The ULTIMATE, Friendly-Neigborhood, Spider-man Team-building Thread

AirborneAirborne The Mad ScientistJoined: Posts: 1,090
And, sadly, I couldn't find any golden quotes in Spider-man's legacy to make the title.

Well, anyways, welcome to the Ultimate Marvel Vs. Capcom 3 Team-building thread for your friendly neighborhood Spider-man!

Purpose of this thread: To discuss all possible synergy that Spider-man has with each individual character in the game. This will consist of assist synergy through setups and combo extensions, as well as DHC, THC, raw-tag Hypers (RTH's), and anything else you can think of.

We will follow a format that is identical to the example below:
Dormammu Assists:

(alpha) Dark Hole: Dark Hole is the preferred assist as it grants Spider-man control of space in between him and his opponent, assisting him in either advancing in on the opponent, keeping the opponent out, or locking the opponent down. The assist is active for a whole 33 frames, meaning it will pin the opponent down for quite some time or will leave the opponent in hit-stun long enough for Spider-man to pick up off of it fairly well.

This is also one of the best assists in terms of extending Spider-man's combos this time around, due to the fact that it will hold the opponent long enough for Spider-man to connect an OTG Web Zip into a :l: Web Throw at the end of a combo. Spider-man can then choose to finish the combo with Maximum Spider or Crawler Assault -given the position of the opponent in relation to the stage- or even go for a reset with an OTG Web Zip.

Dark Hole has 50 frames of startup. This supplies you enough time to scare your opponent into blocking and throw them for their feeble defenses. You also have enough time to get a quick cross-up in the works if you time it right.

Due to Dark Hole's rapid hits, you are able to force a fuzzy guard on your opponent by getting them to block high against such moves as j.:h: or j.:s:. This can create deadly hi-lo mixups by allowing you to perform cr.:l:, or get that instant over head with :l: or :m: Spider Sting~:h: or even j.:l:/:m:.

Dark Hole can create left-right mixups on incoming opponents midscreen, due to Spider-man's ability to cross-under the opponent using a grounded :uf: Web Glide a.k.a. Web Zip. In the corner, Dark Hole can force guard breaks when timed correctly; by performing an Instant Air Dash (IAD) j.:m: while calling Dark Hole so that the last 3 hits will connect, Spider-man can punish any attempt to Advancing Guard with either a dash up air throw or an Ultimate Web Throw. Should the opponent take the hit of the j.:m: and Dark Hole, Spider-man can land and perform st.:m: st.:h: xx :m: Web Throw ton pick up off of the combo.

(beta) Purification: Purification does not prove to be very effective as an assist in general, let alone for Spider-man. It has 56 frames of startup, not only leaving Spider-man the inability to use this as a practical combo extension, OTG or not, but it's hardly easy to pick up off of for a combo. It only remains active for 23 frames as well, leaving it subpar compared to Dark Hole's extra 5 hits and 10 active frames.

The one thing that Purification does have over Dark Hole is that even if Dormammu gets hit late in the startup, Purification will still come out for its natural duration.

(gamma) Liberation: Liberation assist works the same as it does as Liberation on point; the move's output changes depending on the number of charges that Dormammu has stored. When Dormammu performs Liberation, all stored charges are consumed in the process.

This assist should only be used when Spider-man is already paired with an assist that will provide him screen control and possibly combo extension capabilities. However, due to the fact that it provides 10 different assists in one, it is the most flexible assist in the game. The only issue is to figure out how to build those charges while you still have Spider-man alive...

Liberation continues to be even more unique than the other two assists because when Liberation is chosen as Dormammu's assist, Dormammu will perform Stalking Flare as his hyper in any THC, rather than Chaotic Flame.

In order to build charges with Dormammu most efficiently while keeping Spider-man on point, you must be able to DHC from Maximum Spider or Crawler Assault into Stalking Flare. When Stalking Flare is correctly DHC'd into, it slowly carries the opponent up, up, and away, miraculously granting enough time for Dormammu to build 3 charges, and then safely raw tag back into Spider-man.

The combinations to go after the most are:
3 Destruction, 0 Creation
2 Destruction, 1 Creation
1 Destruction, 2 Creation
1 Destruction, 1 Creation
2 Destruction, 0 Creation

I may possibly go in more depth with Liberation someday down the road...

