Ultimate web throw incoming guard breaks

Spiderman/Iron Man/Viper

After some reading through the Spiderman threads, I finally have some stuff to discuss here…
Playing the same team as Invisoble right now (actually just switched it to my main team from Viper/Iron Man/Dante) – that video xero made for Spiderman/Iron Man (unibeam) is AWESOME, btw – I will really benefit from that, so that’s at least 2 people for sure that really appreciate it (thanks xero)! I wouldn’t have known how to get that kind of damage with this shell – not even close.

My current game plan at this point is to open up, TAC (and TAC adc TAC, hehe), infinite, guardbreak kill using any resources necessary, then 3v1 with a decent runaway team against a level 3 xfc opponent or go ham and use some strong b&b to kill the last man standing. Which leads me to my main inquiry here – what to follow up with after the Iron Man/Spiderman guardbreak. So far I’ve been trying the following options (I’m hella green when it comes to Spiderman though so I’m convinced these options are overwhelmingly suboptimal):

If opponent guards/pushblocks – UWT, jump up, web zip otg~j.S, cr.M, cr.H, H spider sting, bite, cr.H, S, air series. Or if it’s a higher life character instead of air series do j.H, H swing xx maximum spider. These options aren’t damaging enough to ensure a kill on the full roster though, I NEEED MAWRRR DAMAAAGE! A web throw combo would probably do better here, right? I couldn’t figure out much so far because HSD seems to mess up everything I try. (…or I could go back into a TAC I guess, ha!)

If opponent gets tagged by the proton cannon, the most consistent thing to kill that I’ve found is to pop level 1 xfc, flight, j.H, j.d+H, j.S, H, S, air series (with d+H in it), call seismo assist, H repulsor, spread, L repulsor, spread, dash, H bombs, proton cannon, maximum spider (if needed), burst time (if needed). It seems like combos in this situation really depend on how soon you can react to the initial incoming proton cannon tagging the opponent because I’m pretty sure it slaughters the HSD right off the bat. I can do some more damaging combos, but it all really depends on exactly when that proton cannon is xfc cancelled – so the combo I listed seems to be pretty universal no matter when you xfc cancel.

So my question is – what are some better (damaging & consistent) follow ups for the Iron Man/Spiderman guardbreak? I’ve put a few hours into toying around with stuff, but I assume people with more knowledge and know-how have already put hours into this as well, right?

There’s a few things you can do actually. I tend to do a jump series into launch then :h: web swing into either a double TAC option or land for ground extensions or THC depending on my assist. If I remember right you can DHC before proton cannon is done into crawler assault and still get a follow up back to the corner while still allowing assist.

Honestly you are better off running magneto in the second slot. He can do what you want without being a liability when things go wrong.

No unibeam though, unibeam is a big reason I run Iron Man.

Unibeam isn’t worth running IM second slot with no support what so ever. Your team literally falls apart after spiderman dies. When IM comes in you are forced to attempt to switch to Viper but IM/Viper have no real way of safe switching besides raw tagging and hoping for the best. If you are dead set on running Spidey/IM then replace Viper with doom. You keep the extensions with spiderman and you gain a far stronger tool for the neutral. More importantly when spiderman dies you actually have a viable back up plan. IM/Doom (missiles) is a good zoning duo and Doom/IM (unibeam) is great for rushdown/zoning.

cool UWT follow up using Spiderman guardbreak with Iron Man behind him:

(corner)
UWT, jump up, zip (otg)~j.H, H xx H web swing,delay, j.H, delay, j.S, cr.M, H xx L spider sting, bite~hard tag into Iron Man, combo off of hard tag hit with proton cannon (then back into maximum spider if you want). Yay, big damage! This is the perfect answer after doing a spidey TAC/ TAC dash cancel TAC mixup to Iron Man infinite. Now that’s how you kill two characters without letting the opponent play!

Ending with the proton cannon does just under 950K or something, maximum spider after proton cannon makes it around 1.1 million. This option is pretty cool because you if you happen to whiff the hard tag by holding down the assist button a little late, you can still H bombs into proton cannon (on normal to big sized characters). The combo off the hard tag hit is better though because it works on wolverine sized characters and above very consistently. For Rocket Raccoon and Arthur (V. Joe probably, too) the proton cannon will whiff, so pick an easy mode UWT follow up on them, don’t have to go for big damage on those pixies anyway.

Waaay to much meter spent for damage that you could get with just two bars

Are you saying the proton cannon to UWT is a waste of meter in general / or the specific followup after UWT I listed, is a waste of meter?

