Avenging Spiderman- The UMvC3 Matchup Thread

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  • RaohRaoh AU Spider Joined: Posts: 968
    Any ideas on how to deal with chars with strong air dash plus good cover like sent charge?
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,558
    don't get grabbed, web zip can help by taggin sent so the drones disappear. stay mobile and safe, preferably stay in the air, watch for the big supers (ice storm, shockwave)
    youtube mvci/sfv/etc. twitter @delbuster
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    Thinking about it now, I haven't played any good new magnetos. I would think all his gravitron bs would really be an annoyance with assist like drones or missiles. Hmmm


    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.
  • RaohRaoh AU Spider Joined: Posts: 968
    Aside from web throw and spider bite, what moves are available for Spidey to confirm a combo? Like Wesker or Spencer for example; their j:h: or j:s: air to air can easily be converted to huge damage by linking c:l:... after landing. Spidey seems to have a hard time doing something like this, or maybe it's just me.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    I think people aren't realizing how strong his :h: normals are. All of them have excellent hit stun and allow him to do things like hit confirm on the ground and air. S:h: knocks back but can combo into all his normals and on counter hit combo into CA. J:h: causes float allowing jump loops, dash unders, raw spider stings etc. Its a great air to air and it still crosses up. When coming from the air you can land s:m: or c:m: depending on your jump. The key to it is knowing what you can do after it. The whole point of a hit confirm.

    I would definitely say c:h: is the worst of the three due to it being a knockdown and has horrible recovery.


    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.
  • RaohRaoh AU Spider Joined: Posts: 968
    I think people aren't realizing how strong his :h: normals are. All of them have excellent hit stun and allow him to do things like hit confirm on the ground and air. S:h: knocks back but can combo into all his normals and on counter hit combo into CA. J:h: causes float allowing jump loops, dash unders, raw spider stings etc. Its a great air to air and it still crosses up. When coming from the air you can land s:m: or c:m: depending on your jump. The key to it is knowing what you can do after it. The whole point of a hit confirm.

    I would definitely say c:h: is the worst of the three due to it being a knockdown and has horrible recovery.


    Zro was here...
    The question I had was only referring to air to air. Guess I should have restated it. I do agree that :h: has the best hit stun (I think) in his move list but it's quite hard to say...get j:h: air to air then confirm a combo from that, unlike the chars I mentioned. It would be cool to get some sort of bnb from a j:h: air to air hit confirm. j:s: seems to drop them quick to the ground after j:h:so it's hard to confirm. I also like to meet air to air with j:h: because it acts like and option select air throw or possibly a bnb if it were easy to confirm.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    Oh no it wasn't you I've just been hearing a lot of people say spidey can't go air to ground. J:s: causes force roll that's why they drop faster. Bnb's vary but can include web swings and web zips into something grounded. I'll look into it for ya

    Edit: Check the video thread out. I'm posting up a video of two quick combos I came up with using :h: swing and zip cancel. They are just to give you ideas but I'll really sit down and come up with some other stuff later I need to sleep now.

    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.
  • RaohRaoh AU Spider Joined: Posts: 968
    Oh no it wasn't you I've just been hearing a lot of people say spidey can't go air to ground. J:s: causes force roll that's why they drop faster. Bnb's vary but can include web swings and web zips into something grounded. I'll look into it for ya

    Edit: Check the video thread out. I'm posting up a video of two quick combos I came up with using :h: swing and zip cancel. They are just to give you ideas but I'll really sit down and come up with some other stuff later I need to sleep now.

    Zro was here...
    Well, I don't think that would work in a tight match since you're gonna confirming after just a j:h: and if you continue :h:swing, zip when blocked, it's gonna put you in a weird position. It's not that I'm looking for ezmode, but rather something that would be a more practical air to ground. That's one thing that would up Spidey's ante against other chars, imo.

    I think you could cut the :h:swing and go for straight zip then j:h: or j:s:.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    That was just something that came up. Honestly I don't like the damage on that. I know you can do a :l: web swing and go from there but I'll be releasing another video with more air to ground stuff. Like I said it was something put together before I went to bed.


