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

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  • kookymanus2099kookymanus2099 The original Kookymanus Joined: Posts: 73
    Spidey/Doom/Dante is fine if someone wants to run with that team. That's one of my second Spidey teams & it works great especially against MAGNETO teams or ZERO teams and MORRIGAN teams!
  • STANGSTANG Joined: Posts: 1,200
    I'm still running spidey-doom-RR. RR anchor is a pain, but the neutral for spider/rr and doom/rr definitely make up for it.
  • DeskLampTVDeskLampTV Joined: Posts: 890
    edited April 2014
    I don't think RR on anchor is that bad. Kevin Sparkz makes him work and Bees! does too. Hopefully Bees comes in here and explains what you can do because all I see is cr.:h: for space control and log traps
  • Bees!Bees! Web-Head with diving feet Joined: Posts: 174
    I usually use the crouching heavy for keeping the opponent from jumping around. Also since it can cancel into any of his traps(or rocket skates) and goes mid to full screen as well as cancelling out quite a few projectiles, it is really good. Raccoon anchor is a decent way to go imo. Traps create stage control so-to-speak. And his rocket skates are really useful for a ton of situations. Sadly he suffers the most when opponents are at super jump height. Your best bet though is to save xfactor for him because of the speed and damage boosts. He can do meterless kills off a clean hit vs thor even with xfactor and setup unblockable shenanigans in the corner with the mr.flapper super and boulder trap. Also in the corner log trap is a really fast way to cross people up as they catch the startup. Especially air dash characters. In addition opponents must be careful when they do certain moves if raccoon has meter.(Which if you are decent at doom infinites should be most of the time.) Even without xfactor raccoon still has annoying tools to use. His reset game is pretty good and gives for some good situations and super ambiguous stuff. Imo though he is a specialist character so you have to put the time in with him. His high-low game is stupid as well as his float mixups. Also the character has a lot of potential that is still being explored.

    Oh and Desk you forgot Treblig Punisher. He has a pretty good anchor raccoon as well.
    Spider-Man(a)/Doctor Doom(B)/Rocket Raccoon(y) Spider-Man(B)/Morrigan(a)/Rocket Raccoon(y)
  • STANGSTANG Joined: Posts: 1,200
    It's not bad. Sometimes it's hard to get hits. And it doesn't help that his normals have no hit stun.
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    Having two highly specialist characters on the same team is usually not a good idea.
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,558
    youre already playing spiderman, more low tiers won't really hurt
    youtube mvci/sfv/etc. twitter @delbuster
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    That doesn't make any sense.
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,558
    no, you gotta play x23 rocket raccoon
    youtube mvci/sfv/etc. twitter @delbuster
  • STANGSTANG Joined: Posts: 1,200
    I'm still bad with RR. And that's probably due to me not spending much time with him. He's just an assist character for me though.
  • Bees!Bees! Web-Head with diving feet Joined: Posts: 174
    edited April 2014
    Having two highly specialist characters on the same team is usually not a good idea.
    I disagree with this statement. Many players at high level have two specialist characters on their teams.
    -FChamp w/Magnus/Phoenix
    -Moons w/Modok/Ammy
    -Marlinpie/FullSchedule w Viper/Ammy
    -RayRay with ryu/magnus/sentinel or just magnus/sentinel
    -Drew Grimey and Forward w Viper/Strider
    -Wong w Storm/Akuma
    -Apology Man w Firebrand/Skrull
    -zero w/ anchor dante or strider

    Besides...putting Spidey/Magnus together is putting two specialty characters on the same team. Magnus is a lot more than plinking consistently. He is a lot of work to play at a high level and requires a huge dedication to be good with.
    Spider-Man(a)/Doctor Doom(B)/Rocket Raccoon(y) Spider-Man(B)/Morrigan(a)/Rocket Raccoon(y)
  • kookymanus2099kookymanus2099 The original Kookymanus Joined: Posts: 73
    UMVC3 4-Man Casuals with Aktane, Manji, Malik, an…:
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    Bees! wrote: »
    Having two highly specialist characters on the same team is usually not a good idea.
    I disagree with this statement. Many players at high level have two specialist characters on their teams.
    -FChamp w/Magnus/Phoenix
    -Moons w/Modok/Ammy
    -Marlinpie/FullSchedule w Viper/Ammy
    -RayRay with ryu/magnus/sentinel or just magnus/sentinel
    -Drew Grimey and Forward w Viper/Strider
    -Wong w Storm/Akuma
    -Apology Man w Firebrand/Skrull
    -zero w/ anchor dante or strider

    Besides...putting Spidey/Magnus together is putting two specialty characters on the same team. Magnus is a lot more than plinking consistently. He is a lot of work to play at a high level and requires a huge dedication to be good with.

    Our definition of specialist characters isgrossly different considering of that list I only think apology man has two specialist characters on the same team.
  • QiwiQiwi Joined: Posts: 27
    edited May 2014
    Hi fellow Spider-Men!
    So I'm having some problems deciding which team I should go with for Spider-Man. I've been playing S/RR/Doom, but I feel like Doom should be on the second spot with TACinfinite, hardtags etc. But I really like log assist and I don't want to play RR xf3. So I'm playing around with some ideas. Would appreciate some opinions from you knowledgeable spidey people on the pros and cons of each team. Or atleast which one you prefer.

