirm from air situation better. You just go into these free form combo’s that do no damage and you give up a lot of high damage opportunities.
A lot of Spidey players have trouble doing this because of getting so used to doing dash c:l:. Just remember to do s:l: whenever you land from most air to air hits at normal jump height, especially from zip j:s: hits. You’ll find it that it’s so easy to do once you get out of the c:l: habit.
knowing air to ground hit confirm would be nice, but for the time being, at least in those matches, i wasn’t confident enough to go for them. My problem with getting those kinds of confirms is that spidey’s hitstun scales so much, especially with an assist like akuma, that i’d rather just run my mixups and damage potential when the opponent is grounded; i don’t really know how to get big damage off of an aerial confirm, and spidey combos aren’t easy. any tips?
converting off tatsu in corner is pretty simple, just get close, do some sMH M webthrow
converting off tatsu midscreen is a bit harder, you have to be very quick about it and it’s not going to happen all the time. but the basic premise is you need to crossup, “sandwiching” them between tatsu and spidey. coincidentally this allows for better mixups since they are pushed into you so your instant airdash jS can crossup sometimes, and there’s basically less pushback from doing crL
some setups midscreen are web ball xx forward web zip mash on tatsu at a certain range
airdash jH while calling tatsu, land, crH xx forward web zip
I’ve always known that Spidey and Dante make a good duo but i’ve never seen many people play them. Awesome stuff, cool to see other players from around the world get their chance to face better known players and do really well against them
I use Deadpool as anchor. as already mentioned quickwork is a really good tool for Spidey’s corner pressure. by calling it out at the right time during a block string you’ll have easy unblockable set ups (using web-swing / web-zip -> L,M,H as Deadpool comes out).