Spider-man to Dormammu DHC's:
Maximum Spider -> Stalking Flare*
Maximum Spider -> Dark Dimension***
Crawler Assault -> Chaotic Flame
Crawler Assault -> Stalking Flare**
Crawler Assault -> Dark Dimension
Ultimate Web Throw -> Dark Dimension***

Dormammu to Spider-man DHC's:
Chaotic Flame -> Maximum Spider
Stalking Flare -> Maximum Spider
Stalking Flare-> Crawler Assault```

* - Best works when connected to from Web Throw
** - Best Works in the corner
*** - Requires a delay so that the opponent does not bounce over Dark Dimension's hitbox.
``` - Requires that the opponent is ground (and is easier when performed in the corner)

General Tips and Tricks:
Although one of Dormammu's best role is perhaps his ability as one of the scariest anchors of the cast, it is best to always have him on the second slot of a Spider-man point team. Your objective with this team is to land a hit with Spider-man so that you are able to combo into Maximum Spider or cornered Crawler Assault while you have 2 bars. When done correctly, you are able to DHC into Stalking Flare that will slowly land its hits on the opponent, allowing Dormammu to build 3 Liberation Charges. You are left with enough time to raw tag back into Spider-man or into your 3rd character, throwing Dormammu onto anchor with 3 Liberation charges in store.

After landing a Web Throw, Spider-man is able to raw tag into Dormammu for some fun shenanigans to ensue; Dormammu has enough time to land a 3 Destruction Liberation, Dark Dimension, or even a Flame Carpet for combo extension/resets. Now that the opponent floats for a longer period of time, giving Spider-man more free time after Web Throw. It is now possible to raw tag Dormammu in and have him perform Purification xx Chaotic Flame.

Provided Dormammu already has his charges or the opponent is close to death but Stalking Flare after Maximum Spider won't do the job, Dormammu can do one of two options:
- If Dormammu has 1 Destruction charge and 1-2 Creation charge(s), Dormammu can immediately go into Liberation (Meteor Shower), and then either Dark Hole xx Chaotic Flame as they are falling, or Purification xx Chaotic Flame or Dark Dimension on the hard knockdown.
-If Dormammu does not have the required charges for Liberation (Meteor Shower), he can immediately perform :m: Mass Change Air Dash Forward (ADF) j.:h: xx :l: Dark Hole to add on a significant amount of damage.
Robo-mitsu: Wish I could ride a robo-tiger to work.
Evil_Rahsaan: Airborne ur a mad scientist.
XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
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Comments

  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    Akuma Assists:
    (alpha) Gohadoken: This assist is just a Web Ball with 9 times the damage and 7 times the meter gain. This move has 5 low durability points just like Web Ball, so it's best use would be to throw an aerial :m: or :h: Web Ball while calling the Gohadoken assist for optimal space control. It comes out in a matter of 38 frames so it's relatively fast. Sadly, this assist is outclassed by the next one...

    (beta) Tatsumaki Zankyaku: If you're not using this assist, you already have Frank West on your team already, you found some super secret awesome use for the third assist, or you're probably just an idiot. This move is not only one of the best assists when it comes to opening up the opponent or locking them down in a never-ending block string, but while it's active, Akuma will destroy any and all low and medium priority projectiles!!! This means that Plasma Beam, Unibeam, Dark Hole, and any other pesky, space-controlling, projectile assist won't stand in your way! While it's now inferior to Ryu's Tatsumaki assist in the sense that Akuma's no longer grants soft knockdown, Ryu's Tatsu does NOT have this projectile destroying property and also has 3 more frames of startup, making it overall inferior to Akuma's tatsu.

    Tatsumaki also excels at being one of the best fuzzy-guard assists in the game. For those of you that don't know what a fuzzy guard is, just think of it as a way to make someone blocking low stand up. While someone blocking high is stuck in block stun and then attempts to block low, they are stuck in a high-blocking animation while blocking low. /redundancy This means that you can hit the opponent with instant overheads from higher up, opening a whole new book of terrifying mix-ups to wreck your opponent up with.

    Tatsumaki is also a fantastic combo extender, allowing Spider-man to extend his combos in situations where there's not enough time to use the swing-zip technique. If you manage to perform a long combo that finishes with Crawler Assault, wall-bounce or not, you have enough time to call Akuma while performing an instant aerial OTG Web Zip to combo straight into Maximum Spider.

    (gamma) Hyakkishu, Hyakki Gojin: This assist is an Overead attack, OTG-capable, AND it will cause any airborne opponent to ground bounce. This can be a pretty devastating assist to use against your opponents; you can use it to set up an unblockable, provide you with another OTG for combo extension, or provide setups that will have Akuma either trade or beat out an airborne opponent, leaving you with a ground bouncing opponent to start a combo on.

    So, what are its drawbacks? It's completely outshined by Akuma's Tatsumaki assist. Now that Spider-man has his own OTG, Tatsumaki will provide more varieties of combo extension, and also does not consume Spider-man's ground bounce when it comes in contact with an airborne opponent. It also has 59 whole frames of startup, which is very sluggish compared to his Gohadoken and Tatsumaki assists, coming in at 38 frames and 32 frames of startup, respectively. When it faces the fact that it is one of the most spacing-dependent assists in the game, its usefulness becomes quickly deteriorated.