    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.
  • PadWarriorPadWarrior Joined: Posts: 51
    I have a hard time with Ghost Rider and Nemesis in this game any tips?
  • Killa SasaKilla Sasa I've made a huge mistake Joined: Posts: 609
    Ghost Rider, you want to (like most Spider-Man adv matchups) attack from the air. Air Web Zip is the answer in this one imo. You don't even necessarily have to come in with an attack on the zip - Ghosty's can't really handle anyone up close. Once you're on top of him, a barrage of overheads and lockdown assist with a low here and there should open him up pretty easily. If you have a good projectile backing you up too, it becomes easier to start from farther out and works just as well imo. Just make sure to pick your spots well so he doesn't tag both point and assist. Spider Sting pressure cancelled to zip is great in the corner against him.

    Nemesis - most are looking for rocket or jumping H. Use M Webthrow or Spider-Sting to tag him out of the air, and L web balls to force mistakes. If he gets on top of you, don't be afraid to push block, sj airdash, and reset the situation across the screen. I mix it in with just general pressure at different times to keep them on their toes.

    I tend to have a lot of success against these characters just by using the above.
    Ultimate is dat fun.
    Peter/Clint/Laura
    GT: KillaBMike PSN: Killasasa
  • PadWarriorPadWarrior Joined: Posts: 51
    Thanks I'll give these a shot.
  • Ben2GenBen2Gen Joined: Posts: 45
    hey guys, me again.
    i was just wondering how you would deal with this team, Chris Hulk and Ryu.
    its so frustrating im ready to throw my stick at my room mate!! all he does is spam heavy attack with Hulk. When Chris or Ryu are on point then you have that Hulk anti air assist. by the time Ryu is out, he has tons of meter to spam beam supers all day..... i just never enjoy facing him anymore. yes, i know that i should be patient and wait for him to come to me... but since hes a heavy defense team he wants me to stay away so he can zone. i can take a loss... but knowing all he is doing is magic series compared to a more execution heavy Spidey just infuriates me... yes i need to cool off a bit lol.
    your thoughts? thanks in advance.
  • RaohRaoh AU Spider Joined: Posts: 968
    hey guys, me again.
    i was just wondering how you would deal with this team, Chris Hulk and Ryu.
    its so frustrating im ready to throw my stick at my room mate!! all he does is spam heavy attack with Hulk. When Chris or Ryu are on point then you have that Hulk anti air assist. by the time Ryu is out, he has tons of meter to spam beam supers all day..... i just never enjoy facing him anymore. yes, i know that i should be patient and wait for him to come to me... but since hes a heavy defense team he wants me to stay away so he can zone. i can take a loss... but knowing all he is doing is magic series compared to a more execution heavy Spidey just infuriates me... yes i need to cool off a bit lol.
    your thoughts? thanks in advance.
    What team are you running? A nice team for Spidey should be made of other chars that could assist him in getting in.

    Careful web throw fishing works well vs jump attack mashers like nemesis, hulk and sometimes sent as the throw goes through armor moves. Successful web throws easily converted to high damage with the right combos. Also, Crawler Assault's early frames are invincible and can beat beam supers if the timing and distance is right.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    Alright, let's see:
    >Chris: I would assume that aside from properly tossed grenades, that team's one anti-air with Chris on point would be Hulk's anti-air Gamma Charge assist. That's obviously his GTFO assist. I would assume that you will want to take to the air in order to deal with Chris, since I think he has to be above you in the air to actually hit you with something. When you get close, he's going to probably hit his :a1: panic button and toss a grenade or do a magic series block string or something. You will want to advance with web zip, following behind a web ball occasionally, since you are able to block once you start flying across the screen, unlike air dash. When you know that he's going to call Hulk, BLOCK!!! Hulk is only vulnerable on the way down from his Gamma Charge, which is the perfect time to get a happy birthday going (although you'll want to be careful because this is when Chris will try to be protecting his assist the most often).

