Web Zip - Applications and uses

Anyone know what the deal with the vertical web-zip is?

Seeing as it auto-cancels into a jump, it serves no purpose. And even prevents you from web-zipping once he’s in the air.

Glitch?

Was Spidey once able to zip up to the very top of the a superjump screen? Perhaps even able to immediately web-zip downwards out of a jump/superjump, but was later removed from the game?

That would have been nice.

I was wondering the same thing but from messing around with it i discovered he can air dash twice off of any webzip. I don’t know how useful that is but yeah he can do it.

whoa thanks shoultzula for the write up, i learned a lot

adding to the fray, fwd j. webzip can cancel into H.web ball, you can catch them if you bait out their AG or whiff

he gets two air dashes on any grounded zip

I was trying to combo off of web zips, and it’s kinda hard. If you do air web zip > j.H or j.S the opponent will be pushed too far away to combo, but if you use j.M you can usually combo after.

And I don’t know how to use web zips in combos, but I think I’ve seen it done before.

if they’re grounded, you need to dash forward after you land on the ground (after the j.H/j.S). then you can do L > M > H into w/e you wish.

if your web zip > j.H hits them in the air (somewhat low to the ground, ie: normal jump height), you’ll have time to land and normal jump to continue the combo. So something simple would be web zip > j.H, land, normal jump, j.M, j.H, web swing, max spider.

if you do an air dash ? instant over head ? dash C. :m: ? you can loop (webzip ? air :m:, air :h:, air :s: )X2

This will push your opponent into the corner from almost anywhere in the stage. Why is this good? Cause now you can combo into your webshot( :qcf: :l:) ? Ultimate web throw ( :hcb: :m: + :h: ) frame trap

This doesn’t work if your opponent is crouching. But, you can obviously start this combo with crouching L. instead of and instant over head to catch a high blocking opponent

GIMR, I think we can do it from anywhere on the screen, but getting them to the corner if we have the Hidden Missiles assist can help us set up the Web Throw infin— I MEAN LOOP. DIDN’T SAY ANYTHING ABOUT AN INFINITE, CAPCOM!

Something I just started practising and haven’t used in real matches yet. Seems to have lots of potential and I haven’t seen it posted yet:

Triangle jump C (immediate air dash C) XX Webzip> j.M> c.LK> combo

Skip the j.M for a high-low mix up. Using triangle jump C because it option selects best against air throws. Using j.M cause it’s the best button which allows you to c.LK to hit confirm.

Saw xero15’s Spiderman combo vid. It’s a real eye opener! Was practicing but I’m having a bitch of a time consistently landing air dash, OTG web, j.H after a web throw. Are there any tips on the timing of each piece that may help out?

Also, I’ve read about Spiderman’s instant overhead in this thread but I’m unsure how it works.

AD


I am here: http://maps.google.com/maps?ll=25.930384,-80.324326

He has a few ways to instant overhead people. The easiest ways are j:l: and j:m:. The next few being tiger knee :l: web swing. After that you have his zip canceled overheads such as zip into j:l: j:m: j:s: or j:m: j:m: j:s: series. You can also zip then web swing but this only works in the corner, consistently anyways, but it also sets up for more overheads an air dash and crossups with certain assist. It should go without saying that all setups should be layered up with an assist.

Zro was here…

Thanks for the overhead advice. Can you chime in on the timing for air dash, OTG zip, j.H post web throw?

AD


I am here: http://maps.google.com/maps?ll=25.930342,-80.324241

I’ll try. You need to air dad as soon as you are able to move again. When the opponents body hits the ground, web zip when you see their legs go straight into the air. From there hit :h: as soon as zip connects

Zro was here…

Generally, I use Web Zip for several things
1.Bait the opponent to try to catch me, and wait for the opponent to leave themselves open trying to catch Spidey for me to take advantage of (which describes the majority of my gameplan)
2. GTFO if needed
3. Apply Pressure
4. Screw around with the opponent.
5. Move around the stage to create distance for me to quickly think of a new strategy (I typically don’t have a complicated gameplan. I like adapting to new situations and thinking on the fly)
6. You can make any large character mince meat thanks to Web Zip.

The thing with Spidey is that most people don’t know how to deal with how mobile he is since he moves unlike any other character in the game (I don’t consider him that similar to Spencer since he’s a lot slower). Nobody uses Spidey which adds to that and so most general strategies rely on their opponent moving like average characters. I’ve been in several situations where they kept spamming a log trap assist and Spidey was able to go right through it.

Also Web Zip is a bit like Cap’s Shield Slash in that most people don’t expect it to come back to bite them. What I mean is that sometimes you’re too far up for the opponent to accurately see where the zip is going to land, near or on them, and if they do block it they try to trap you and sometimes don’t see you kicking on the way down. Much like Cap’s Shield a lot of people usually don’t take into account part 2 of the strategy (the shield coming back or in this case kicking on the way down).

Web Zip is also essential against big slow characters like Hulk, Nemesis, and, essentially Sentinel. Sentinel deserves a special mention because I find the trajectory of a lot of his attacks and his mere size being a giant hit box makes it easy for Web Zip to screw him over and I often try to save Spidey for later as an Anti-Sentinel Strategy if I see Sentinel on the other team because Web Zip tends to break the typical Sentinel gameplan (as long as your careful enough not to get touched). It’s funny because I’ve used Spidey to beat so many Sentinel teams that I lost count as to how many whiny assholes started sending me raging sore loser messages because of it.

Don’t count out Spidey! :slight_smile:

Zro. How consist are you with that OTG wz, j.H post web swing? I’ve been practicing but still having a really hard time.

You talking about the zip canceled web swing or did you mean web throw?

Please, please, just call me Z

Same here. I can usually get the OTG to connect, but the timing to j.S or j.H gives me troubles.

Well it depends on what he’s trying to do. If he’s just doing web swing cancels in the corner then he should be using j:s: as it’s hitbox is more consistent than j:h: if he’s doing web zip otg’s from web throw then it depends on when you are doing it in the combo, again because of hitboxes along with HSD. In any case you should hit the attack button as soon as web zip connects

My bad. I meant web throw, not web swing. Its tough but I’m practicing.

Zro you said the magic word. “HSD”. I took another look at your combo video and saw you went for WT first thing. I tried that out and now I can consistently hit the j.H off an OTG zip. Thanks.