    Spider-man to Akuma DHCs:
    Maximum Spider -> Messatsu-Goshoryu**
    Crawler Assault -> Messatsu-Gohado(Agyo or Ungyo)
    Crawler Assault -> Messatsu-Goshoryu*

    Akuma to Spider-man DHCs:
    Messatsu-Gohado Ungyo -> Maximum Spider
    Messatsu-Gohado Ungyo -> Crawler Assault
    Messatsu-Goshoryu -> Maximum Spider

    * - May require you to be near or in the corner
    ** - May require you to be near or in the corner, and requires Maximum Spider to be done closer to the ground.

    Miscellaneous Tips and Tricks:
    If you decide to explore this synergy within your team, it'd be best to run Spider-man on lead and Akuma on anchor, due to the not-so-versatile DHC synergy between the two. However, it is possible after a web throw or spider sting into the corner to raw tag into Akuma and immediately perform a tiger knee'd Messatsu-Gohado Ungyo, allowing you to DHC into Crawler Assault or Maximum Spider afterwards.

    When attempting to set up an air throw reset, you can call Akuma for the Tatsumaki assist so that you can catch the opponent if they are mashing :h: to throw break.

    When performing a block string on the opponent, call the Akuma Tatsumaki assist prior to canceling the block string into Web Zip so that you can create a left-right mixup on the opponent.
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,557
    Hawkeye is one of the best teammates for Spiderman.

    Assists
    Triple arrow is a great assist that helps dominate the ground level while Spidey can more easily swing in. Confirms off of it are also easy. Possible to add into combos, but not high on a priority of things to learn as it is more of a help-neutral-game assist.

    Poison arrow assist has weird setups here and there (including being very easily combo'd into with the long groundbounce/otg time of spider bite) to add the unscaled poison damage to the combo.

    I have not explored scatter assist.

    I recommend Web Swing on Spiderman for Hawkeye.
    You can do a chrisG-esque setup with slide (while calling swing) into qcb M (the roll, not the backflip) into poison. the web swing hits soon after, making it a pretty safe pressure string (be wary of x factor guard cancels which can get you and spiderman killed, so mix this up with slide into qcb L backflip poison) and if they got hit by the slide they'll get combo'd by poison and the web swing. you can then launch (net arrow loop is a bit tight for my liking, but is completely possible)
    If you are in the corner, the backflip instead of the roll is possible.

    web swing is also usable for the crossup mixup qcb H flip + an arrow, they get juggled by web swing at some point and continue the combo

    Supers
    The DHC from Max spider outside of the corner to Super Scatter shots/Ant man lv3, Crawler Assault (anywhere, but mostly combo'd into from the corner) into super scattershots/ant man lv3 are all effective. Hawkeye can follow up super scatter shot sometimes.

    Hawkeye can do Gimlet dhc into Maximum spider for a pretty respectable 300k+ full screen punish.

    You can even do a combo into spider bite or web throw into the corner, raw tag Hawkeye, otg poison arrow xx golden arrow DHC maximum spider/crawler assault for the poison damage. It's not totally optimal though haha (golden arrow at the end of combos is pretty bad) - but looking flashy is always cool :)

    Interesting Gimmicks
    Also, in the corner, Hawkeye/Spidey can do a really funny, gimmicky reset. There's a certain height that you can get from a launch (so, stuff into S jMMHS otg ice, slide, S, golden arrow) and they flip out before hawkeye's totally done with the super. You can DHC into Ultimate Web Throw at this point to grab and if it does connect that's highly likely to be a kill if you have a post-UWT setup (spiderman has a self combo after this if you immediately normal jump and web zip otg at the correct height. it's also cool that it has a combo counter glitch - the combo after uwt starts at 1 ignoring the slam of UWT but the 300k base damage is counted in the combo in training mode)

    Another interesting (and pretty good!) DHC reset from hawkeye to spiderman is to do a semi-long combo, enough so that an otg poison tip will make the opponent flip out quickly. Land on the ground, immediately shoot Kiss of Fire (dp super) and immediately dhc to Ultimate Web Throw. The super scatter shots cover ultimate web throw if it misses, and if it hits you can have a pretty big followup on the 300,000 damage reset for a probable character kill.


    General
    Hawkeye is a strong zoner even after Spiderman is gone, and add to the fact that Spiderman is pretty good at building meter for Hawkeye to use (golden arrow being a very silly and powerful super, but his other options are good too). Usually you will want your third character to be a good assist for Hawkeye as the DHC synergy between Spidey/Hawkeye is pretty good.

    Costumes
    The main drawback of Hawkeye is that a lot of his colors are really bad. However, he has a two black/red colors (I use 6) that can go with Spiderman's black/red costume, and has an Ironman-esque color that goes very well with Iron Spider.
    It's a real shame that Hawkeye's "white" color is pretty bad as Spidey's white one is my favorite.