    >Hulk: There's one thing you should know about armored moves in this game: they lose to "capture-state" moves. A "capture-state" move is a move that will place the opponent in a state that they are unable to do anything that is not a normal hitstun or knockdown state. Examples of this are:
    -Web Ball
    -Moves that will go into an animation when they make contact with the point character (such as a normal throw or even a web throw ;D), including hyper combos
    Basically, you can use these tools to outzone Hulk and make sure he never gets in range to threaten you with st.:h:, st.:m:, or command throws. I honestly think that this may be one of Hulk's hardest MU's, provided you play "gay" enough to play run-away against him the entire time. If you insist on playing aggressive with him, I advise tossing a web ball, grounded and aerial will both suffice, and then canceling into Web Zip, because he really can't do much about it unless he feels like throwing out a random-ass Gamma Crush.

    >Ryu: When you get him down to his Ryu, I wouldn't advise calling any assists if he's sitting on a lot of meter, unless you're in the middle of a blockstring when he's already popped X-Factor, or something to that degree. Basically, you just want to try to scare him into burning his meter if he's all happy-go-lucky with it, but you need to be prepared to block at all times. If you manage to get within close distance and scare him into popping a Shinku while you're not doing anything non-hyper combo cancelable, you can quickly cancel into Crawler Assault on reaction and beat him out of his hyper, due to Crawler Assault's invincibility on startup.

    That's all I have for now. Hope it helps!
    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:
  • Ben2GenBen2Gen Joined: Posts: 45
    What team are you running?

    oh, sorry forgot to mention that :P i play Spidey - Web ball, Deadpool - OTG, Doom - Missiles
  • Ben2GenBen2Gen Joined: Posts: 45
    Ghost Rider, you want to (like most Spider-Man adv matchups) attack from the air.

    i usually have better results just wave dashing at him with and assist to cover me since GR does have some long reach anti air solutions
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    Oh for those who have problems with hawkeye, wave dashes shut down a good majority of his ground game. I think there's maybe one or two arrows that really get low enough to touch spidey but I went full screen with my wave dashes and was able to catch him before he finished recovering from the last arrow he threw. So keep this in mind


    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.
  • Pi3rcingPi3rcing Joined: Posts: 2
    I honestly feel like Spider-Man beats Zero in a match up. I played against Flocker at SoCal Regionals and he had a tough time. I didn't win but the point is that he found it hard to get in on Spidey. I also had a few matches against Marn before WNF starts and he also had a tough time against Spidey. I lose against him but it isn't because of the characters. They are just better players overall. I find the web shot + web zip is amazing to get in with. At a distance, I always throw one out there and get in quick. I personally go with S when I web zip.

    At BarFights, I took out ComboFiend's Nova pretty free on the first round using Spidey. He blew me up second game because he caught on to my shenanigans. Still, I felt pretty good against Nova.

    Spider-Man's air game feels good even though he doesn't have a flight mode.
  • DraciosVDraciosV Joined: Posts: 46
    haggar. yes, i need haggar matchup advice.

    he's able to just do nothing but jump pipe while he uses a doom beam assist and frank cart assist to lock me down. i literally could not move from my spot because any attempt i made was either beaten clean by pipe/beam or if i went for an air throw he simply waited until he saw me jumping at him and mashed H, which meant i was back to square one.

    i couldn't zone him out. doom beam beat any zoning i could try. the best i could hope for was random damage from air web balls followed by web zipped H's.

    not to mention i've never seen his resets before. is the one he has in the corner escapable? the one where he jumps at you? because i tried recovering forward, backwards, neutrally, mashing buttons, nothing.

    Do you advancing guard? Because it sounds like your too afraid to make a break for it. Normally, I just super jump and web zip/air dash to easily escape most situations. To keep haggar at bay you may need to employ a good assist of your own to blow through it. If he gets to predictable you can crawler assault or if you can time correctly ultimate web throw. When you want get in on him web zip and use Heavy or Special. As well as web ball into web zip. When you aren't block stun and he tries to pipe you can web throw him out of his pipe.

    As for the reset, there are certain ways to get out of, but I think they are character specific. I don't know anything for spiderman but there may be a way.
  • xDarKnighTxxDarKnighTx Joined: Posts: 816
    not to mention i've never seen his resets before. is the one he has in the corner escapable? the one where he jumps at you? because i tried recovering forward, backwards, neutrally, mashing buttons, nothing.


