Hey fellas, 2tall here once again (and I’m going to be here lol) and I have some matches I played on Youtube. Now disclaimer my Spider-man got blown up along with the rest of my team. I played sloppily. However, I played a first to 5 with Jordanman today and I won it 5-3. We used the same teams. Now with this being said, in the matches I recently played I adjusted to Wesker and his shenanigans HOWEVER Wesker is always a problem matchup for me. His Cr.M blows me up every time. Do you guys have any times on the Wesker matchup for Spidey? Also if any of you happen to be Dormammu players, I need to apply a better Dormammu as he is the weakest link on my team right now.
I only watched a couple of minutes of it as I have to go take care of something but youre air dashing and zipping in way too much. Spidey has a ground game as well exploit that shit.
It has nothing to do with damage. Like you said it depends on the team and Spidey/Dorm/Doom is a zoning team. Dorm/Doom missiles is a far more effective combination then Spidey/doom beam so sacrificing Dorms zoning capabilities in order to facilitate spidey’s sub-par rushdown is a waste of potential synergy.
But I have tried missiles and I find that beam works way better. Spider-man doesn’t have a good neutral game at all so the beam assist really helps. It also helps if I have to deal with a zoning game. Also, if there is another character I can play outside of Dormammu who works well with Spidey who would it be? I love all three of these characters but I would like Spidey with a beam and an assist hook (shout outs to KenAdamsNSA)
Spidermans neutral game is fine without a beam. The problem is to put it bluntly you are playing it completely wrong. Of course when your just zipling down forward all the time and hitting S and H his neutral seems fairly limited. You need to understand he has tools outside of rushdown which you are completely ignoring. Good run away, mid/long range zoning abilities, fast dash speed, good ground normals, great anti-airs, etc. If you aren’t trying to incorporate all these aspects into your game you should stop using him because you’ll realize his rushdown abilities are meh.
Also spiderman zones out wesker for free. It’s a ridiculously hard matchup for wesker.
This also applies to a lot of other match ups as well. To say spidey has bad neutral without a beam or horizontal assist is very misguided especially considering his angles of approach. Also going for an assist that gives you an assist hook isnt worth it as Spidey has better extenders.
Some reasons why beams are good for Spidey:<br><br>- help in establishing a stronger ground game, <br>- help punish opponent assist calls.<br>- allow Spidey to wave dash under the cover of hitboxes<br>- allow point Spidey to do some decent chip damage<br><br>Do beams boost Spidey’s neutral game: yes. Are they an absolute must: no.<br>
To say it helps establishes a stronger ground game is misleading. Yes it forces the opponent to block and it in some cases adds a small amount of chip but this really doesn’t lead to much in most situations. Unless you are pressuring someone in the corner you have no real options to open someone up. It’s either A) You stagger jabs to bait pushblocks B) Do slow overheads that unreliably crossup C) instant overhead and pray it hits. The fact that he lacks any type of left/right or high/low mixup game mid-screen forces his entire game to revolve around getting people in the corner and doing his 2 semi-fast overheads over and over.<br><br>The more I play this character the more I realize he literally has no offense at his disposal. He completely relies on counter hits/mistakes to win.<br>
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<div class=“QuoteAuthor”><a href="/profile/15794/Brightside6382">Brightside6382</a> said:</div>
<div class=“QuoteText”>To say it helps establishes a stronger ground game is misleading. Yes it forces the opponent to block and it in some cases adds a small amount of chip but this really doesn’t lead to much in most situations. Unless you are pressuring someone in the corner you have no real options to open someone up. It’s either A) You stagger jabs to bait pushblocks B) Do slow overheads that unreliably crossup C) instant overhead and pray it hits. The fact that he lacks any type of left/right or high/low mixup game mid-screen forces his entire game to revolve around getting people in the corner and doing his 2 semi-fast overheads over and over.<br><br>The more I play this character the more I realize he literally has no offense at his disposal. He completely relies on counter hits/mistakes to win.<br></div>
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Lets just say i wanted to run Spidey with Strange. Do i run Strange with Bolts or Eye? I know it all depends on my other 2nd/3rd character but lets just my 2nd/3rd character is dead and im just left with Spidey/Strange.
