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KaiSing
10-05-2002, 06:59 PM
Yeah, I know spiderman blows big nuts. But what the hell. Since i found a place with a marvel machine that still has Psy locked, I decided i play around with MSS: Magz/Storm/Spiderman (AAA). Wasn't bad. So post shite and whatever about him.

Th3 0N3
10-05-2002, 07:15 PM
just throw out web balls everywhere til ya hit :p

10-05-2002, 07:22 PM
Use his air dash as a ghetto tri-jump mechanism, at the bottom of the dash either drop out of it with either a fp or a rh, try to mix it up. Everytime you land an air combo, try to cross them up real quick and land on the other side of them and immediately land another air combo. Mix up the endings to his air combos as well, sometimes end with just a fp and other times end with a throw or a web swing.

GeekBoy
10-05-2002, 07:27 PM
Spidey's air dash sucks...he can get Hailstormed out of it so easily.

aquarake
10-05-2002, 07:39 PM
jumping fierce knocks them straight down. Finish an aircombo with jumping fierce to confuse the opponent when landing. left or right side, and to be safe, crouch hit and launch again.

Cornelius
10-05-2002, 07:39 PM
launch 1234 web ball XX throw
OR launch 1234 web ball, another AC if they try to tech hit

short short launch XX spider sting XX maximum spider.

web throws are funny, so is the web throw super.

if you DHC into maximum spider, he'll go through stuff. (dhalsim does yoga strike, Cable AHVBs, dhalsim DHCs into spiderman maximum spider, Cable gets pinballed)

Carpet Lint
10-06-2002, 02:45 PM
...you can cancel the Spider-Sting into a Maximum Spider? Thems crazys talks!

wipeout2049
10-08-2002, 12:17 PM
One of my favorite combos: jump in fierce or roundhouse->dash in deep->st.short->st.roundhouse->fierce spider sting->maximum spider

Simple, effective, damaging. Finish with the second part of the spider sting for good damage if you don't want to use a super meter. A true bread and butter combo and a must for any spiderman player. The stun on spidey's fierces and roundhouses gives you plenty of time to land and dash-in for the combo. Watch out though cause his air forward kick has very little stun. This combo works much, much better than his cr.short->cr.strong->cr.roundhouse->clawer assault because you can roll out of the sweep.

Here is a really nice air combo: jump in fierce or roundhouse->cr.short->cr.forward->st.roundhouse->superjump->j.jab->j.strong->j.forward->jab web ball->j.jab->j.short->j.forward->short web swing

I skip the j.short after the superjump to get more damage because of the damage reduction Capcom put in this game. Do the combo fast and time the jab the moment you recover from the jab web ball. Do not rush the second part of the air combo. In other words, wait until the j.forward connects before you do the web swing. If you do it too early, the j.forward will never come out and you will miss the finisher.

Never under-estimate(or over-estimate)Spidey's ground jab wab balls. Sure, his air web balls do more damage that his ground version, but ground jab web balls are fast and stops dash-ins pretty well. It also traps the opponent long enough to throw out another one if he tries to dash in again, or to give you the advantage to go on the offence. Of course, never throw out web balls at a screen's length from a Cable with three supers charged unless you want to die. Use it wisely to your advantage.

Spiderman's air dash does not suck. Deus' advice is good. Spider does much better with an option of air dashing that without. Think of Sentinal's fly more. Just because you can get nailed out of it with a Cable AA assist does not mean that you stop using it altogether. Spidey should not air-dash without caution but using it in the right opportunity won't kill you.

Magnetro
10-10-2002, 03:58 PM
yeah my friend was playing me and he was using spydrmn and he was trying to rush me down and since sm is kinda slow I did mags forcefield w/ hk and boom .. :one spider flying cross the screen oh that was the last move he did since we were by the corner and well I was Mag so no need for explination. and well to be honest just use sm if your really sure you can beat your foe unless your like sm sent and storm or cap com hahahahehe

Carpet Lint
10-10-2002, 10:09 PM
Hold up friend. I could never get the jab in after the air web ball in the combo. I always settle for just throwing them. How do you pull off the jab that quick? Is there a little trick to it or am I just retarded?

magnet-0
10-11-2002, 06:23 AM
Basic Spidey combo:


dash in, c. lk, c. mk, s. hk, super jump, sj. lp, sj. lk, sj. mp, sj. mk xx Web Swing I think.