    There's a local player here that always gets me with this reset. But I caught on and found a counter against that reset. If you do a forward air recovery + S, your S will straight up beat out the grab. If you have an instant assist (like my mag's EM Disruptor), you can do S + assist, which will give you enough time to land and do any combo you'd like.
    Thanks AsianDemon for the AV!
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    I don't think it was ever fleshed out in Vanilla due to lack of zip cancels but I've been using a lot more web swings to cover my area and it just so happened that I fought a lot of Wolverines today. As with any would be Wolverine they only knew dive kick and drones + berserker slash. With that being said my web swings were beating the shit out of dive kicks. I don't know if I was just getting lucky, a lot, or if web swing can straight beat dive kicks. I wish I could have recorded but it is something to look into.
    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.
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    Something else that may have prevented this from being useful in Vanilla is the fact that the hitbox on dive kick itself was reduced. ;O
    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:
  • DeskLampTVDeskLampTV Joined: Posts: 890
    Does anyone else feel awesome when they grab a wolverine out of his dive kick? I did it once by accident because I, for some reason, wasn't expecting him to dive kick so I went for the air grab, and I expected immediate death when I heard "unacceptable!."
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    Something else that may have prevented this from being useful in Vanilla is the fact that the hitbox on dive kick itself was reduced. ;O

    That I didn't know
    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.
  • RichuscoRichusco Joined: Posts: 20
    i played a she hulk with drones assist and had no idea what to do. the guy just does jump C while calling out drones assist. If i get lucky and land an air throw or hit his jump C, the drone assist will stop me. so salty!!!
  • AcidicEnemaAcidicEnema Joined: Posts: 1,265 ✭✭✭✭✭ OG
    I don't think it was ever fleshed out in Vanilla due to lack of zip cancels but I've been using a lot more web swings to cover my area and it just so happened that I fought a lot of Wolverines today. As with any would be Wolverine they only knew dive kick and drones + berserker slash. With that being said my web swings were beating the shit out of dive kicks. I don't know if I was just getting lucky, a lot, or if web swing can straight beat dive kicks. I wish I could have recorded but it is something to look into.

    This is awesome. Sounds like Normal jump + call horizontal projectile assist > Air H. Webswing is going to dominate Wolverine.
    "Studio-produced hetero porn is just a joke. Either the men are actually trying to steal screen time from the actress, or the cameraman is trying to give the actor a colonoscopy." - Taito
  • otoriotori RTSD Joined: Posts: 6,184
    I feel that any team with Strider assist is a 10-0 matchup against Spidey...I'm having trouble either punishing that assist or having a different gameplan for approaching other than superjumping web ball/zip cancels. Maybe you need to play a grounded offensive game?
  • RaohRaoh AU Spider Joined: Posts: 968
    I feel that any team with Strider assist is a 10-0 matchup against Spidey...I'm having trouble either punishing that assist or having a different gameplan for approaching other than superjumping web ball/zip cancels. Maybe you need to play a grounded offensive game?
    Yep, I've seen this too. If you get the chance, better snap him in then mix him up. You can easily make up for the meter you will be using.
    Spider-Man - Combos and Tech
    PSN: KingRaou - Spider-Man/Hawkeye<>Dr.Doom
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,558
    if you have meter, bait it, backdash so he whiffs in front of you, and blow him up. or if they aren't smothering you, try to launch him. matchup dependent of course, some chars can save strider pretty easily but if there's a way to target their assist safely, hit him a few times and attack in the window while the assist recharge time is recovering.
    youtube mvci/sfv/etc. twitter @delbuster
  • otoriotori RTSD Joined: Posts: 6,184
    Does anyone find dashing to avoid it weird though? It was the first thing that ocurred to me, but there are times where he autocorrects after your dash and sometimes he wiffs. I can't elaborate much further, I think it might be due to wavedashing causing him to "track" again, not sure...because Spidey's backdash goes quite a distance you have to stop it in a range that allows you to punish the assist.

