Does What a Spider Can!!! UMvC3 Spidey Combo Thread

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  • mugenrlz19mugenrlz19 Joined: Posts: 44
    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!

  • DeskLampTVDeskLampTV Joined: Posts: 890
    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.
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    In the first combo you could literally just do another dp and slam dunk the guy into the dark hole and webthrow afterward.
  • INVIZOBLEINVIZOBLE Joined: Posts: 264
    edited October 2013


    I keep missing the webthrow h after the dunk into unibeam . Trying to get this more consistent for when my vipey dies. help please
    Post edited by INVIZOBLE on
    youtube.com/invizoble
  • mugenrlz19mugenrlz19 Joined: Posts: 44
    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.

    It actually really was as simple as waiting a bit longer, thanks! I have a hard time keeping a cool mind during real matches, so I guess that's why I kept hitting them with Web Glide as fast as I could.
    I'm aware that Spidey/Dorm/Doom is a strong team, but Doom is incredibly boring imo. I'm considering Akuma, Iron Man, Dante or maybe Vergil.

    In the first combo you could literally just do another dp and slam dunk the guy into the dark hole and webthrow afterward.

    Awesome suggestion, I'll definitely keep that mind. Thanks!

  • DeskLampTVDeskLampTV Joined: Posts: 890
    @mugenrlz19 No problem, I am glad I could help. I have no clue what partners Dorm has besides Doom so unfortunately I can't help you with your team.
    @INVIZOBLE I don't think you are doing anything wrong, I think you just need to practice the timing a little bit more. I'm not entirely sure, but I think the faster you input the spider-bite after spider-sting, the easier it is to link the :h: web throw after.
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    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!
    If you're looking for the best third to accompany that shell, then I would recommend Doom, Dante, or Strange.

    As for the extension, the easiest and most optimized way to combo to and from Dark Hole is by using the "swing-zip" method. I strongly recommend this extension off of hard knockdown using any assist that has a 37 frame or slower startup. The trick is simply to know the timing at which the Dark Hole becomes active, and to coordinate your zip to connect at the same time as the first hit of Dark Hole comes out. Here's an example:


    As shown in the video, two simple dashes is all you need to convert off of Web throw into the Dark Hole extension. You can j.:s: from the zip and go straight into M Web Throw afterwards, or if you're feeling frosty, the web throw link is always a fun extension that yields a lot of damage since you can raw tag into Dormammu afterwards.

    As for the problematic spacing in the corner, if you're putting them into a hard knockdown in the corner off of a Spider Sting, use "... xx Spider Sting~:h: *land* st.:h: xx :l: Spider Sting~:h:" before you extend into Dark Hole with the "swing-zip". St.:h: actually pushes Spidey far enough out of the corner for you to go into a Dark Hole extension without backdashing for the proper spacing.
    Robo-mitsu: Wish I could ride a robo-tiger to work.
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  • sh0ultzsh0ultz Joined: Posts: 674
    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



  • DeskLampTVDeskLampTV Joined: Posts: 890
    here are two neutral jump confirms that I have been using:

    jump j.:h: xx :l: web swing j.:h: wait, j.:s:, wait, cr.:m: . . .
    jump j.:m: j.:h: xx :h: web swing, air dash j.:m: j.:s: s.:m: . . .

    For the second confirm you can also go straight into cr.:h: if you get the timing right so you might be able to do cr.:h: launch xx TK :h: web throw and do the loop from there.
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    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



    By NJ do you mean normal jump? If yes then a.M, a.H, Zipline DF, a. S on the way down, s.M, s.H, webthrow works as a pretty good generic go to.
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    That one is still height dependent but not as much
    I blame... the new generation for wanting things to be easy :annoy:
    I'm that Spider-man guy... or better yet, just call me Z
    If you don't like change you'll like irrelevance even less.
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    xero15 wrote: »
    That one is still height dependent but not as much
    Yeah but like I said its a decent generic go to for most situations. Only times you would really have trouble confirming into that is from extremely low heights when you shouldn't even be trying to air confirm in the first place or at maximum normal jump height where you have to do some kind of janky web swing combo to falling a.S
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    edited October 2013
    As for higher up jump confirms you could do :l: web swing then zip cancel :s: and get the same result
    Post edited by xero15 on
    I blame... the new generation for wanting things to be easy :annoy:
    I'm that Spider-man guy... or better yet, just call me Z
    If you don't like change you'll like irrelevance even less.
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    xero15 wrote: »
    As for higher up jump confirms you could do :l: web swing then zip cancel :s: and get the same result
    Doesn't L. web swing not have enough hit stun? In my mind I'm imagining they would pop out before they get low enough to get hit by the zipline.
  • sh0ultzsh0ultz Joined: Posts: 674
    I need something that will combo from higher. I'm countering people at the peak of NJ height or when they fall from SJ height with spidey's jumping pokes. Usually j.m x2 or j.m into j.h. Cancelling into webzip doesn't work, the opponent is too high. Webzip completely misses for the situation I need a combo for