I you can tack in a Maximum Spider then better. Mastering Spidey's combo is the key to mastering him.

wipeout2049
10-11-2002, 10:08 AM
Hmm...I used to be unable to connect a jab after the wab ball but now I get it 90% of the time:)

Try starting your air combo early which means that you time the jab at the opponent's legs or crotch:D . Hold up/forward while doing the combo real fast and then make sure you jab IMMEDIATELY after you recover from the web ball. It takes timing and practice so don't panic. Stay cool and don't start mashing the jab...it doesn't work.

Good luck!

P.S. A well played Spidey with good assist stands a chance against magneto.

wipeout2049
10-11-2002, 11:43 AM
It is important to mix up your air combo finisher. Finishing with a web swing does inflict more damage than ending with a fierce but you can pressure the opponent better if you end an air combo with the web swing. Use web swing if to kill the opponent and fierce if you want to try to open him/her up for another combo. Web ball into throw is probably the most damaging option but people will learn to tech hit. The air combo I posted (omitting the j.short) does very good damage and builds up nice meter.

In my opinion, mastering spidey's combos is only the beginning of mastering him. Unlike what some people think, you cannot master spidey in two hours. You must be able to pull off his combos and combo into his maximum spider in order to do decent damage but to actually land hits on a well-played top tier can be VERY challenging. What's the use of learning combos, if you don't even have the chance to start them?

Carpet Lint
10-11-2002, 02:03 PM
Whoo. Sounds interesting. I'm going to go pick up Spidey again next time I go. My team of Spidey/Venom/Shuma gets raped everytime...but it's all good man.

Exactly what are all the ways to link in the Maximum Spider?

wipeout2049
10-11-2002, 03:44 PM
Carpet Lint, you rock! I was planning to make a team of Spiderman/Venom/???? myself. Don't like playing top tiers.

Which assists do you use? I prefer the spider sting assist for spiderman bacause it sets up combos/supers, counters air opponent, comes out fast, and excellent for switch-out counters(whatever you call it). I really like the venom fang assist for venom because it stops rushdown like crazy(and it hurts...alot).

You can link a maximum spider from a fierce web ball, an assist, or a spider sting(preferable the fierce version so they can't roll out of it). You can also easily DHC into it. If you land before the opponent after a maximum spider, try adding in a few extra hits with a puny OTG combo.


You can also combo the ultimate web throw super in the corner off a spider sting. Very flashy. Do not try to link a ultimate web throw after a fierce web ball, cause it does not work.

Learn to dash in deep after a jump-in and combo with standing lk, standing hk, fierce spider sting, maximum spider. I can't tell you how useful it is. It changed the flow of the match it my favor many times.

Do not use Venom Web unless you are sure that it will connect. Use the Venom Bite super instead because there are many ways which you can combo into it and it does chip damage and punish assists.

DarkBuu
10-12-2002, 11:50 PM
When u do spidey air combos try not to do all five hits so u can end up on whatever side u want for better cross ups. so more like d.lk d.mk s.hk sj.lp sj.lk sj.mp sj.hp and hold whatever direction u want for the side u want to land on. U must learn to cross over after that aircombo cuz it will help a lot. Also on the way down after the air combo u can hit them so some ppl might get caught blocking down and u hit them anyway. Dont become to repetitive try to always change the side u land on and when u start hitting ur opponent. Ahhhh i remember the good ol days when i used to rule wit spidey/guile/ and akuma hahaha but now its all about MAGNUS!!!!

Carpet Lint
10-13-2002, 12:44 PM
Dude, back in MSHvsSF it was like Spidey, Chun-Li, Morrigan, Strider, and Wolvie. Pick any two and win. Now they've all been neutered.

