UMVC3/Spider-Man: Difference between revisions

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[http://youtu.be/dIf-I7-agNo?t=5m14s Spider-Man/Magneto/Doom CMV #2] <br>
[http://youtu.be/dIf-I7-agNo?t=5m14s Spider-Man/Magneto/Doom CMV #2] <br>
[http://youtu.be/PTUQJ1ycCRg Spider-Man/Iron Man BnBs and Tech] <br>
[http://youtu.be/PTUQJ1ycCRg Spider-Man/Iron Man BnBs and Tech] <br>
[http://youtu.be/86YkHECZlRs Spidey/Dorm/Doom one bar ToD] <br>


=== Technology ===
=== Technology ===

Revision as of 08:35, 30 November 2014

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Spider-Man

Umvc3 spiderman face.jpg

Bitten by a radioactive spider, Peter Parker was given the super human abilities of a spider. After learning the harsh life lesson, "With great power comes great responsibility" Peter decided to fight crime as the web slinging Spider-Man. Since that time Spider-Man has experienced the murder of his girl friend (Gwen Stacy), the loss of his closest friend (Harry Osborn) and public defamation at the hands of the Daily Bugle editor J. Jonah Jameson Despite all this Peter has cared for his Aunt May, married Mary Jane Watson and recently spent time as a high school science teacher all while continuing to fight crime as "Your Friendly Neighborhood Spider-Man."


In a nutshell

Spider-Man is a very agile character with the ability to cover distance swiftly through the use of his Web Glide, Air Dash and Web Swing. His overall speed and Web Glide allow for strong pressure on a cornered opponent while his Web Ball and Web Throw allow for large combo setups from a distance as well. In Ultimate, Spider-Man is able to cancel his Web Attacks into other Web attacks. This combined with the new abillity to hit OTG with his Web Glide means that Spidey can now deal out more hits making him a much greater threat.


Alternate Colors

Parker colors.JPG

Players to Watch

Otavio, IPT Garrett, Mamespider, Xero, Brightside, Murkman

Character Vitals

CHARACTER DATA
Health:
900k.jpg
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
25.0 %
45.0 %
65.0 %
X-Factor Speed Boost:
15.0 %
25.0 %
35.0 %
X-Factor Duration:
10.5 s
15.5 s
20.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %

Video Walkthrough

Combos


Spider-Man/Magneto/Doom CMV with Skrull/Spencer/RR
Spider-Man/Magneto/Doom CMV #2
Spider-Man/Iron Man BnBs and Tech
Spidey/Dorm/Doom one bar ToD

Technology



Damage scaling glitch with multi-hitting assists
Sick incoming mix-up idea

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Web Ball L
Shot Front
10,000
proj
cptr
Crawler Assault
Beta2.png Spider Sting M
direct tiltup
80,000
strk
Crawler Assault
Gamma2.png Web Swing H
direct front
90,000
strk
Crawler Assault

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
43,000
rpdfire
Crouching Light
d + l
40,000
rpdfire
low
Standing Medium
m
60,000
Crouching Medium
d + m
57,000
Standing Heavy
h
70,000
Crouching Heavy
d + h
67,000
low softknockdown
Special
s
80,000
launch nocancel
Jumping Light
air l
44,000
high
Jumping Medium
air m
60,000
high
Jumping Heavy
air h
70,000
high
Jumping Special
air s
78,000
high aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Web Ball
qcf + atk
10,000
proj
cptr
Spider Sting L
dp + l
70,000
strk
Spider Sting M
dp + m
80,000
strk
Spider Sting H
dp + h
90,000
strk
Spider Bite
During Spider Sting on hit: H
50,000
groundbounce
hardknockdown
Web Swing L
rdp + l
70,000
strk
Web Swing M
rdp + m
80,000
strk
Web Swing H
rdp + h
90,000
strk
Web Throw L
hcb + l
50,000 X 2 + 100,000
(176,000)
proj
cptr
hardknockdown
*Training mode displays
damage incorrectly.
Web Throw M / H
hcb + m / h
35,000 X 2 + 70,000 (123,200)
proj
cptr
hardknockdown
M fires uf
H fires u
Web Glide
"Web Zip"
atk + s
20,000
proj
use as alternate
airdash
can be aimed:
normally fires uf
u fires u
b fires ub
Air Web Glide
"Web Zip"
air atk + s
20,000
proj
otg when aimed down
use as alternate
airdash
can be aimed:
normally fires df
u fires uf
b fires db
ub fires ub