    Hawkeye's DLC costume is actually pretty interesting and cool looking - matches pretty well with Spidey 6 - black/gold looks especially sick here!


    --



    Dr. Doom is decent anchor - with XF saved, you can guard cancel into Doom Time almost every match and this is almost a guaranteed a defensive option against close ranged characters. It's sort of dumb in my opinion. His main advantage being used third is that his assists are so strong.

    Granted, you'll have to learn how to deal with runaway (which SHOULD be how everyone deals with anchor Doom if they have a lead). Just remember you can cancel hidden missiles into team super tho !!


    Assists
    Although I use Hidden Missiles, I will discuss the other two first, and briefly.

    Plasma Beam is a very solid assist, and one of the strong "beam" assists that helps control the ground very well. It lasts a moderate amount of time, does a pretty good amount of damage for a beam assist but still scales your combo damage and hitstun deterioration, and is yellow. Solid for when you don't have another assist doing something similar (Triple Arrow, Taskmaster Arrows, Magneto Beam, Ironman Beam, Akuma Tatsu, Frank Shopping Cart are all stuff that help control the ground to some degree and Plasma Beam is of the same ilk. Not all are that similar, but same usage)

    Rocks are a pretty interesting assist. They are a bit like a gimped version of drones in my opinion, but they come with Doom who is a stronger character than Sentinel, and they come out a little bit faster I believe. I haven't explored it too thoroughly and do not recommend it.

    The reason for Hidden Missiles is to cover the option that Triple Arrow does not - the air. Characters like Zero and Firebrand can use a playstyle that involves super jumping and staying up there, relatively safe, looking for an opportunity. Spiderman doesn't have many options against this - Maximum Spidey isn't reliable or safe. Hidden Missiles can slightly [very slightly] alleviate this problem, and if you're super awesome you could maybe confirm a web throw M or H if they connect - or even a maximum spider. But not too likely. Other alternatives if you don't like Doom is Shuma's Mystic Ray assist or Strider's Vajra for covering super jumps.

    Tack on the fact that these two assists (Hidden Missiles or Mystic Ray) can also help in some combos and it's now not just a spacing assist.
    Example basic combo with Hidden Missiles:
    cr LMH, L web swing, jMMS [land], jLMMHS [land], sMH, H spider sting/bite, crH [call missiles], S, jMMHS, [missiles hit] Crawler Assault.

    ---

    Combos

    "Kara sting" technology, credit to xero. pretty high damage.


    IMO the most practical thing you can do with Missiles. still does good damage and works anywhere on screen. also guaranteed corner carry.

    slightly tricky part is the otg webzip->sM crH L webswing jMMS.... can skip this if you want and do a full air magic series instead of the quick one, loses 80k ish.

    If you're close enough to the corner, you can just dash and crH L webswing jMMS instead of having to otg webzip sM. can do a full air magic series without the otg.


    Dr. Doom has a black/red costume, two black costumes, an orange/black costume (for iron spider if you really need it), and a white costume to match with Spiderman.
    Shuma has a red color for Iron Spider/Original/DLC, a silver color for the white Spiderman [this combination is pretty good imo], and a black one.



    Shuma Gorath
    My friend runs Spidey/Hawkeye[poison]/Shuma[ray] - his tag is "Spider-Gorath" and he is amazing. Another SpiderGorath classic is Spidey/Hulk[wave]/Shuma[ray]. Both teams allow for a ton of web throws in the combos which improves positioning control. Web ball assist works well with Hulk as well. My own version would be of course Spider/doom/shuma if I ever get to using spider-gorath's technology.
    Shuma Gorath's x factor is decent, and if he has meter leftover for a level 3 (or almost two chaos dimensions if he's at 5 bars) he can become scary in a matter of seconds.


    --
    Strider Hiryu
    When I use Vajra assist with Spidey, some of my tech can be seen here:


    he is very strong as an anchor, and spidey doesn't necessarily use xf or meter a lot so that much is convenient.
    In Spidey/Teammate/Strider teams, I recommend a character that can also use Vajra assist and has a good combo assist for Spidey so Dante, Doom, Skrull, Wesker, Viper, etc etc. could all be used here.
    youtube sfv
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 308
    Any synergy to be had for the following characters?
    Deadpool, Iron Fist, Strider, X-23
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,069
    As of right now I'm running Spidey/Iron Man/Sentinel. I'm practicing my other two characters more in their application but as far as Spidey is concerned...

    Iron Man
    I use his Repulsor blast assist. It's great at zoning and protecting from people who like to come over top. It juggles for four to five hits allowing plenty of time to decide what to do. When up close you can start a jumping combo, when slightly back you can web throw into something bigger, you can crossup to mess up inputs etc. It has a lot more potential I'm sure. It's a defensive assist that has some offensive applications. When rushing in with Spidey, pushing more towards the corner because of less screen room behind opponent, Spidey can call IM and use the array of blast to cover him and keep opponent locked down. It also picks opponent up if they are hit with an instant overhead and allows Spidey to followup accordingly. More to come later.