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<div class=“QuoteAuthor”><a href="/profile/15794/Brightside6382">Brightside6382</a> said:</div>
<div class=“QuoteText”>To say it helps establishes a stronger ground game is misleading. Yes it forces the opponent to block and it in some cases adds a small amount of chip but this really doesn’t lead to much in most situations. Unless you are pressuring someone in the corner you have no real options to open someone up. It’s either A) You stagger jabs to bait pushblocks B) Do slow overheads that unreliably crossup C) instant overhead and pray it hits. The fact that he lacks any type of left/right or high/low mixup game mid-screen forces his entire game to revolve around getting people in the corner and doing his 2 semi-fast overheads over and over.<br><br>The more I play this character the more I realize he literally has no offense at his disposal. He completely relies on counter hits/mistakes to win.<br></div>
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<br/>My bad, that should have been safer instead of stronger.
As far as counter hits and mistakes, Spidey is pretty decent at doing that since he forces the some team builds to keep on chasing him which, in turn, opens up them up.
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<div class=“QuoteAuthor”><a href="/profile/3709/xero15">xero15</a> said:</div>
<div class=“QuoteText”>This also applies to a lot of other match ups as well. To say spidey has bad neutral without a beam or horizontal assist is very misguided especially considering his angles of approach. Also going for an assist that gives you an assist hook isnt worth it as Spidey has better extenders.</div>
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<div class=“QuoteAuthor”><a href="/profile/15794/Brightside6382">Brightside6382</a> said:</div>
<div class=“QuoteText”>Spidermans neutral game is fine without a beam. The problem is to put it bluntly you are playing it completely wrong. Of course when your just zipling down forward all the time and hitting S and H his neutral seems fairly limited. You need to understand he has tools outside of rushdown which you are completely ignoring. Good run away, mid/long range zoning abilities, fast dash speed, good ground normals, great anti-airs, etc. If you aren’t trying to incorporate all these aspects into your game you should stop using him because you’ll realize his rushdown abilities are meh.<br>
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Also spiderman zones out wesker for free. It’s a ridiculously hard matchup for wesker.</div>
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I have to disagree. Spidey’s neutral game is bad. You block web ball with your face it does so little damage and it doesn’t have much durability either. Good run away? Yes I’ll agree to that as that’s what I’ve adjusted my strategy to. I switch it up on the dime from run away to in your face. Mid/long range zoning abilities? No one is scared of web ball, or web throw for that matter. Good ground normals? With a 5 frame low jab, a terrible cr.m and extremely long recovery on cr.h? and he has good ground normals? with the st. M that whiffs? lets be real his ground normals are only better than his air normals but that’s not saying much. not to mention the fact that even though webzip is still slow for pressure as well. Bad. My plink dashes are up there though so yes his dash is really good. Also, maybe you have them and can show them to me but you and Xero need to provide some extension alternatives other than an assist hook. If spidey has better options y’all gotta spread the knowledge.<br>
You’re looking at it all wrong. Web ball has enough durability to do what it’s intended to do and that’s distract and put something on the screen. You shouldn’t be putting yourself in positions to be fighting a fireball/beam war. :l: web ball is fast enough in recovery and slow enough in speed to actually follow by wave dashing or plinking. If they decide to dodge it then your options then become air throw or air to ground conversions. Against those who can maneuver around them easily you should have UWT buffered just in case.
Spideys ground normals actually are fairly decent. S:l: is four frames and stuffs stuff I between strings. C:m: is his next fastest at five frames and is a damn anti air. It’s only downfall, which isn’t much considering you should be dashing in after air attacks, is its short horizontal range which is really not that short at all. C:l: is 6 frames unfortunately but it’s still able to catch people low fairly often. As for the recovery for c:h: you should be prepared to cancel that when you throw it out there. If they block then zip cancel your next move. With the exception of punishing you should be able to tell if they are blocking well before c:h: comes out. S:m: is another good tool. It’s a decent anti air and the fact that it whiffs is actually a plus for Spidey in guard strings as its a ground pushblock bait mid string. If you throw it out there cancel it into spider sting/bite. If they don’t pushblock zip cancel the bite and continue your pressure or runaway.
As for “assist hooks” people should be looking for ways to land multiple web throws at the end where hell get the most out of them. This obviously is team dependent and in some cases doesn’t require spider sting at all. Instead of just looking for web throws though look at what your teams assists offer then see what’s better for what you’re doing. For example while sentinel can help Spidey get multiple web throws in the corner, unless you’re using Kara stings or another assist that let’s Spidey into the corner using him as an assist hook isn’t doing much considering when you have to cut your combo off just to get web throw to combo normally. In a case like that, that assist is better off setting up a reset situation that prevents them from teching all directions