    But if that's the only way to punish it, the assist is still serving it's purpose of keeping you on the ground =(

    One thing this has helped me realize is that the assist recovery really dictates the pace of the match (didn't really play MvC2 lol). You can see Justin, for instance, he plays completely different when he has Akuma ready and when not...the game's flow feels like short bursts of momentum.
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    I'm not quite sure how to fend off the Strider assist either; I feel sorta stumped against it, tbh. I would rather just deal with it by having Nova on point and doing a raw Super Nova or Energy Javelin when I hear the assist call.

    Actually, that gives me an idea of sorts. I could use Nova's Gravimetric Pulse assist instead of his Centurion Rush during such teams that utilize the Strider Vajra assist and just dance around the Gravimetric Pulse, forcing Strider to hit it, then Spider Sting the fucker or just go straight into launch and dribble him to death... Hey, it could 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:
  • xero15xero15 Follow me on Twitter Joined: Posts: 4,076
    Strides half tracks. He's a relatively weak assist on the ground and in terms of health. On the ground you should be more worried about the opponent on point. If they aren't rushing you down or doing something to keep you locked down at the moment strider is called then he can be dodged. The way his tracking works is he will home in on where you are the moment he disappears. In that short instance you can dash forward or backwards and punish him. If you have two meters it is quite possible to back dash then CA dhc into whatever


    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.
  • AirborneAirborne The Mad Scientist Joined: Posts: 1,090
    I think he will actually continue to pinpoint where you'll be if you're moving at a constant velocity. For example, I'm air dashing when he first comes out and teleports, and he ends up hitting me where I will be at the moment he pops over my head.... actually, that might be all of the tracking crap. Regardless, simply "being in motion" does not stop Strider from hitting you. =\ Mix that shit up!!!
    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: 4,076
    Actually it does stop him. I was trying to record last night but I was so exhausted from working nights then switching back to days. Anyways I'll put the video up. You can actually beat it out with :l: spider sting as well. So long as you move as soon as he disappears then he will whiff. You can actually wave dash from full screen and so long as you don't hesitate Strider will always whiff. Like I said the problem is the point character.
    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.
  • Ben2GenBen2Gen Joined: Posts: 45
    hey everyone.
    recently there has been a growing popularity of Spencer in my scene which is proving a bit difficult for me. i believe that Spencer could be one of Spidey's worst match ups (deals heavy damage, arm maneuvers beat out web) The other character im having trouble with is Dante.

    anyone have some useful tips against these S tier characters?
    (Currently my team is Spidey-a, Doom-a/b and Deadpool-a)
  • DeskLampTVDeskLampTV Joined: Posts: 890
    If they are being stupid and doing the air horizontal zipline without an assist then you could do an anti-air like spider-sting or cr. M or something.
  • AcidicEnemaAcidicEnema Joined: Posts: 1,265 ✭✭✭✭✭ OG
    If they are being stupid and doing the air horizontal zipline without an assist then you could do an anti-air like spider-sting or cr. M or something.

    To add to this- If the opponent ziplines in with Hawkeye's assist (E.g., Combofiend's team) you can use Spidey cr.H to dodge Hawkeye's Triple Arrows then cancel into Spider Sting to hit Spencer. One thing to watch out for though is that zipline typically puts him above and behind you, so you need wait till he crosses you up then do the Spider Sting motion in reverse.
    "Studio-produced hetero porn is just a joke. Either the men are actually trying to steal screen time from the actress, or the cameraman is trying to give the actor a colonoscopy." - Taito
  • DeskLampTVDeskLampTV Joined: Posts: 890
    yeah. and dont try web throwing. I've gotten killed way too many times to let any one else try it.
  • AcidicEnemaAcidicEnema Joined: Posts: 1,265 ✭✭✭✭✭ OG
    yeah. and dont try web throwing. I've gotten killed way too many times to let any one else try it.

    If you really need to, web throwing works, but 2 things:

    (1) Use H web throw (as opposed to M throw). Gives you more time to react to the arm zip.

    (2) Don't do H web throw too early. You need to time it so that it hits Spencer. If you did it too early, your web throw gets NULLIFIED by his arm zip, then you get comboed and die.
    "Studio-produced hetero porn is just a joke. Either the men are actually trying to steal screen time from the actress, or the cameraman is trying to give the actor a colonoscopy." - Taito
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