Spidey neutral with missiles is weak. It’s easy to punish (depending on your opponent’s team), makes your approach predictable and you also lose out on extending your combo unless you have another one. Spidey doesn’t have the tools to take advantage of missiles: he’s got no chip, no fast projectiles, no left/rights, can’t reliably pick up off stray hits and probably more. It’s just good that the extender comes with Doom who’s a solid assist/anchor pick with most of the cast.
If anyone is complaining that they can’t seem to open people up with missiles or any mediocre neutral assist with Spidey, it’s probably their team that hinders them to.
@Mugenrlz19 The Spidey player I was referring to is Airborne, his movement is on point. Currently he attributes his movement based off his experience w/ trumpets. He won’t be posting on the forums but for further info he said to message him. Btw i’m not speaking based off the vids on my youtube channel either. This is fresh stuff.
I still think missiles is a pretty good assist for spidey even outside of combos, but it is mostly because HM is such a great assist in general. Missiles help keep the opponent on the ground, and once they are on the ground you can go for tk web swings and lows. I do agree that spidey doesn’t take full advantage of HM and hidden missiles isn’t the best assist in the neutral, which is why I have a beam assist to go with it. Maybe it’s because I only play online and I don’t fight good enough people or something, but I don’t think it is as punishable as people make it seem when Spidey is crossing you up from above and getting in your face, even if it is predictable.
Nope spiderman has slow overheads a useless ground throw and his cross ups are easy to see/upback against. It’s an inherent flaw with the character in general he has no mixup game other then playing footsies. Even with better assists I’ve said it time and time again you don’t get anything off it besides a couple of extra opportunities to bait advance guards or slow react able overheads.
Spidey can’t force you to the ground with missiles because he doesn’t have strong tools to keep anyone from jumping or maneuvering out of missiles. He can still use it relatively okay but it isn’t going to give him oppressive offense unlike with Mags, Dorm, Morri (with AV only), etc.
@Raoh I agree it is kind of difficult for Spider-man to get people to the ground if they are at super jump height. I think he can sometimes keep people on the ground long enough for missiles to keep them grounded when they are trying to up back away, but at that point you can’t get a ground throw, let alone convert off of a ground throw because they would be in blockstun from the missiles.
@Brightside6382 I think you are underestimating the speed of spidey’s overheads. There is no way someone is reacting to a tk web swing, they would have to predict it. Even a web zip from the ground in the corner can probably catch people off guard as long as you don’t make it too telegraphed.
The only unreactable TK swings, imo are the ones you do after: an empty dash, a jump in H/S or after landing from zip overheads (all with assist for fuzzy guard), that way your TK swing will still hit even if you miss it by few jump frames. A strict TK swing input is needed to hit crouch hitboxes so a fuzzy gives you more leeway. Also, Spidey’s crouching L is slow with 6 frames start up + recovery (iirc), so doing a TK after it is quite telegraphed, it actually looks like a lagged input or someone having second thoughts.
You can keep them out of sj height with webthrows and hidden missiles. Anything less than that you have to make them be afraid of UWT. Air throw. Spidersting/bite. When they’re fairly committed to staying on the ground, that’s when you go in at different angles from the air. I’ve played against people that would upback me all day. Once I started to convert UWT, airthrow, spideysting/bite into death combos, suddenly they don’t wanna hit the air as often anymore.
It’s not that laggy at all. It’s the same principle as web throws after spider bite. Buffer the up back input to come out as soon as the c:l: animation would finish. Also you can’t really say his low is slow when mags wolverines and storms are only five frames and there are lows slower still than his.
@Raoh you have a point that the range on TK web swing isn’t as good as other overheads in the game (spencer’s) but I still think its only as telegraphed as the player doing it, if that makes sense. If you do cr.:l: -> buffered tk web swing every time, of course the opponent is going to know what you are going for. If someone is expecting a tk web swing after a cr.:l: every time, they would probably get opened up by staggered cr.:l:'s. While assists do make landing tk web swings easier, they aren’t necessary for most of the cast.
yo guys i m following your discution since monday but when your opponent know about spidey mix up have you already tried in the corner to do an empty glide followed of a cr.:l: of course you can do that only when your opponent is on guardlock.
I used to do this with doom missile and my friend told me that it s hard to react on this high-low mix up(glide mms series or empty glide cr :l:)
If crouching L can be jump cancelled TK swings would be strong. Unfortunately you have to go through all the move’s frames before you could do the jump unlike if you mash it where you’re cancelling the recovery moves by another crouch attack. You will see the “lag” I’m trying to say there.
@Layo you don’t have to be in the corner for that.
but raoh when you re in midscreen you can t do mms séries after a glide cause he will fly away. for my part in midscreen the glide mix up is more telegraphed than corner
raoh i m playing spidey doom hawkeye like you and i have already tried this setup (cr :h: + hawkeye xx glide) and I saw that hawkeye dont lockguard enough time to give you the choice to do the empty one cause in fight your opponent have time to jump
You don’t have to do the crouching H like I mentioned, just do the idea (projectile lock +zip) where you have the opponent trapped near the camera end (midscreen for the crossup). You can just do dash in with assist then zip for the setup. As long as your zip hits the camera end at a low height, you’d drop fast enough to do the empty. It’s way easier with beam like shown with Doom.