Marvel vs Capcom/Spider Man: Difference between revisions

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= Basic Tips =
= Basic Tips =


Launchers:
Launchers:<br>
SP
SP<br>
RK (if opponent is hit out of air)
RK (if opponent is hit out of air)<br><br>


AC Finisher:
AC Finisher:<br>
FP, RK, Web Swing, Web Ball
FP, RK, Web Swing, Web Ball<br><br>


Magic Series:
Magic Series:<br>
Ground Magic Series: Weakest to Strongest
Ground Magic Series: Weakest to Strongest<br>
Jump Magic Series: Hunter Series
Jump Magic Series: Hunter Series<br>
Super Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series<br><br>
= Move List =
= Move List =


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Easy Combos:
Easy Combos:


1) c. SK, c. RK, cancel Crawler Assault
1) c. SK, c. RK, cancel Crawler Assault<br>
2)d.SK, FK, c. RK cancel Crawler Assault or Web-Swing<br>
3)d.SK, FK, s. RK cancel Spider Sting<br>
4) j. JP, j. SP, j. FP, c. SK, c. FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
5) meet opponent in air, j. JP, j. SP, jump, j. JP, j. SK, j. SP, j. FK, AC Finisher


For some reason, this seems hard to roll out of so use it a lot if you want
to.
D.SK, FK,  c. RK cancel Crawler Assault or Web-Swing or
D.SK, FK, s. RK cancel Spider Sting
Intermediate Combos:
1) j. JP, j. SP, j. FP, c. SK, c. FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC
Finisher
You know it, I know it. 
Use it all the damn time!  Personally, I think the best AC Finisher is the JP Web Ball or the FP/RK as it sets you up to come down pressure attacking them as they recover!
Hard Combos:
1) meet opponent in air, j. JP, j. SP, jump, j. JP, j. SK, j. SP, j. FK, AC
Finisher
The timing on this is tricky but if you are able to catch someone in the air
while you are falling during a normal jump, you can hit them a few times,
land, then jump straight up and quickly do an air combo!  Sounds impossible
but that's how fast Spiderman is!  I wouldn't be surprised if Strider or
Wolverine could do this too!


[[Category:Marvel vs Capcom]]
[[Category:Marvel vs Capcom]]

Revision as of 21:09, 28 December 2015

Mvc1spiderman.gif

Introducion

Basic Tips

Launchers:
SP
RK (if opponent is hit out of air)

AC Finisher:
FP, RK, Web Swing, Web Ball

Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series

Move List

Special Moves:

Web Ball: QCF + P (also in air Spider-Man shoots out a large webbing from his wrists and when it connects, it captures the opponent in a large web for a very short amount of time.

Web Swing: QCB + K (only in air) Spider-Man arcs forward as he does a swinging kick while holding on to a web.

Spider Sting: F, D, DF + P then P (if it hits): Spider-Man does a rising punch similar to his standing MP and ends with a standing HP in the air if the first part of the attack hits.

Web Throw: HCB + P Spider-Man throws out a web from his wrist and when it connects, he twirls the opponent like a lasso then swings them to the other side of the screen. P strength varies upon how up the web will shoot.


Hyper Combos:

Maximum Spider: QCF + Px2 Spider-Man jumps to the nearest wall and does a fast punch to the opponent. Once it connects, it chains out to other rushing attacks as Spider-Man bounces from wall to wall.

Crawler Assualt: QCF + Kx2 Spider-Man rushes down with a barrage normals on the ground.

Ultimate Web Throw: QCB + Px2 Introduced in MvC, Spider-Man jumps back as he shoots out a large web-trap. Once it connects, Spider-Man does a few flips while catching the opponent and does an overhead throw after.

Combos

Easy Combos:

1) c. SK, c. RK, cancel Crawler Assault
2)d.SK, FK, c. RK cancel Crawler Assault or Web-Swing
3)d.SK, FK, s. RK cancel Spider Sting
4) j. JP, j. SP, j. FP, c. SK, c. FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher 5) meet opponent in air, j. JP, j. SP, jump, j. JP, j. SK, j. SP, j. FK, AC Finisher