    I've been messing with those web swing variations to drag them back down but I constantly have to adjust the combo. Sometimes you can do jump confirm, webswing, falling j.h, falling j.s but if the opponent is too high j.h, j.s will not work and you just have to use a single j.s. I don't want to my combo to be so incredibly picky, there has to be something way more generic I can use all the time.

    I don't think poke series, L webswing, webzip works mid screen. Can we use poke series, H webswing, webzip anywhere as a go to combo starter anywhere? I know that one will work midscreen and on block, you can webzip in\out for pressure so its not like it has a negative penalty for them blocking the combo starter
  • DeskLampTVDeskLampTV Joined: Posts: 890
    Oh, its a little higher than normal jump height. My first confirm works fine for me at around the peak of normal jump height, but I didn't test on a superjumping opponent. I'll try later to see how lenient the :l: web swing confirm is just above normal jump height, but it was pretty easy to get a feel for the timing around NJ height or lower. I think you may need to substitute in a j.:m: for the j.:h: after the web swing. As long as you reach the ground before the opponent I think you can always get the confirm. You will get a feel for the timing of cr.:m: and since it is so fast, you don't need to reach the ground too much earlier than the opponent.

    Here are some ideas that I think might work from the height you are talking about:

    jump j.:h: xx :l: web swing wait, j.:m: wait, j.:s:, wait, cr.:m: . . .
    jump j.:s: xx :l: web swing wait, j.:h:, wait, j.:s:, land, cr.:m: . . .

    For the second one you would need to be quick when you cancel j.:s: into :l: web swing.
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    edited October 2013
    It works. I thought I posted it up. I'll show it later today. :l: web swing has more hit stun than you may think and yes I'm talking midscreen. So you could do :l: web swing zip cancel :s: into combo of choice
    I blame... the new generation for wanting things to be easy :annoy:
    I'm that Spider-man guy... or better yet, just call me Z
    If you don't like change you'll like irrelevance even less.
  • DeskLampTVDeskLampTV Joined: Posts: 890
    Ok I'll be waiting on that vid then because I wasn't able to get it to work. Does it only work at a certain height? Also, do you do j.:h: before it or do you just do web swing?
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    Just anything into :l: web swing then zip cancel I'll be off work soon
    I blame... the new generation for wanting things to be easy :annoy:
    I'm that Spider-man guy... or better yet, just call me Z
    If you don't like change you'll like irrelevance even less.
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    edited October 2013
    Slight correction. It's been a while since I messed with this but you can do any jump string into :s: xx :l: web swing zip cancel j :s:. So you could just as easily do OS j :h: j :s: xx :l: web swing zip cancel j :s: land s :m: c :h:... I forgot when I found this I was working on different stuff. The use of the j :s: is simply because it brings them lower to the ground. You could do j :h: xx :h: web swing but that is slightly less reliable. So again you have to use the :s: before canceling into :l: web swing but it's consistent at various heights and it allows you to hit confirm or OS into it.
    I blame... the new generation for wanting things to be easy :annoy:
    I'm that Spider-man guy... or better yet, just call me Z
    If you don't like change you'll like irrelevance even less.
  • DeskLampTVDeskLampTV Joined: Posts: 890
    Thanks, that makes a lot more sense because the opponent would always just flip out before hitting the web line
  • Hush of the WindHush of the Wind We will damn sure Avenge you Joined: Posts: 59
    sup people, its been awhile since been here but im still playing spidey. quick question, can spidey cross counter combo with his spider sting assist? i can't remember if you can go into spider bite or not.
  • DeskLampTVDeskLampTV Joined: Posts: 890
    edited November 2013
    Are you asking if you can combo after a spider-sting crossover counter? He can't go into spider-bite off of it, but he can combo the opponent.
    Here is the combo that I made a while back:

    (block, :a1: + forward, spider-sting comes out) up-foward web zip, j.:m: j.:h: xx :h: web swing, air dash, j.:m: j.:s:, land, s.:m:, s.:h: xx :h: Spider-sting~bite, call missiles + cr:h:., , supejump, j.:m: j.:m: j.:h: j.:s:, airdash, zip forward-> j.:s: (to get on the other side), doom missiles hit, web throw, web throw, Maximum Spider.
    This combo does 741,900 for 2 bars (including the CC). If you do the up-forward web zip too early then you might accidentally crossup or miss completely. If you do it too late then the combo will drop. I got it to work on Morrigan, Wesker, and Zero. I couldn't get it very consistently though.