DeathFromAbove
10-13-2002, 01:55 PM
Originally posted by Carpet Lint
Dude, back in MSHvsSF it was like Spidey, Chun-Li, Morrigan, Strider, and Wolvie. Pick any two and win. Now they've all been neutered.
Uh....Strider and Morrigan weren't in that game.

Megatron rocks.

wipeout2049
10-13-2002, 03:36 PM
Originally posted by Carpet Lint
Dude, back in MSHvsSF it was like Spidey, Chun-Li, Morrigan, Strider, and Wolvie. Pick any two and win. Now they've all been neutered.

That was Marvel vs Capcom 1:(

Dasrik
10-13-2002, 04:09 PM
Originally posted by Carpet Lint
Dude, back in MSHvsSF it was like Spidey, Chun-Li, Morrigan, Strider, and Wolvie. Pick any two and win. Now they've all been neutered. You mean MvC1. And Spidey and Morrigan sucked in that game, and Chun-Li wasn't top tier.

But if you really like Morrigan, Lilith is like a hundred times better in MvC1. (Well, not really, but she is better.)

Carpet Lint
10-13-2002, 08:53 PM
...I didn't say MSHvsSF. ...I said...MvC...1...<jumps out window>

Yeah yeah, fine. The list isn't that accurate. I just liked Morrigan's supers and that wacky air dashing. Worked well for me at least. But Chun-Li, Spidey, and Captain America owned the air. I'm actually quite surprised Chun-Li isn't top tier. Mind filling me in on the tier breakdown of MvC?

FOBio
10-14-2002, 12:07 AM
i considered chun li top tier. her air kicking super took out so much, it's not even funny. and with the colossus (or others like it) assist, even more potential to combo it in. it was freaken awesome. oh, and who could do infinites in that game? i only saw her's and gambit's.


anyways, back to spiderman...once an opponent dies, i like doing a fp webthrow thing. sometimes, you catch the dude off gaurd. like, the people who always attacks when they jump in. besides, if blocked, they won't come in attacking at least. maybe you can do a gaurd break... fp web throw, then maximum spider or ultimate web throw. i don't know. just made it up right now.

Carpet Lint
10-14-2002, 09:30 AM
Originally posted by wipeout2049
You can also combo the ultimate web throw super in the corner off a spider sting.

Liar! LIAR!!!

Or...I'm retarded, because I can't do it.

wipeout2049
10-14-2002, 09:36 AM
Originally posted by Carpet Lint


Liar! LIAR!!!

Or...I'm retarded, because I can't do it.

Try harder! Cancel it as soon as you leave the ground(real fast).

Dasrik
10-14-2002, 12:53 PM
The people on this thread have a fairly decent idea of good tactics Spidey can use. Oh, because blockstun is back to normal on air hits (and not retarded like MvC1), Spidey can do his long jump-in chain magic again.

Now, for his assist, Spidey has two decent assists. Spider Sting is decent enough anti-air (don't expect to go through anything, though) and if it hits an opponent on the ground it sets up a combo. If it hits the opponent in the air it knocks them up a bit and sets up a guessing game (usually best way to go is for a throw. Maybe a crossup hit once to keep them honest.) Web Ball is also good and worth considering since it's a free combo for you if it hits.

And yea, UWT does combo after HP Spider Sting, you just gotta be real fast.

Dasrik
10-14-2002, 12:55 PM
Originally posted by FOBio
i considered chun li top tier. her air kicking super took out so much, it's not even funny. and with the colossus (or others like it) assist, even more potential to combo it in. it was freaken awesome. oh, and who could do infinites in that game? i only saw her's and gambit's.Chun-Li's like Wolverine minus, only with more air potential and a bit more priority. She had distance issues, and died like a bitch to duos. As for infinites, Chun isn't a real combo, it only goes to the corner. Gambit had a practical one. Red Venom, too. And War Machine had a semi.

KaiSing
10-14-2002, 02:48 PM
another thing about Spidey's AAA. It has a slight startup. It won't come out say as fast as Psylocke's. But it will come out faster than commando. Still gets the job done. If he connects on the ground, the opponent will fall to the ground on their back. If he connects when they're airborn, he'll just knock them up and they'll recover in the air. Still, this can set up crossups pretty well.