    S/RR-or-Mag-or-Doom/Doom-or-Dante-or-Hawkeye

    Well those are the characters, would like to know your prefered order or team and why :) What I know so far is that Doom and Dante are good for hardtags, Missiles and Logtrap are solid combo assists. I like Doom the least but he is quite easy and good with Spiderman so.
    Opinions?
    Post edited by Qiwi on
  • Rog-SothothRog-Sothoth The Nexus has trapped your soul Joined: Posts: 99
    Hi guys, trying to decide on a team. Anyone want to help me get past this ridiculously frustrating and time consuming step?

    ATM, I'm looking at these two teams:
    Spidey/Doom/Strider
    Spidey/Magneto/Doom

    Magneto is by far my best character, so it'd be nice to use him, but the synergy seems...questionable outside of that guard break setup Magneto has.
  • DeskLampTVDeskLampTV Joined: Posts: 890
    Lol those are my two teams that I main. Imo, disruptor isn't really that much worse than plasma beam as an assist. Sure, it looks like it's a lot harder to confirm off disruptor hits, but from long range plasma beam requires you to be dashing in anyway. Plus, with it's speed, it's harder to stuff and it can be used in blockstrings. Also, it makes it easy to punish missiles in certain situations. Magneto can get really high damage off of a throw in the corner because you can raw tag into spider-man. There's also that tech that allows you to cancel magneto's blockstun in the air using hypergrav, so if you have too bars and spidey in the back you can plink qcb :h: into :l: + :m: and DHC into UWT (like if a dante does j.:h: xx air play, for example). DHC synergy is pretty bad outside of combos though.
    So, my question is, why not both? As long as you get strider up to speed, you can run both teams because both of them have spidey and doom on them. You should start with Spidey/Magneto/Doom first though because you are best with Magneto, but don't be afraid to mess around with Strider. I'm sure you will find him fun
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    Disrupter -> web throw is a pretty hilarious zoning combo also. On the ground disrupted makes web throws a lot faster and easier to hit with and also gives minimal scaling problems.
  • STANGSTANG Joined: Posts: 1,200
    It seems more theory than reality. From the little spider-man magneto I've seen, players always seem to have a difficult time converting off disrupter. Then even if they do, the combos they follow up with are low damaging combos. The most success I've seen with spider-man magneto is skinhoff and he mostly just did magneto infinite into guardbreak rinse and repeat.

    Vajra is another assist in the same category as disrupter for spider-man. Though not as hard to confirm off of, due to spider-man's movement, the confirm can sometimes be a bit awkward to hit. If not for that fact, spidey doom strider would probably be his best team.
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,558
    vajra does not stop people from mashing forward on the ground the same way a ground assist does
    youtube mvci/sfv/etc. twitter @delbuster
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    Spider/Mag is more theory then reality at the moment. But it gets the Brightside thumbs up of approval so that automatically elevates its viability.

    After re-re-reevaluating again though Spider/Dorm is probably a better combo though.
  • Rager Da PrinceRager Da Prince Hiiipower Joined: Posts: 49
    I was thinking about the Thor/Shulk shell. How you get a free grab super. So I'm looking at Thor/Spidey/Doom. Does this team seem vaulable considering you can get UWT out the ass.
  • RaohRaoh AU Spider Joined: Posts: 968
    Vergil rapid slash makes it easy to get Spidey's unscaled MS.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • QiwiQiwi Joined: Posts: 27
    Okay so if I have Spidey/RR (log), who do you guys prefer as the third/anchor? Out of the whole cast, who fits best in your opinion, give me some choices.
  • STANGSTANG Joined: Posts: 1,200
    Doom. But run it spider-man/doom/rocket racoon. Doom log trap is ridiculous.
  • QiwiQiwi Joined: Posts: 27
    Spidey/RR/Ammy
    Spidey/RR/Dante
    Spidey/Doom/RR
    Spidey/Nova/RR

    So these are the last few teams I'm still deciding on. I know Spidey/Doom/RR is probably the best but then I'd have to put in time with Doom. Humour me and tell me what you think about these teams, are the other teams viable? I feel like the most questionable is the last one but I already play Nova and he has some stuff with Spidey, irrelevant assists though for keeping him in there.
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    I would switch the order to Dante/rr but the Dante and doom teams are probably the best ones. Main problem I'm seeing with the ammy and nova team is that it pretty much is an autolose vs Morrigan.
  • QiwiQiwi Joined: Posts: 27
    Yeah that's true, but I feel like they all kind of are. Doom beam is the only assist you can use to countercall missiles I think. Logtrap is not good for that right? Don't play much vs Morrigan.
    Why those teams are autolose especially are because of their assists? Because I think they should be able to hold their own vs Morrigan with rocketpunchhyper(nova) and reflect(ammy) better than at least Dante? Maybe in deviltrigger he can do some work though, not sure.
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    The reason those two are better is because of jam and beam. They give spiderman some type of screen control and it gives you the ability to at least minimally disrupt her game plan at times. Log trap doesn't work because morrigan can just beat its durability out.Morrigan is one of Spiderman worst in general so honestly your options aren't that great to begin with.