    Sentinel
    I'm switching back and forth between Drones and Rocket Punch. Both are good but for different reasons. Drones are great projectiles but are slow. Best used for wake up games as opposed to getting it, if used to get in make sure you have room and ability to get Sentinel off the screen but where drones still come out. Also a great combo extender, and good for keeping people in an area you can open them up with or cross them up around the same time a drone hits.

    Rocket Punch is better for faster mixups, not requiring an air throw. Best used in grounded situations, and during block strings to force the pushblock attempt. I can probably see myself using this a lot more in the future.
    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.
  • alvinwinalvinwin Joined: Posts: 24
    Yo guys, I'm a bit new to using Spider-man and my team that I'm focusing on is Spider-man, Dormammu, Vergil. I was thinking of substituting Dormammu for Magneto. Spider-man/Magneto have decent DHC synergy. The EM Disruptor for crossups is okay I guess. From anywhere on-screen Spider-man can MS -> Magnetic Shockwave for a good amount of damage, Spider-man can THC with Magneto to get Shockwave/Crawler Assault in the corner, etc. etc. I just wanted to get your guys' opinions on the whole Spider-man/Magnus synergy and such. Thanks in advance haha.
  • xDarKnighTxxDarKnighTx Joined: Posts: 816
    Yo guys, I'm a bit new to using Spider-man and my team that I'm focusing on is Spider-man, Dormammu, Vergil. I was thinking of substituting Dormammu for Magneto. Spider-man/Magneto have decent DHC synergy. The EM Disruptor for crossups is okay I guess. From anywhere on-screen Spider-man can MS -> Magnetic Shockwave for a good amount of damage, Spider-man can THC with Magneto to get Shockwave/Crawler Assault in the corner, etc. etc. I just wanted to get your guys' opinions on the whole Spider-man/Magnus synergy and such. Thanks in advance haha.
    I run Spidey/Mag/Sent, and I love the spidey/magnus synergy.

    If you're low on health and you got 2 meters, air MS (a LOT faster if MS is done in the air, sj or j doesn't matter as long as it isn't started off on the ground) into shockwave is godlike.

    here's an interesting trick with MS xx Shockwave - If you cancel into shockwave after the last hit of the MS, but before the opponent lands, the engine does a little option select, to pick whether the shockwave should go left or right. The choice picked will be the side that does the most damage. This is useful if MS was connected near the corner, and you don't want the shockwave DHC to only hit 1-2 hits.
    Thanks AsianDemon for the AV!
  • currentlemoncurrentlemon Joined: Posts: 125
    Ugh, I'm still have trouble picking characters, but I'm going with Spider-man/Frank/Doomsy. It was supposed to be my sub team, but I want to play Spider-man as my main team. Frank seems fun to use too and has a good assist for Spidy. Same with Doom.
    People's dreams, have no end! - Marshall D. Teach "Blackbeard"
  • Killa SasaKilla Sasa I've made a huge mistake Joined: Posts: 609
    Spidey/Nova/Hawkeye. 930 on DHC to Nova, Hawkeye Triple Arrow assist is awesome for getting in. This team works extremely well in duos, even better when all three are around. Easy extension from Nova assist (ground bounce) for 730~ with Spidey on an earned meter. Nova has his own beast damage, and Hawkeye is Hawkeye. All-around solid team.

    Spidey/Hawkeye/X-23. Explosive potential, good to great mobility. Lots of comeback potential in X-23 with Hawkeye arrows XF2'd, or XF3 X-23. Lots of meter to go around so Dirt Nap is always an option.

    One I'm saving for later is Nova/Spidey/Frank. If I can get to 3 bars by the time I end a Nova combo with Super Nova, then get a Maximum Spider and DHC to Frank, it's an instant level 5 Frank. Some setup but a decent payoff in a monster character. Spidey/Nova is nothing to sneeze at either, decent duo.
    Ultimate is dat fun.
    Peter/Clint/Laura
    GT: KillaBMike PSN: Killasasa
  • .:AK47:..:AK47:. Joined: Posts: 10
    Spidey/Nova/Hawkeye. 930 on DHC to Nova, Hawkeye Triple Arrow assist is awesome for getting in. This team works extremely well in duos, even better when all three are around. Easy extension from Nova assist (ground bounce) for 730~ with Spidey on an earned meter. Nova has his own beast damage, and Hawkeye is Hawkeye. All-around solid team.

    Spidey/Hawkeye/X-23. Explosive potential, good to great mobility. Lots of comeback potential in X-23 with Hawkeye arrows XF2'd, or XF3 X-23. Lots of meter to go around so Dirt Nap is always an option.

    One I'm saving for later is Nova/Spidey/Frank. If I can get to 3 bars by the time I end a Nova combo with Super Nova, then get a Maximum Spider and DHC to Frank, it's an instant level 5 Frank. Some setup but a decent payoff in a monster character. Spidey/Nova is nothing to sneeze at either, decent duo.

    I want to run team Spidy/nova/hawkeye seems like a fun team. Anybody think cap could replace hawkeye?
  • JohypnolJohypnol Freeter Parker Joined: Posts: 228
    Spider-Frank has:

    -Good DHCs
    -Good assist-based friendship
    -A level 4 Frank DHC
    -Meterless hard tag level 2/3 Spidey/Frank combos
    -Level whatever THCs
  • currentlemoncurrentlemon Joined: Posts: 125
    Spider-Frank has:

    -Good DHCs
    -Good assist-based friendship
    -A level 4 Frank DHC
    -Meterless hard tag level 2/3 Spidey/Frank combos
    -Level whatever THCs
    Can you tell me what to do for the level 4 Frank DHC. Noobish question I know.