Spider_Sting
10-14-2002, 04:40 PM
my spiderman is way too fucking good... i started mvc2 playing spiderman hahah hence my name...

anyways heres a money combo

c.lk, c.mk, s.hk + mag capture / \ hp xx MAXIMUM SPIDER

Too good

yk808
10-15-2002, 12:23 AM
I like his aaa the best. You can do good combos off of it. Just about anything will connect after it hits and it combos off a quick low short + one other hit.

Favorties:
w/ Gambit: low short (call spidey aaa), stand rh, (spidey hits) qcb fierce, qcf fierce, qcf jab, qcf pp.
w/ Captain A: low short (call aaa), low short, (aaa hits) pause, FINAL JUSTICE!!!!!!!!!!!... I love that move...

Though I'm sure no one cares about low tier combos...

TS
10-15-2002, 05:21 PM
Crouching Jab or Short, standing Forward xx Spider Sting xx Maximum Spider = the only combo you need or should be doing. Unless you actually have a plan with Spidey...like you're trying to build meter with him (which he's not good for anyway) and so you don't wanna blow the super. The combo does half though...

wipeout2049
10-15-2002, 06:35 PM
Originally posted by TS
Crouching Jab or Short, standing Forward xx Spider Sting xx Maximum Spider = the only combo you need or should be doing. Unless you actually have a plan with Spidey...like you're trying to build meter with him (which he's not good for anyway) and so you don't wanna blow the super. The combo does half though...

I use short, standing roundhouse XX fierce spider sting XX maximum spider after landing a jump-in. It is guarranteed to connect if you dash in deep and the stun of a jump-in fierce or roundhouse will give you that time.

Hey yk808, I care about low tier combos. I am proud to say that I have never learned a top tier in this game:D I always go for middle and low tiers which is why I post on this thread and not on Magneto's. I really appreciate your effort and time to post some combos for low tiers. That gambit one looks especially good. I use both Gambit and Captain America so I'll try them out.

Yep, I personally like the spider sting assist the best but the web ball assist is also somewhat useful. Especially if you can combo into it.

One problem with spidey is that it is difficult to DHC out of the Maximum Spider effectively. The Clawer Assult is DHComboable but you get few chances to land that in a real fight(although you should be able to combo it in the corner or off an assist combo).
Anyway, I guess you don't need to DHC. Just keep pressuring with spidey(using common sense) until the opponent is dead:evil:

Carpet Lint
10-15-2002, 09:43 PM
Originally posted by wipeout2049
I am proud to say that I have never learned a top tier in this game
EEY!!! We should start a stupid club or something. I mean, it;s so much more fun to play with stupid theme teams than...like "win."

I got the Spider-Man/Venom/Shuma Gorath team working fine. Ran out of spiders so I put in an octopus. Whatever works right? It's kinda like a poor man's rush down team...and in slow motion, but it's fun to play. Course, the jump-in is my entire game, which like...makes me lose.

And the lovely Strider/Silver Samurai/Hayato team. Which isn't actually that bad. It's all chip baby. ...'cept for Hayato. Though if it ever gets down to just him, I'm screwed anyway.

...go bottom/low tier!!!

yk808
10-15-2002, 10:14 PM
Shit my team actually is Capt. A/Gambit/Spidey...

THE COMBO (in the above order):
Captain A starts: low short (call gambit), stand short short, gambit hits, FINAL JUSTICE (it really helps to yell this out when doing this combo), on the final hit of it DHC to Gambit qcf pp, as that ends DHC Maximum Spider, (optional,only works in corner and if you hit them up with the last hit) cr. short, stand short, stand rh. This kills just about anybody (well, except sentinel of course...)

So much fun. This team is based around Captain A and Gambit though, so It doesn't really go ina Spiderman thread.... I think I've beaten all the good players in Hawaii with this team at least once.

