Ultimate web throw incoming guard breaks

Is that web throw infinite GodOfG@mblers mentioned a true infinite? I didn’t know about it, and don’t have the execution to do it right now, but does anyone think this could work?

Magneto/Spidey/Joe: Magneto touches, pops XF, corner carries and kills. Guard break, do the web throw infinite, hopefully build two meters, tag in Magneto, break and kill the last guy. 300%, no TACs.

It is, I’ve gone 30 reps or so without anyone poping out. It’s very easy to convert into from almost any situation and you can go straight into it from guard or hit guardbreak situations. Extremely viable

Web throw infinite or UWT infinite?

I think he means the web throw into corner, cr.H + Shocking Pink assist, kara-sting, block the bomb, web throw into corner, repeat.

Calling the team I messed with “probably the best.” Childish Gambino avatar. Quote of The King before he spoke truth in signature. You’re pretty much the best.

Correct web throw inf, however I prefer using Dash + assist to Kara the sting. Pro tip against smaller character’s taking one step forward then back before blocking the Shocking Pink assures the web throw won’t whiff due to awkward angle.

Ah, yes. Haha, totally forgot about this. I tried this way,way before (no guard break ideas yet) when Desk showed the bomb vid but felt that Joe was an awful for both second and anchor position. I also don’t think you can do this as effectively without missiles assist unless you can always corner carry without using a ground bounce.

With the guard break tech Spidey/Doom/Joe has pretty good flowchart but Spidey isn’t that great at opening people up to have it started, especially without a neutral assist.

How do you convert UWT into kara-sting infinite?

EDIT: Nvm, found a way.

EDIT: Damn, seems like the web throw infinite doesn’t work on the second or third character of the opponent’s team. Shame.

? What’s keeping you from getting the 2nd and 3rd character

The Joe assist doesn’t reset in the middle of the combo, so I can’t call it more than once. Don’t you have that same problem, or is there something I’m missing?

I dunno I seem to be getting it just fine. So long as Shocking Pink is blocked you return to a neutral state the assist should recover. So really the only thing I can come up with is that the bomb ventures off a bit too far and is not blocked? I’ll have a better chance to test stuff out outside of training mode this weekend at a local tourney.

Weird. And you’re knocking out the first character in training mode and doing it on the second and it’s still working? What’s the team you’re doing it against? And I’m blocking the bomb.

What are you talking about using too much meter? Spidey Dorm Doom doesn’t require meter to kill plus Dorm has an infinite as well so it’s the same as all the other set ups. Dormammu at least has it better because he can still set up his unblockables while going for the guard break.

What are dorms guard breaks? I literally quit the game because Spidey/Mag/Doom was so boring. I want to use my old team again.

I’m curious if there’s a guard break with Trish and Spidey. Still not entirely sure how guard breaks work exactly but reading other setups, I feel like this seems similar. Trish sets up a peekaboo on the incoming character which has to be blocked, cancel into super… probably round harvest as it has a delayed startup similar to magnetic tempest, then dhc to ultimate web throw on block or crawler assault/max spider on hit. Can’t test this right now, but I dunno, seems like it should work. What do you guys think?

So since I can only get the web-throw infinite to work on the first character, I had a different 300% idea. Tell me if anything sounds wrong about it.

Spidey/Magneto/Joe: Spidey gets a hit and carries to the corner, where he does the web-throw infinite. Hard tag to Magneto and guard break the incoming character, pop XF with Spidey and kill them. Hard tag to Magneto, break, spend all the meter you have to kill.

Edit in case anyone reads this: This works but can be pretty hard since you have to have the Spidey/Joe infinite on lock, since it can take a while to kill, but it should be a 300% if executed properly.

I got bored with the game in general. Anyways Dorm has two maybe three but definitely two. First one is super jump air dash down or down forward j:m: land chaotic flame DHC into UWT. Chaotic flame is used because it starts up faster but freezes the opponent in place and still has a window to DHC from without a hitbox registering on the screen. Stalking flare works also but it has much longer start up and the opponent is still moving/falling during the startup of it making it slightly harder to time properly. The second setup is to use a meaty purification (only one hit) xx chaotic flame DHC UWT.

With Trish super jump air dash down j:l: (above where they first enter) xx high voltage DHC UWT. The stuff you mentioned has too much block stun and too much start up.

If you need a visual reference YouTube umvc3 guard breaks revisited I posted all three of those setups in it. I found some more but I hadn’t bothered recording them yet

magnetic tempest does not have delayed preflash startup, just delayed post flash startup.

having fast preflash startup is preferred. having delayed post flash startup is useful.

Quick question does Magneto hyper grav assist have the same blocktun as the guard break hyper grab?

Couldn’t Spidey use Magneto’s hyper grab assist to perform the tick throw trap setup?

Yeah that’s what I meant.

It does but the problem lies in the tracking window. Do it to early it tracks the dead opponent much like missiles. The window for it to track proper start up and activate is way too tight that its damn near impossible to even hit if it is possible. Besides you shouldn’t be giving up utility for a gimmick

The main problem isn’t the timing rather it would be impossible to react to without just going all in every time. You shouldn’t just look for a guardbreak with your character but more importantly see if you can hit it 100% of the time off random blocks, pushblocks, and hits.