    People's dreams, have no end! - Marshall D. Teach "Blackbeard"
  • JohypnolJohypnol Freeter Parker Joined: Posts: 228
    DHC early from Maximum Spider to Frank's QCB super. It will whiff giving you the time to take a picture during the untechable knockdown.

    The problem is actually getting the 50 hits. If the opponent is standing, the combo is long enough after OTG Web Zip + assist (in my case it's Plasma Beam). If they are not, I need most of Frank's assist to hit too. Time for some math:

    The Spider Man combo in question does 24-25 hits including the otg web zip
    Maximum Spider hits 15 times
    Shopping cart hits 7 times, and Plasma Beam hits 8 times

    So we'll say all of that is a 55 hit combo, giving you 5 hits leeway (technically 6 hits, Frank's snapshot adds to the combo count). It's less if you get a jump in or if they're standing so you can add a webzip j.HS


    and that's the week 1 shit. I'll do better later


    also the Frank/Spidey THC is kind of weird. Normally crawler assault will get it's knock down and you can take a picture, but if you mash for more hits the shopping cart super will have a longer duration than CA and mess up the knock down. And that kind of sucks because crawler assault only does 8 hits normally
  • Ketchup17Ketchup17 The Spidey of AUM Joined: Posts: 98
    I'm beginning to see Spidey/RR (pendulum) work nice together because that wall bounce gives Spidey a free Web Throw, dash xxOTG zip combo from anywhere on screen.
    as for DHCing, MS into RR's trap super works nicely because Rocket can combo off of that super.

    I'm running Spidey/Nemesis/Doom, but I"m really thinking of replacing Nemesis with RR because RR/Doom is a great duo is very nice also
    UMvC3: Spidey (Swing), Nova (Nova Strike), Doom (Plasma Beam)
    SF3 Third Strike: Twelve & Ryu
  • PadWarriorPadWarrior Joined: Posts: 51
    I'm running Spidey Hulk and Hawkeye. I suck though. My ranked record is 9-11. I was using web ball, Anti Air Gamma Charge and Hawkeye's Horizontal shot assist. But I was thinking of trying Spidey Nova and Hawkeye.
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    I'll be finishing my write-up on Dormammu today, then I'll move on to Nova and Frank West (my team, lol), and hook around to Magneto since you guys posted some helpful insight of their synergy. ;D

    The characters I've dealt with in terms of exploring synergy with Spidey are:
    Dormammu
    Hulk
    Taskmaster
    Frank West
    Nova
    Sentinel
    Wesker
    Wolverine
    Akuma

    So if anyone has any experience with other characters, please post what you know! That'd be a big help right now!
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,557
    i did :(
    youtube sfv
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    I'm thankful you did. :D Just making sure everyone gets the heads up on what I still need.
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • BLACKSTAR84iBLACKSTAR84i Joined: Posts: 143
    I got experience with Spidey teamed up with Viper

    C.Viper

    DHC'ing --
    DHC synergy galore. I don't know if there is a character for Spidey to DHC into better than her. I think it's because she's a redhead. :P Crawler Assault->any of her Hypers. Maximum Spider->Burst Time (and maybe even Viper Full Throttle lvl 3, if you have some ridiculous skill in timing it). Her lvl 1 hypers DHC very well into Maximum Spider. Her Emergency Combination can also DHC into Crawler Assault, if you DHC early, which might be useful for the hard knockdown afterward.

    Assists --
    Burn Kick - Her burn kick (IMO) is the best assist for him as it's good at 1) extending combos, 2) creating unblockables as an overhead (with proper timing), and 3) keeping enemies popped up during Web Zip OTG to keep Spidey combos going.

    Seismo - an OTG assist, if you have trouble with OTG Web Zip, though, honestly, it's only mostly useful in the corner, and then, since they fly up so high, you normally can't do much afterward except possibly web throw or super (depending on the part of the combo you're on).

    Thunder Knuckle (anti air) - it's usefulness is debatable, and I have to test it more. It's seemingly a good defending anti air, though I don't think it has invincibility frames (as an assist). Possible combo extender. It's best use is for Crossover Counters, as TK does have full invincibility for starting and active frames (as a crossover counter -- so you could do a CC during a beam super like Dormammu's Chaotic Flame).

    Overall --
    The best thing about this team is that Viper hits hard -- she seems to be the character affected the least by hit-stun scaling and damage reduction. If you get her damaging combos down, you can take out pretty much any character between her and Spidey DHC.

    She is also a very good battery. Her long combos build a meter or two easy, and many of her damaging combos literally pays for itself, buy expending meter built through the combo itself.

    Spidey is good for reaching characters that Viper has trouble getting to. In mid-/long-range battles, Viper sometimes may have to spend meter and/or burn x-factor(to cover her unsafe moves) to get to them, but Spidey can use web zip/swing to reach them, which is very good against characters like Dormammu, Deadpool, Iron Man, Magneto, or Sentinel. You can also tag her in after a web throw, which is particularly useful in the corner for further combo damage, or (if late in a combo) for an air throw reset after popping opponents back up with Seismo.