Hyper Moves

Name
Command
Damage
Notes (glossary)
Maximum Spider
qcf + atk + atk
50,000
+ 15,000 X 13
+ 170,000
(271,600)
homing
cptr
hardknockdown
Crawler Assault
dp + atk + atk
40,000 X 7 + 150,000
(292,100 ~ 350,400)
wallbounce
hardknockdown on final hit
Mashable
Ultimate Web Throw
hcb + atk + atk
300,000 ~ 334,000
at 17 hits
airthrow
hardknockdown
Rotate 360 for additional
hits / damage

Mission Mode

Strategy

Tips and Tricks

  • Due to the decreased recovery time on Spider-Man's Web Throw it can now easily be followed up with an easy Maximum Spider.
  • A guaranteed Web Throw can be attached to the end of a simple, {{#motion: l m h}} combo or used following an OTG assist.
  • When jumping in with Spider-Man (or with a Web Glide) it may be more effective to use an {{#motion:air h}} kick rather than an {{#motion:air S}} attack to increase range and cross-up capabilities.
  • Spidey's assists are absolutely terrible. Web Ball is way to slow to be useful, Spider Sting doesn't move high enough to be a good anti air (it's alright for combos and stuff but you can do better), and Web Swing is really only useful to add a little extra damage in. Still pretty terrible.

Team Composition

  • Point- Spidey's best position. He doesn't use much meter, so he's great at building it. Spidey doesn't need an OTG assist anymore, but assists like beams or combo extenders really make Spidey that much better.
  • Middle- Like it was said above, Spidey's assists are terrible. Therefore, he doesn't really offer much in this position. Outside of maybe DHCs or TACs, not much Spidey can do here.
  • Anchor- Spidey also is pretty bad as an anchor. He doesn't have any lvl 3 Hypers to use or benefit from X Factor that much. He doesn't do much damage as well. Use Spidey on point.

Combos

With the following combos you can leave off the first {{#motion: l}} hit to increase maximum damage.

1) {{#motion: d + l , d + m , d + h , qcf + l , l , m , h , hcb l}} follow up with options below...

  a) {{#motion:qcf atk + atk}} 

  b) {{#motion: uf , Air Dash , S + atk (Web Glide OTG), air h (land), m , h }} follow up with options below...

      (with OTG assist) {{#motion: S (launch), air m , air m , air h , air S , OTG assist, hcb + l , qcf + atk + atk}}

      (without OTG assist) {{#motion: S (launch), air m , air m , air h , rdp h , qcf atk + atk}}

      (without OTG assist) {{#motion: hcb , m , qcf + atk + atk}}
2) {{#motion: d + l , d + m , d + h , rdp + l , air m , air m , air S (land), h , dp + h , add H , 
    S (launch), air m , air m , air h , rdp h , qcf atk + atk}}
3) {{#motion: l , m , h , hcb l , uf , Air Dash , S + atk (Web Glide OTG), air h (land), m , d + h ,
    rdp + l , air m , air m , air S (land), h , dp + l , add H , hcb + l , qcf + atk + atk}}

Basic Strategy

  • Spider-Man's maximum damage is done in close range. All of his long range moves work to bring Spider-Man in on the opponent while creating pressure situations. Web Ball doesn't trap the opponent long enough for you to decide how you will proceed based on a hit confirm so, for the most, part Spider-Man will already be moving in on an opponent even before the Web Ball connects.
  • The Web Swing H will help to keep spider-men closing in on the opponent and can be used to gain ground following and Advanced Guard. Even if blocked, following up this move with an air combo followed by a crouching combo keeps the pressure on the opponent and will often be your entry way into larger sized combos.

Advanced Strategy

  • Since the Web Throw has become such a large part of Spider-Man's game due to it's range and OTG follow up it is highly recommended that the player become familiar with what projectile's the Web Throw can beat, nullify or which will just run over Spider-Man. Once the Web Throw connects Spider-Man is invincible to all attacks until the throw is completed. For example the Web Throw will beat Dante's Hysteric Missiles, nullify Ryu's Hadouken and be completely vulnerable to Spencer's Wire Grapple.
  • As you start mixing up your combos with different web attacks you'll find that the hit stun deterioration will take a larger toll. In general (but not always) a rule of 3 Web Throws is safe. Three Web Throws in a row (with OTG follow ups) would be the extent before the opponent would be able to recover. If you include a Web Glide to start the combo then the Web Throws you can perform in the combo would be reduced by one, the same goes with the Web Ball attack. One opening Web Glide, one Web Ball and one Web Throw would be the extent to you can get in one combo before performing a hyper attack without having the opponent recover. On the other hand if you do attempt a fourth web throw attack and the opponent recovers without blocking you will have successfully reset the combo and be able to continue with a new set of 3 Web Throw attacks.

Strategy vs. Spider Man