Oh yeah. Did anyone mention the Spiderman runaway tactics yet? 4 web swings in the air, then cancel into the Maximum spider dhc into a good super works pretty well, sadly. Not against storm though...

wipeout2049
10-16-2002, 09:33 AM
Wow!:eek: You guys play low tier too? Great!:D

I use Hayato(expansion), Captain America(dash), and Akuma(projectile). Hayato is really good. I play him first because his sword super(qcf+pp)combos SOOOO well into a Final Justice or Hyper Charging Stars. Just cancel the last hit immediately for a free kill:p His jumping roundhouse has so much priority and range too. Beats Cyclops' jumping roundhouse:eek: and Strider's launcher.

Anyway, back to spidey. I believe his jump-ins have good priority too. You can also CROSS OVER with his jumpin fierce or roundhouse. Also what's great about spidey is that he can chain all 5 normals in a jump-in off a NORMAL jump which can really mess up opponents who expect to block only 1 or 2 hits in the air. Works especially well on big characters(like Sentinal). Don't get your hope too high though, cause Sentinal will probably just push block the first hit and proceed to beating you up.:(

Bonesaw
10-16-2002, 10:12 AM
I used to play spiderman, gambit, and cap commando during the old days...I play them occasionally now..but not often...

Best combo for spiderman...

blablabla lk,mk, standing hk+commando anti-air into maximum spider..guaranteed...on anyone but with big characters you have to hold forward on the joystick after the super...because spidey goes flying up forward and misses them because the big dudes don't fly up quite as far as teh others after commando hits them... This isn't a problem though...how hard is holding forward after you do the super...

With marrow assist..
blablablab lk, down+mk, hk launcher +marrow assist, fp in the air XX maximum spider..opponent gets knocked down and bounched around in the bonerang.....maximum spider hits ....lots of damage..probably should hold down-forward on the joystick, but I don't remember if it is neccessary...

One more comment on spiderman..
He is the only character that can do a regular jump and attack with lk and still be able to block and attack if the lk whiffs...very good for confusing opponents...(like sentinel) jump towards with lk and whiff and then on the way down hk...very good strategy...

J-ride
10-17-2002, 07:13 PM
Everyone has spoke about combos so Im going to make some good low tier teammates.

Captain C. anti air
Captain A. dash



*Sakura dash*
*Cyclops Anit Air*

Both of these can be canceled into web throw, web throw super, and maximum spider :) Cyclops into web throw does really good damage! Its so much fun to web throw 6 or seven times a match
>:)


Basically I think spiderman works good as the first character out in anyteam that has someone to dash forward and protect him when he rushes in and someone to be a good anti air.

KidFlash
10-17-2002, 11:59 PM
Wow. I used to use Spidey/Venom/Shuma or Spidey/Megaman/Shuma all the time just for kicks. I throw Cammy in sometimes because Maximum SpiderXXKiller Bee Assault is pretty flashy.

A cool combo with Megaman AA assist is, say after knocking them down with J. Fierce after the air combo, cross them up, and instead of going into another one do J. Short, J.Forward, S.Short, S.Forward, Megaman AA Assist, Maximum Spider. Timing is tough (because of Mega's delay, you'll have to trigger the assist on about the second hit) but it looks really cool.

Or J.Short, J.Forward, S.Short, S.Forward, C.Roundhouse, OTG Megaman AA Assist, Ultimate Web Throw. The timing is tough, but Spidey will catch them about 2 inches off the floor. Most people don't roll because they're expecting to be launched instead of swept (and Megaman will land and taunt while Spidey's swinging them).

I really like Spidey's Capture Assist because...well...it captures! With Shuma I'd do J.Short, J.Forward, S.Jab, S.Strong, Spidey Capture Assist (trigger Chaos Dimension at the same time), dash in S.Short, S.Forward, your standard air combo, finish with Chaos Dimesion, OTG into another air combo and finish with power drain throw. A lot of thumb-twiddling time for your opponent.

kookymanus
10-18-2002, 05:39 AM
:bluu: Ya' know It' s kind of funny that whenever I start a Spider-man thread, no one ever responds to it with anything positive and all of sudden now everyone is jumping on the fucking bandwagon now! The real Spidey combo you should be interested in are the ones featured on Joo and Yuta vol.1&4 His 22-hit spider-man air combo was the shit and I know if they wanted to they could have taken it a step further. I myself are in the process of trying to find a infin. repeating or long as aerial rave with spidey.