    Their big weakness is that they're both ultimately ideal 'point characters'. To make this team work against high level players (which, I think, can definitely be satisfying), you need to be REALLY GOOD with both characters, or have an assist to cover your weak area. I say this because these two characters have nearly the same bad matchups (Zero and Trish in particular come to mind), and also, while Spidey is a favorable matchup against Wesker, they both have difficulty against teleporters, characters with much longer-reaching normals (sword users), and teams built for zoning. This is made better with good assists, but with only one extra slot for a good assist, you have to pick which area to cover and which to leave blind.


    Assists that work well --

    Hawkeye horizontal arrows - really good for covering the ground on the other side. in start-up, it beats out beams, and (i think) it beats out most projectiles in durability. Good for zoners, but does nothing for you against teleporters and super-jumpers. Also, small characters can duck it completely.

    Strider Vajra (disappearing kick) - jumpy opponents got ya annoyed? floaty trishes refusing to come down? use this to take them down a notch -- you might convince them to stop jumping (which is what both Spidey/Viper want). The weakness is its slow to come out, and predictable if you call the assist on-screen (which is bad news against zoning teams, though it's workable if you cover your assist)

    Haggar Lariat - Yeah. It was nerfed. But it wasn't nerfed enough to make it a bad assist. This move will cover you against teleporting DMC'ers very well, and tends to condition opponents to duck, which is good, mainly for Viper, who can do forward+M overhead->S launcher (or even burn kick) for combos. Helps for dive kick characters too, but is absolutely no help against zoning teams

    Dante Jam Session - what I'm currently using. It's a big wall of electric purple intimidation that 1) discourages super jumpers like trish from staying in the air to set up traps, 2) sections of areas of control, 3) best of all, locks down opponents for unblockable setups with Viper, corner combo extensions with Viper (combo->knockdown->seismo+Jam Session->up to 3-4 free seismos during hit stun), or combo extensions with Spidey that weren't possible before, even late in combos (any hit->Jam Session-> Web Throw->MS/WebZip OTG/more)

    other good assists include Beams, Shopping Cart, Nova-Aegis-Shield-thingy, hulk anti-air charge (for protection), (i think) Nemesis hyper-armor clothesline, and a few more that i cant seem to remember right now.



    Did I mention that their colors go just FABULOUSLY well together?
    VIRTUA FIGHTER 5: FINAL SHOWDOWN GETO!

    http://www.gamingarcadia.com
  • Person.FivePerson.Five Joined: Posts: 58
    This may be well known already from Vanilla, but I want to post it just to be sure. I found an interesting bit of reset/mixup tech with Spidey/Doom using H.Missiles. Upon performing a simple magic series such as L--M--H+A1(Doom)xx Web Throw the Missiles will OTG, but that's not the kicker. The interesting part comes if you try L--M--H--A1(Doom)xx Web Throw. Whoever you are throwing will hit the missile as it leaves the silo, if you wait just a second after they hit the upward bound missile you can land an Ultimate Web Throw or an Air Throw..etc... Again, this is sloppy and prolly known already, but I thought it was an interesting bit of tech considering how tricky it is.
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    Added tabs for all 49 characters and finished Akuma's synergy.
    More to come.
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 308
    Since Spidey has his Web Zip OTG, is Katana-Rama still a viable assist for him now? I have Vajra with Strider also so anti-air guns not so needed, perhaps Quick Work instead?
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    Quick Work would probably work the best because it hits low and puts the opponent in the spinning state (which I believe is soft knockdown), so you could use it to extend your combos by calling it so that it hits immediately after an OTG Web Zip. Also, it's fast as f*ck.
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 308
    Quick Work would probably work the best because it hits low and puts the opponent in the spinning state (which I believe is soft knockdown), so you could use it to extend your combos by calling it so that it hits immediately after an OTG Web Zip. Also, it's fast as f*ck.
    with that said, what Spidey assist should I use? (He's on point)
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    I prefer to use Web Swing because it can extend combos in some situations (although I'm starting to think that they changed the property on the assist because they're actually flipping out in the air when :h: Web Swing is supposed to be soft knockdown...) and it's outstanding at starting combos because of how large of a window you get when it hits someone. It's actually pretty safe for Spidey when you space it correctly.

    However, you are using Deadpool, so I'd think that Web Ball would actually be better for you, due to the fact that it has 5 low durability points. I like Web Swing for characters that prefer close-quarters, whereas Web Ball is better for keep-away characters.
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,557
    h web swing isn't hard knockdown, it just has a lot of hitstun. now that they've added hitstun deterioration applying to assists, people can pop out of it now


    EDIT: meant it isn't soft knockdown
    youtube sfv
  • supernovajmsupernovajm Joined: Posts: 112
