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== Strategy vs. Spider Man == | == Strategy vs. Spider Man == | ||
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[[Category:Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 01:48, 3 January 2021


Spider-Man
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 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 his Web Attacks into other Web attacks. This combined with the new abillity to hit
with his Web Glide means that Spidey can now deal out more hits making him a much greater threat.
Alternate Colors
Players to Watch
Otavio, IPT Garrett, Mamespider, Xero, Brightside, Murkman
Character Vitals
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
Normal Moves


























Throws
















Special Moves


























(176,000)



*Training mode displays
damage incorrectly.






M fires

H fires

"Web Zip"



use as alternate
airdash
can be aimed:
normally fires





"Web Zip"




use as alternate
airdash
can be aimed:
normally fires







Hyper Moves



+ 15,000 X 13
+ 170,000
(271,600)





(292,100 ~ 350,400)


Mashable



at 17 hits


Rotate

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, {{
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 Template:Air h kick rather than an Template: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 hit to increase maximum damage.
1) {{+
,
+
,
+
,
+
,
,
,
,
l}} follow up with options below... a) {{qcf
+ atk}} b) {{
, Air Dash , S +
(Web Glide
), air
(land),
,
}} follow up with options below... (with OTG assist) {{ S (launch), air
, air
, air
, air S ,
assist,
+
,
+
+ atk}} (without OTG assist) {{ S (launch), air
, air
, air
,
![]()
,
![]()
+ atk}} (without OTG assist) {{
,
,
+
+ atk}}
2) {{+
,
+
,
+
,
+
, air
, air
, air S (land),
,
+
, add H , S (launch), air
, air
, air
,
![]()
,
![]()
+ atk}}
3) {{,
,
,
![]()
,
, Air Dash , S +
(Web Glide
), air
(land),
,
+
,
+
, air
, air
, air S (land),
,
+
, add H ,
+
,
+
+ 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.