If you are saying the proton cannon to UWT is a waste of meter:
My perspective is that technically, with zero bars of hyper meter stocked you can kill two characters, meter positive, no x-factor and there’s nothing your opponent can do about it. As long as it’s not morrigan, phoenix or sentinel in 2nd position (because they can hyper out of the setup), but they typically aren’t in that position anyway. You can even do it off a few grab situations with 0 meter! Two characters dead. +1.5 meters. I’ll take it.

If you are saying the followup I listed after UWT, is a waste of meter - then throw this dog a bone! (or forget it if it has kara sting combos in it, I consider myself to have somewhat decent execution but still haven’t found a way to get kara sting down 100%). Your combo vid with spidey and unibeam broke my spirit, lol - dang kara stings.

is there an akuma guard break ? =]

So this guardbreak stuff is useless

it is, but it derives from spiderman

I wouldn’t call it useless as I’ve landed it way too many times to call it that at all. As for the meter waste I was referring to the follow up to UWT in general. Off top UWT does 300k so long as you don’t mash it Spidey by himself can hit about 850k or so while building that bar back. You have iron man on your team so you could raw tag Iron Man back in and get more damage with his super as an ender rather than Spidey. This should break a mill or be close to it. If anything you can double TAC back into an infinite character.

Likewise Spidey can get a good combo off of a raw crawler assault but that’s another topic.

As for Kara stings, that’s just an option I provide people. Some learn it some dont, others find ways to simulate its results. In any case unless its Thor or anyone else high on health you shouldn’t have to burn two more bars to kill off a character after UWT. Even without Kara stings.

Phantasy yes akuma has a guard break set up. Again I believe it’s in the video I posted up on my page.

The problem is though you go all in when you do the setup. Every setup is easy to mess with using delayed pusblocks. I’d rather not put entire matches on the line for a coinflip. Yeah it’s a cool gimmick that will net you a few cheap kills against less aware opponents but overall it is still just a gimmick.

the mag spidey one is really hard to get out even with delayed pushblock. just do a slightly delayed mag tempest

Still the fact you can do a pushblock after the flash kind of kills it.

i haven’t tested it as thoroughly as i’ve liked. a super meaty hyper grav with a late mag tempest still let’s them pushblock late? unfortunate, but it’s still hard to get that pushblock because whenever i’ve done it in casuals (i don’t play spidey in tourney anymore dohoho) seems to work just fine.

the other option, is to let the mag tempest after flash startup just a bit, then dhc late. it’s a flexible setup.

Nah you can still land it and beat a late pushblock it’s not that hard. Though I am starting to like other setups over hypergrav tempest and proton cannon. For example the setup with Storm (sj addf :m: land elemental rage) the opponent has to pushblock the :m: but whether they take the hit, block normal, or pushblock they have to react to it before I do ER as Storm lands immediately after. Any longer than that there is no stun to pushblock off yet still enough time for me to land UWT.

Anyone care to add me on xbox live?? Im dying to play against other spiderman players(:
GT: x5DG SANiiTYx

If you are having trouble dealing with random pushblock in the Proton Cannon to UWT setup here are a few tips that help me get it down quite consistently:

Never mash the proton cannon, try and memorize exactly how long an unmashed proton cannon lasts – then right before you anticipate the opponent to start dropping, perform your half circle back motion nice and easy (don’t do the motion as fast as possible), then all you gotta do is wait for them to fall, THEN after that short pause you hit the two attack buttons on reaction to them falling – you’re basically using the input system to your advantage, buffering inputs later after the motion. Trying to react to the opponent dropping THEN doing the motion, then button press makes the reaction window much too tight (at least for me).

If they do not pushblock the last hit, they’ll fall, you’ll react by hitting the attack buttons and you’re good. If they do happen to pushblock the last hit, you have PLENTY of time to realize not to hit the attack buttons and do a whole new half circle back motion then hit the attack buttons.

This method/mindset really seems to help me get the proton cannon to UWT guardbreak consistently – I’m convinced that it’s perfectly plausible to be sharp enough to get this to work 100%. I relate the reaction time similar to that of a Third Strike Ken’s crouching forward to SAIII confirm – even similar with the whole motion buffer no matter what, then the button press on the actual reaction.

I would just mash pushblocks the entire time throughout proton cannon so it creates visual disorientation and you have a hard time distinguishing when and if I pushblocked during the last couple of hits. IM’s guardbreak is ridiculously easy to mess with.