    It isn't that great of a combo and it uses missiles but it is better than nothing. You might be able to do s.:m: cr.:h: xx :l: web swing instead of the spider-sting part but I haven't messed around with it in a while.
  • sh0ultzsh0ultz Joined: Posts: 674
    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.
  • DeskLampTVDeskLampTV Joined: Posts: 890
    Sure, if you feel like it.

    I know that off of a TK web swing you can get 986k for one bar using the loop and missiles.

    I've gotten pretty consistent at it but I'm still not good enough to completely maximize the loop off of a web throw starter. I'm usually one or two web throws away from maximizing it. On web swing confirms I can usually do the full combo.

    One more thing, I think I remember you saying you could get 4 reps after a web swing starter, but last time I tried it the opponent would always pop out right before the fourth web connected so I only used three reps of the loop for my combo. Are you still able to get 4 reps off of a web swing confirm or is there too much hitstun deterioration at that point?
  • sh0ultzsh0ultz Joined: Posts: 674
    you can get 4 web throws, but you actually get 3 loops. c.lk x2, c.h, webswing, mmh, s.h, hcb+L, web throw loop x3
  • sh0ultzsh0ultz Joined: Posts: 674
    you can get 4 web throws, but you actually get 3 loops. c.lk x2, c.h, webswing, mmh, s.h, hcb+L, web throw loop x3
  • DeskLampTVDeskLampTV Joined: Posts: 890
    Oh yeah that makes sense lol. Sorry I misunderstood, I thought it meant four loops.

    Btw, how consistent and reliable is webswing :m: :m: :h:? I'm just wondering because that always kinda felt off for me and I always thought that it caused more HSD later in the combo than webswing :m: :m: :s: because the opponent is floating a little bit more between hits.
  • sh0ultzsh0ultz Joined: Posts: 674
    i meant mms, my bad lol.

    spidey\dante web throw loop damage #'s. No alternate 3rd assists were used to increase damage.

    c.l x2, c.h, webswing, mms, c.h, webswing, mms, s, mmhs, dante extension, web throw, dash c.h into sting\bite, tag etc.. 910k dhcing back into spidey. 2bars

    c.l x2, c.h, webswing, mms, s.h, hcb+l, web throw loop x3+dante extender...970-1.05mil depending on extensions 2 bars

    c.l x2, s.h, hcb+l, web throw loop x7+dante extender...1.12-1.2mil depending on extenders, 2 bars. With a 3rd assist to extend dante combos, it cracks 1.25 pretty easily killing thor.

    jam session hits first all 10 hits, hcb+L, web throw loop x5+dante extenders...910k and 2 bars(might be able to get more than 5 loops to increase damage)

    j.m, j.h, webzip, j.s, s.m, s.h, hcb+m, web throw loop x4+dante extenders 990-1.29mil 2 bars.

    sj.m, sj.m, web swing, sj.s, sj.s, s.m, s.h, hcb+m, web throw loop x2+dante extenders, 943-983 2 bars.
  • STANGSTANG Joined: Posts: 1,200
    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.
  • sh0ultzsh0ultz Joined: Posts: 674
    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.

    that's pretty much bang on. If you can master this loop, you open up spidey's game play quite significantly as well as increase his damage output from all situations.

    honestly, I was quite surprised that after jam session hits, it was still possible to get 900+k. That's a full scaled jam session hitting first and the web throw loop still murders them. With a 3rd assist, like strider, you should be able to increase most of these damage numbers by 50k or so.
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,558
    that's pretty impressive. are you doing guard breaks tho ? :P spidey mags dante!
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  • AcidicEnemaAcidicEnema Joined: Posts: 1,262 ✭✭✭✭✭ OG
    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.