His air dash is good regardless of what some JACKASSES may say. It all depends on when ya and how u use it. I do a Super jump and cancel it with his air dash and hit FK as fast as I can so it can break his webline and make him come down directly on an opponent, yeah it sorta looks like a Tri-jump:D the same can be done with Venom too.

Spidey has all kinds of tricks of his tights, a Wall jump to get outta cornertraps,Fast dash forward and backward abitlity,the Ability to simply crouch to avoid beam attacks like(Cable's annoying FP,IM uni-beam,DD laser blast,Guile's sonic boom, etc..)a air dash which if you wait until u get behind your oppon and call assist it will hit oppon on other side allowing you to combo. A web swing kick which can be done four times after doing a super jump making him go off screen( a good way to chase after storm players), webballs that hit and annoy the hell outta ppl. Also Spidey's D+lk,lk or better yet if u simply hit Df+FK he'll do that weird ass pop up kick which is very useful believe it or not against Ppl who love to Tri-jump:lol: Also the Maximum Spider can be controlled eirther up,down,or forward(do not attempt MS against Cammy's Killer bee assualt cause she's too damn fast.)

The only problem with spidey that I think ppl bitch about is he takes damage easily, duh just like most fast chrc. Plus there's the saying that anyone can play with him because scrub players abuse the shit outta his bread&butter d+lk,lk.

Spider-man works great with assists because just like in the comics and true to this game he is a team Player. I like to team Spider-man,Iceman,Venom. I picked Iceman because of his beam attack damage even when blocked it still hurts and its fast, plus u can dash in and out really fast with spidey to fake oppon.

Alot of ppl don't realize it but Spider-man's taunt r for pissing and psyching ppl out. I' ve been called many names and still to this day things like Motha f****r,S**thead..blah,blah..

I still play spider-man to this very day and most of my teams he's usually my starting chrc.

What cacom shoulda did were three things with spidey 1.give him his spider-sense like as a counter attack or make it to where if u don't attack your oppon it will tell u where he's gonna hit ya(I wish:p )2.Give him back his wall stick, what's the use calling him Spider-man if he can' t live by his trade mark plus make him able to scale the wall like strider can and make him able to zip-line across the screen to the other.Also give Venom the same thing too, cause he can do whatever Spidey can, but only better except think!3. Finally bring back the #1 thing that probably made spdiey the most hated but yet most dominate chrc on MSH vs SF and that's the SPIDER-ARMOR, because with that spidey would be able to take two hit's instead of one to stop him, because once he holds on he won't be letting go!!

zid
10-18-2002, 08:36 AM
my spiderman team spidey/cyclops/tron

j.hp, d.s.lk,s.lk,xx fp spider sting xx maximun spider or ultimate web throw (anywhere with big characters, corner the rest)

j.hp, d.c.lk,c.lk,s.hk,sj.lp,sj.lk,sj.lp,sj.lk, xx lp web ball, lp, lk, lp, land tron assist (projectile) rejump air throw. 70 or 80% of damage

Carpet Lint
10-18-2002, 01:30 PM
Originally posted by kookymanus
The real Spidey combo you should be interested in are the ones featured on Joo and Yuta vol.1&4

Yeah, about that...is it hosted somewhere? Can I get my grubby paws on it?

Bonesaw
10-20-2002, 11:17 AM
The standard web throw...not the super..does a lot of damage if you mash...Learn how to combo it with assists and spiderman can be scary....like with commando...lk,lk,fk+assist, fp web throw..lots of damage..

kookymanus
10-25-2002, 12:13 PM
Originally posted by Bonesaw
The standard web throw...not the super..does a lot of damage if you mash...Learn how to combo it with assists and spiderman can be scary....like with commando...lk,lk,fk+assist, fp web throw..lots of damage..


The same can be done with Venom too if u mash the buttons and wiggle the joystick fast. And they said it wasn't possible any more!HA!:p