Personally, I think this is one of the tools with the most potential that Spiderman has.
It might not be very practical for most spiderman teams, but I want this thread to be a good resource for as many of these setups as possible.
Basic Explanation of Incoming Guard Breaks in UMVC3:
On incoming, a character cannot get air thrown until they touch the ground or do an action. An action in this situation includes: double jumping, airdashing, air attacks, blocking, and getting hit/air recovering. Since Ultimate Web Throw (UWT) is an untechable air throw super, the idea is to put them into block stun and UWT them as soon as they come out of it, without them being able to touch the ground
There are some obvious problems with these kinds of setups:
Can a hit (instead of a block) be confirmed into a combo instead of a whiffed UWT.
Can the UWT deal with pushblocking (extends block stun; can’t throw people when they are in block stun)
improved Magneto Spidey setup
H Hyper Grav on incoming, immediate cancel to Magnetic Tempest on block / hit (which will negate pushblock)
Slight delay of DHCing into UWT on block
DHC into Crawler Assault on hit
Combo off both options
Any other setups similar to this?
Some supers are guaranteed to come out after flash such as Spell of Vishanti, Photon Array, Sphere Flame which makes it harder to whiff it into UWT