    How about off a spider sting?
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  • TimTimTimTim T-T-T-Timmay! Joined: Posts: 1,329
    edited November 2013
    Hey guys can anyone enlighten me on spiderman combos?
    I've been browsing xero's channel wondering watching all his videos and while I can do most of the combos I just don't know what starters to be using.
    Should I be using web swing or web throw combos
    His spiderman basic combos are all webswing combos but all of his optimized combos start with web swing.
    Which are his best solo combos other than the web throw loop?
    Just a lazy prick.
  • KiyaaKingKiyaaKing Joined: Posts: 1,060
    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 :l: web swing xx :m: :m: :h: xx dash under :m: :h: xx :m: 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.
    My Characters/Teams:
    UMvC3 - Spider-Man/Magneto/Dante, Zero/Dante/Strider, Doom/Dormammu/Dante
    SSF4 - Juri, Yun, El Fuerte
    Injustice - Flash, Zod, Lex Luthor
    Skullgirls - Cerebella/Squigly, Parasoul/Double
    GGXXAC+R - Slayer, Baiken

    3DS FC: 5043-2719-7330
  • TimTimTimTim T-T-T-Timmay! Joined: Posts: 1,329
    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 :l: web swing xx :m: :m: :h: xx dash under :m: :h: xx :m: 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.
    Wow thanks so much man. Pretty much exactly what I was looking for.
    Also one more thing, damage wise (and preferably synergy wise) what's a good assist (other than doom) to go with spiderman/dark hole.
    Just a lazy prick.
  • DeskLampTVDeskLampTV Joined: Posts: 890
    Akuma with Tatsu assist actually isn't too bad, it's AirborneisGolden's team. He has some combos with that team up on his channel. That team is strongest at midscreen.
    Other than that I don't really know what works well with Dorm because I've never played him. Disruptor wouldn't be too bad for damage and I think you can go for some Disruptor + teleport mixups with Dorm. That is pretty good damage wise too. However, Disruptor might not always be ready for combos because you might use it for setups or the neutral in general.
    If you think Vajra is good for Dorm then you can try that too because that's a tiny bit better than disruptor for combos. It's just that I would imagine that you would use a good amount of meter with Dorm and anchor strider is a lot better with a lot of meter imo.
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    That depends on how you play. If you prefer the rushdown Dorm then disruptor and assist of that nature work wonders. If you prefer zoning then assist that will keep the screen covered up to allow you to build charges is better. Assist like missiles, jam session, both taskmaster's and hawkeye's upward arrows, and assist of that nature come to mind.

    As for starters thats dependent. Generally you want to hit confirm first. Web swing starters is generally unsafe if blocked and must be zip canceled immediately to put something between you and the opponent. You can use these to apply pressure but make sure you are properly covered. However they are the basis of most his bnb's. Web throws on the other hand are the better starter damage wise but if blocked gives up momentum and can either be punished or pushblocked resetting everything. They are somewhat screen dependent also but not really as he has many tools that allow him to adjust. Spider sting is his other starter but should only really be led with when punishing an attack (tri jumps, dash in's, etc) or when fetching for the overhead. Generally you want to make sure you have your assist ready for combos starting with this starter as everything after is prorated
    I blame... the new generation for wanting things to be easy :annoy:
    I'm that Spider-man guy... or better yet, just call me Z
    If you don't like change you'll like irrelevance even less.
  • linainverselinainverse Joined: Posts: 197
    so im trying to get that spidey combo down where u im guessing plink dash, off a web throw, then croucing m, crouching h, web throw.

    any tips on this, ive seen nemo land this in matches,
    also any cool combos with strange bolts,
    i feel like u can air dash s, like 2 of 3 times while they are getting staggered by bolts
  • KiyaaKingKiyaaKing Joined: Posts: 1,060
    It takes at least 3 plink dashes to hit the loop, so for practicing I'd first recommend practicing plink dashing in general. Try plinking in sets of three, then later add the combo in there to get at least one rep. From there you just get it as consistent as possible since it can take up to about 4-7 loops to max it out depending on the starter. As for bolts combos, I'm not too familiar with them but on a standing opponent yes you probably can get multiple j.:s: to hit at the beginning like you described.
    My Characters/Teams:
    UMvC3 - Spider-Man/Magneto/Dante, Zero/Dante/Strider, Doom/Dormammu/Dante
    SSF4 - Juri, Yun, El Fuerte
    Injustice - Flash, Zod, Lex Luthor
    Skullgirls - Cerebella/Squigly, Parasoul/Double
    GGXXAC+R - Slayer, Baiken

    3DS FC: 5043-2719-7330
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