    As far as nova goes if your plan is to just go Yolo super then uwt is better in general. Also ammy reflector isnt a solution but rather a stalling tactic that doesnt favor ammy. Morrogan can easily just rushdown and if your only assist are rr anf spiderman gaining back control with those 2 will be near impossible. More importantly you wont be killing off every random hit.

  • QiwiQiwi Joined: Posts: 27
    I'm not saying use them on point but I get what you're saying. I wonder how much durability Novas pulse assist has without red life. Also that's true about stalling, same goes for RR with the burrowing. You really need like a beam when fighting Morrigan huh, or in general something to counter call with. Oh well.

    How important do you think it is for Spiderman to have a TAC infinite on the second spot? Seems like if you master the web throw loop and use some UWT resets you shouldn't need it in theory. But yes I should just go with Spidey/Doom/RR, and throw Nova in there when I want the struggle.

    Now as for Doom, is the assist you want to use matchup dependent completely? Or is Missiles the way to go if you have Logtrap for that lockdown and combos, or maybe Beam is the future when you learn his loops and BnBs without drops?

    So many questions. Argh. I'm gonna throw one last one in this post, what about Spidey/Magneto/RR? That should be pretty good right! Don't know how I forgot about him. Excluded Mag from my potential character before I decided I could learn RR on anchor, shame on me.
  • RaohRaoh AU Spider Joined: Posts: 968
    The only reason missiles were used before was because it came with Doom and that the assist allows for corner web throw enders. If you have loops down, it's much better to have him use beam instead as you can easily get ToD confirms. Before the loops Spidey needed one assist to be a decent extender (missiles, wall bounce, multi-hit, OTG) to easily ToD, now he's got a bit of a wider choice.

    Also while at least 2 soul fists can go even with a log trap assist, the assist's trajectory and speed still is still very viable especially when you're zipping around. Against AV though, you've got no choice but to wait it out unless you want to risk your assist. **Log trap has 5 durability points when used on point, 10 when used as an assist.

    Having a TAC infinite character as second allows for you to be more liberal with baiting Spidey's fake TAC resets.

    As for your last question, it's quite a hard pick unless you can get used to EMD neutral. EMD on paper is what Spidey needs, quick full screen beam to punish/counter assist calls. The main problem with the beam though is the sheer difficulty to confirm off or extend combos with it. If you decide to use hyper grab mainly for extension though, you'd lose the THC OTG from Shockwave and also a strong neutral for RR.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • Masterexploder9Masterexploder9 Joined: Posts: 78
    Has Spiderman/Strange/Doom or Spiderman/Doom/Strange ever been put into practice? Bolts seems like a perfect answer to this team, and I'm considering halting learning Magneto for strange instead. (Not dropping Dorm, possibly dropping Nova to focus on Spidey)
    UMvC3: Spiderman/Dormammu/Doom, Nova/Dormammu/Doom I am way too drunk to taste this chicken
  • RaohRaoh AU Spider Joined: Posts: 968
    I've personally tried it but never got the hang of Bolts. It tends to mess up Spidey's hsd and is a bit trickier to use as a combo extender compared to plasma beam.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    Can spiderman ground throw in between bolts and combo off it?
  • RaohRaoh AU Spider Joined: Posts: 968
    Can spiderman ground throw in between bolts and combo off it?
    Corner, yes. Midscreen I haven't successfully comboed off it. Practical in game? No.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • Brightside6382Brightside6382 It can't be helped Joined: Posts: 950
    Ehhh oh well. I don't really think much of spidey/strange. Its hard to justify taking out beam/missiles/foot dive for bolts. Does spiderman have some sort of meterless method of entering fof loops? If not I don't see the point at all for strange. Your better off sticking with a 2nd/3rd slot that spiderman can benefit from.
  • RaohRaoh AU Spider Joined: Posts: 968
    The only one I think of is when you already have a grace in the screen.

    It could have been possible if ground magic series can be cancelled with a hard tag. Unsure if there's a way of doing this. Similar to XMvsSF hard tags.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • MajormelisThereMajormelisThere no labels Joined: Posts: 497
    Thoughts on spiderman/ryu/sentinel ?
    Skullgirls: Parasoul, Cerebella
    JOJO HFTF: Polnareff, Iggy, jotaro
    Umvc3: poor spider-man, poor ryu, ok sentinel
  • STANGSTANG Joined: Posts: 1,200
    Sentinel is pretty decent for a combo extender. But i don't know if any of ryus assists can contend in the neutral. Then you have calling drones in neutral and spider-man doesnt really have a way to protect sentinel ao it would be prone to getting sniped.

    If you can get through that, the dhcs are pretty good. Decent damage.
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