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

AirborneAirborne The Mad ScientistJoined: Posts: 1,085
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:
Spoiler:
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: 1,085
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    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: 1,085
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    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: 1,085
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    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 shl kick for evo2013 Joined: Posts: 4,562
    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.
    MAIN ??????????? = C.MILF (Falcon Kick) / Morrigana (Armonia Oscuro)/ Dane (HAM Session)
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 305
    Any synergy to be had for the following characters?
    Deadpool, Iron Fist, Strider, X-23
    PSN - getLearned, Schizodiac
    SoCal
    Liverpool FC, SSC Napoli, São Paulo FC
  • xero15xero15 Follow me on Twitter Joined: Posts: 3,731
    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
    I won't accept weakness...
  • 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: 226
    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: 226
    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: 45
    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: 1,085
    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 shl kick for evo2013 Joined: Posts: 4,562
    i did :(
    MAIN ??????????? = C.MILF (Falcon Kick) / Morrigana (Armonia Oscuro)/ Dane (HAM Session)
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,085
    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: 134
    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: 1,085
    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: 305
    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?
    PSN - getLearned, Schizodiac
    SoCal
    Liverpool FC, SSC Napoli, São Paulo FC
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,085
    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: 305
    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)
    PSN - getLearned, Schizodiac
    SoCal
    Liverpool FC, SSC Napoli, São Paulo FC
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,085
    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 shl kick for evo2013 Joined: Posts: 4,562
    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
    MAIN ??????????? = C.MILF (Falcon Kick) / Morrigana (Armonia Oscuro)/ Dane (HAM Session)
  • 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: 1,085
    ...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 shl kick for evo2013 Joined: Posts: 4,562
    MEANT IT'S NOT SOFT KNOCKDOWN

    sorry!
    MAIN ??????????? = C.MILF (Falcon Kick) / Morrigana (Armonia Oscuro)/ Dane (HAM Session)
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 305
    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...?
    PSN - getLearned, Schizodiac
    SoCal
    Liverpool FC, SSC Napoli, São Paulo FC
  • 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: 3,731
    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
    I won't accept weakness...
  • xero15xero15 Follow me on Twitter Joined: Posts: 3,731
    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
    I won't accept weakness...
  • Mr-PhelpsMr-Phelps Arcade Junkie Joined: Posts: 533
    Spidey/Firebrand/Hawkeye. XDarKnighT83x inspired me to play spiderman again.
    With great power comes great responsibility

    IT'S SHOWTIME!!
  • TeriosTerios Needs more spiders Joined: Posts: 229
    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.
    SF4: Juri/Adon/Cammy
    SFxT: Juri/Lars/Hugo/Chun
    UMvC3: Spidey/Doom/Vergil
    KoFXIII: Kula/Ash/Hwa
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,085
    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 Needs more spiders Joined: Posts: 229
    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
    SF4: Juri/Adon/Cammy
    SFxT: Juri/Lars/Hugo/Chun
    UMvC3: Spidey/Doom/Vergil
    KoFXIII: Kula/Ash/Hwa
  • xero15xero15 Follow me on Twitter Joined: Posts: 3,731
    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
    I won't accept weakness...
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 305
    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.
    PSN - getLearned, Schizodiac
    SoCal
    Liverpool FC, SSC Napoli, São Paulo FC
  • TeriosTerios Needs more spiders Joined: Posts: 229
    Yeah. That's what I meant by grabbing in a spinning knockdown. I'm fairly new to actually trying to be good at this game. I'm used to doing MS out of the rapid slash. I forgot they can't just jump out. I didn't feel like going back and editing cause my phone is a laggy jerk. Didn't think of it til halfway through typing.
    SF4: Juri/Adon/Cammy
    SFxT: Juri/Lars/Hugo/Chun
    UMvC3: Spidey/Doom/Vergil
    KoFXIII: Kula/Ash/Hwa
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,085
    Why not just do :l: web throw and skip all the dashing and jumping?
    ^Thissssss ;D
    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.
    Web ZIP, or Web THROW? o.O If you're having trouble landing the Web Zip, I'm not entirely sure what you're having much trouble with, unless you're just having trouble setting up the correct angle. If you land right next to them, you have two options:
    a) Backdash, call the assist, quickly jump up and :df: OTG Web Zip
    b) Call the assist the ASAP, then immediately whiff a :l: Web Swing and cancel it ASAP into :df: OTG Web Zip
    If you're having trouble landing the Web Throw afterwards, I think the best angle to use for the OTG Web Zip pick up when you're right next to them is the :h: IIRC.

    I've only played with Iron Man for like an hour or so, only in match, no training mode =(, so I really haven't gotten to have any fun with my current team yet.... Except for the fact that Repulsor Blast is GODLIKE and it's SOOOO EASY to land a Web Throw on someone caught in it for a full combo. ;D
    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:
  • xero15xero15 Follow me on Twitter Joined: Posts: 3,731
    :h: web throw is the most consistent and :m: works on certain characters.
    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
    I won't accept weakness...
  • GenraznGenrazn Joined: Posts: 21
    saw one of the best spidey teams on peaceful jay stream Spiderman on Point Dr Doom then Anchor Wesker.

    Wesker OTG Doom Beam (Could go Missiles) Just raped and was a touch of death if spiderman got in. Had a amazing spiderman who could onsistantly get a web throw super.
  • CereiCerei One day at a time. Joined: Posts: 333
    What do you guys think of Spidey/Skrull/Spencer or Spider/Spencer/Skrull. I'm leaning against it because both Spencer and Skrull use tons of meter (bionic arming and inferno...ing).
    Howfarisheavensignature.png
  • ZodiacZodiac My fists pack one million volts! Joined: Posts: 305
    Is Spidey pointless outside of 1st slot? I sort of want him running inbetween Deadpool and S Hiryu as 2nd (and as told to me prior I think I'll just use Web Ball). I know better assist characters exist, but I just love those three, and would like to know if such a combination is totally devoid of viability.
    PSN - getLearned, Schizodiac
    SoCal
    Liverpool FC, SSC Napoli, São Paulo FC
  • phantasyphantasy shl kick for evo2013 Joined: Posts: 4,562
    it's not bad because deadpool has a low assist which helps spidey on point.

    deadpool with vajra is probably just as good as deadpool with vajra and web ball, lol.

    so yeah i'd recommend spidey/deadpool/strider.
    MAIN ??????????? = C.MILF (Falcon Kick) / Morrigana (Armonia Oscuro)/ Dane (HAM Session)
  • xero15xero15 Follow me on Twitter Joined: Posts: 3,731
    So deadpool does hit low? Cool I thought it did but wasn't sure


    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
    I won't accept weakness...
  • phantasyphantasy shl kick for evo2013 Joined: Posts: 4,562
    deadpool has some good assists - ground bounce otg w/ that random glitchy thing, low assist that puts into spin state, and a good anti air gun assist
    MAIN ??????????? = C.MILF (Falcon Kick) / Morrigana (Armonia Oscuro)/ Dane (HAM Session)
  • xero15xero15 Follow me on Twitter Joined: Posts: 3,731
    Well I may use him with ghost


    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
    I won't accept weakness...
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