    h web swing isn't hard knockdown, it just has a lot of hitstun. now that they've added hitstun deterioration applying to assists, people can pop out of it now
    I think air H web swing is a soft knockdown, I did my bnb into air series, H web swing, MS, then DHC before it hits to Thor mighty punish and they always hit the ground.

    Edit: nevermind i didn't notice you were talking about the web swing assist. yes i concur, not hard or soft knockdown
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    ...I never said hard knockdown. :h: Web Swing is supposed to have soft knockdown. Period.
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,557
    MEANT IT'S NOT SOFT KNOCKDOWN

    sorry!
    youtube sfv
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 308
    Actually, I just decided to have Spider-Man with Hawkeye and Iron Man instead. I think it'll work out better.

    I'm thinking on using Repulsor Blast and Greyhound as assists but I don't know what to use for Spider-Man. I think Web Swing...?
  • Ketchup17Ketchup17 The Spidey of AUM Joined: Posts: 98
    I say Swing is his best assist
    UMvC3: Spidey (Swing), Nova (Nova Strike), Doom (Plasma Beam)
    SF3 Third Strike: Twelve & Ryu
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,069
    F


    Zro was here...
    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: 4,069
    For iron man I would recommend using web swing to cover the horizontal plane under iron man when zoning


    Zro was here...
    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.
  • Mr-PhelpsMr-Phelps Arcade Junkie Joined: Posts: 578 ✭✭✭✭✭ OG
    Spidey/Firebrand/Hawkeye. XDarKnighT83x inspired me to play spiderman again.
    With great power comes great responsibility

    IT'S SHOWTIME!!
  • TeriosTerios Where do you want me to break you first? Joined: Posts: 1,675
    I'm running Spidey/Strange/Vergil at the moment. Just because I really like the corner combo. lmh, swing, mmh, sting, call Strange(EoA) and cr.h launch, sjc, mmhs, H. Webthrow, dash, jump, call Rapid Slash, Web Zip xx MS. I know there are better things but I love the way Rapid Slash to MS looks. I'll probably drop him out for Hawkeye after a while. I find EoA fulfills the same role I had Dark Hole for in Vanilla plus it stays a bit longer I think. Strange is just a character I wanted to play, (Also he helps Spidey out in the comics. I'm sure that counts for something. :p) and Rapid Slash is pretty helpful for giving Spidey and Strange some space if I need it. Vergil is just good and the main reason I like DMC3 so my picks are more fanboyish than strategy based for now.

    Now that I think about it. After Webthrow, dash, jump, web zip, rapid slash can you land fast enough to M Webthrow? My roommate is on the Xbox right now or I'd check.
    Rashiidoooooooo!
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    Spidey/Firebrand/Hawkeye. XDarKnighT83x inspired me to play spiderman again.
    OMG, I think that might be the Spidey that was doing some sick ish back in Vanilla.
    Now that I think about it. After Webthrow, dash, jump, web zip, rapid slash can you land fast enough to M Webthrow? My roommate is on the Xbox right now or I'd check.
    Hmm, Rapid Slash has 52 frames of startup, so it'd be rather difficult to time. If you really want to get Rapid Slash in the middle of your combos, you could attempt what I've done with Nova's Centurion Rush assist:
    (j.:s: or c.:l:) c.:m: c.:h: xx :l: Web Swing j.:h: j.:s: st.:m: st.:h: xx :h: Web Swing j.:m: j.:m: j.:s: st.:m: st.:h: xx :h: Spider Sting~:h: land :a2: whiff :l: Web Swing xx :df: OTG Web Zip, land, Web Throw them with which ever angle is easiest, wave dash forward, :a1: OTG Web Zip j.:s: land :l: Web Throw Maximum Spider

    The ending might not work because Eye of Agamotto has 49 frames of startup, and therefore may not quite work in said situation (or maybe I'm just too used to the fact that Nova's Centurion Rush assist has like 50 frames of startup and that doesn't include how long it takes for him to reach the point that he'd hit the opponent). If you'd like to adjust my above combo to suit yours, take out the second web swing and go straight to spider sting, call Rapid Slash in the same situation after Spider Sting, then dash forward and do :s: SJC j.:m: j.:m: j.:h: j.:s:. Either of those should work.
    Robo-mitsu: Wish I could ride a robo-tiger to work.
    Evil_Rahsaan: Airborne ur a mad scientist.
    XxDiana_PrinceXx: 6 years old shouldnt be playing sf4 its not suited for her, sorry!!! SSF4 is rated T for 13 and above. :nono:
  • TeriosTerios Where do you want me to break you first? Joined: Posts: 1,675
    I don't have any problems landing Rapid Slash after a a web throw. The problem is either if I can drop to the ground fast enough to webthrow or if I have to dash around to get the right angle. There's nothing stopping you from grabbing with web throw if they're in a spinning knockdown is there? Might even be able to dash in quick enough to get a CA. Man I gotta get to the lab. :(I Also I have to learn to play. lol
    Rashiidoooooooo!
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,069
    Why not just do :l: web throw and skip all the dashing and jumping?
    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.
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 308
    I'm trying to master using the Web Zip OTG right when I call in a Repulsor Blast assist to pick up the enemy, any tips on it? I can't land the web zip right.
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