DeskLampTV wrote: »
It's really as simple as waiting a little bit longer before hitting them with Web glide. Even on hard knockdowns you have plenty of time to call dark hole, wait just a bit, then OTG.
Also, I suggest you put doom(missiles) on your team as anchor.
Brightside6382 wrote: »
In the first combo you could literally just do another dp and slam dunk the guy into the dark hole and webthrow afterward.
mugenrlz19 wrote: »
Hi, guys. I was wondering if you could help me out with my Spidey/Dormammu/(x) team. I've been unable to pull off combos that include Dark Hole - after the web glide, the opponent keeps flipping out. At first I thought it was hitstun decay, so I tried shorter/simpler combos, but that didn't work either. Besides, I've seen people doing long, damaging combos that end in "DH, Web Glide, DH holds opponent in place, Web Throw, super", so I guess it's safe to say HSD isn't the problem.
Anyway, to keep things simple, I decided to record a short video, in which I try to combo into DH. First I try "Web Swing xx Web Glide", then I try "backdash, jump, Web Glide". Neither work. Hopefully you guys will be able to spot what I'm doing wrong...
Thanks in advance!
sh0ultz wrote: »
on these NJ confrims with spidey, I'm transitioning into the web throw loop but what I'm noticing is that depending on the height of the NJ hit determines the rest of the combo. Is there 1 variation that seems to work every time regardless of height?
trying to make that NJ hit confirm as simple as possible but there doesn't seem to be a generic combo
xero15 wrote: »
That one is still height dependent but not as much
xero15 wrote: »
As for higher up jump confirms you could do web swing then zip cancel : and get the same result
STANG wrote: »
Thats awesome. If you can get it consistently, that pretty much opens your team options to anything you want. Suddenly teams like spidey doom vergil arent weak in the neutral cause you dont have to use hidden missiles. Spidey dante strider is not a struggle to get that extra little bit of damage. You can run spider-man with 2 assists that benefit him in the neutral instead of the usual 1 combo extender, 1 neutral assist.
sh0ultz wrote: »
does anyone want spidey web throw loop damage numbers? I can do it from pretty much from all situations now so it'll make it easier to compare and contrast damage output. It would be nice to know how much extra you actually get per situation.
KiyaaKing wrote: »
Web throw combos generally do the most damage, but the web swing ones are better as a default since they serve as a good blockstring and can catch assists. For solo combos other than the loop, you can either go the double/triple web swing route or the web throw route, whichever is more comfortable/makes sense at the time. The general goal with a spidey combo is to corner carry, so doing hybrid stuff like blockstring xx web swing xx xx dash under xx web throw may be appropriate depending on where you are. Lastly, if you want to maximize your damage both solo and assisted with Spidey you'll want to save your spider sting for as long as you can. Doing it too early will gimp your combo/damage potential quite a bit.