UMVC3/Spider-Man: Difference between revisions

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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Spider-Man
|image=Umvc3_spiderman_face.jpg
|health=900,000
|magicseries=Stronger+
|airchain=None
|forwarddash=41
|backdash=40
|jump=52
|superjump=81
|walljump=Yes
|doublejump=No
|airdash=1-Way
|xfactordamage1=25
|xfactordamage2=45
|xfactordamage3=65
|xfactorspeed1=15
|xfactorspeed2=25
|xfactorspeed3=35
|minimumdamagenormal=20
|minimumdamagehyper=40
|minimumdamagexfactor=35
|content=
==Introduction==
In one of Marvel Comics' most well-known origin stories, Peter Parker was bitten by a radioactive spider. His body is changed to grant the proportional strength and speed of a spider, both greatly enhanced compared to normal human standards. He also gained a supernatural ability to sense danger which he calls his "Spidey Sense". Peter pairs this with a specially-crafted web-shooting device of his own design, and a unique combat style that takes advantage of his heightened agility, to become the hero known as Spider-Man.


{{UMvC3CharacterHeader|Spider-Man|spiderman|
 
<youtube>QliQHAgbs0g</youtube> 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 UMvC3,''' Spider-Man is an evasive, mobile character who survives in neutral by harassing with his Web Zip and Web Ball projectiles. His movement options are unconventional, but quite effective: he can only "airdash" directly forward, so instead he maneuvers around the screen using his Web Zip (X+S) special and his very fast ground dash. Spider-Man brings two great assets to a team. First, he can convert many hits into very powerful (but executionally difficult) Web Throw Loops, either dealing great damage himself or setting up another character with a Hard Tag combo. Second, his Ultimate Web Throw hyper (63214XX) is an anti-air command grab with massive range that can be followed up with a combo if it connects. Spidey teams can use this hyper to set up very powerful Guaranteed Resets and Guard Breaks.
|
 
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.
{{ProConTable
| pros =
*Spider-Man is very evasive and mobile due to his unique ability to cancel most of his special moves into his "Web Glide" pseudo-Airdash.
*Web Throw loops give Spidey fantastic damage potential and allow him to kill off most hits when supported by the proper assists.
*Spidey's "Ultimate Web Throw" hyper is an airthrow with a large hitbox that starts a combo on hit. It enables some very dangerous mixups, resets, and even inescapable Guard Breaks.
| cons =
*Although fairly quick, Spidey's normals have limited range and awkward hitboxes. They also sometimes fail to chain into each other properly.
*Without optimized Web Throw loops (which are very difficult to perform consistently), Spider-Man's damage is below average, and largely outclassed by other point characters.
*His selection of assists are not particularly useful.
}}
 
 
}}
 
== Move List ==
 
=== Assists ===
 
{{MoveData
|image=
|caption=
|name=Web Ball
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=10,000
|guard=Mid
|startup=40
|active=-
|recovery=121, 91
|onhit=-
|onblock=-
|properties={{cptr}}
|description=
THC Hyper: Crawler Assault. Recommended assist. Spider-Man shoots a small, slow-moving projectile that travels directly forward. On hit, the opponent is placed in a Capture state where they are wrapped in web for 34 frames. If this attack hits an airborne opponent, they will still be captured, but will slowly fall toward the ground and immediately recover upon landing, so it effectively causes a Soft Knockdown.
}}
}}
}}


=== Alternate Colors ===
{{MoveData
|image=
|caption=
|name=Web Swing
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=44
|active=20
|recovery=114, 84
|onhit=-
|onblock=-
|properties={{strk}}
|description=
THC Hyper: Crawler Assault. Spidey swings forward while kicking. On hit it knocks the opponent airborne, but also sends them flying further away, so it is difficult to use in combos outside of the corner.
}}
}}


[[File:Parker colors.JPG]]
{{MoveData
|image=
|caption=
|name=Spider Sting
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=35
|active=21
|recovery=137, 107
|onhit=-
|onblock=-
|properties={{strk}}
|description=
THC Hyper: Crawler Assault. Like most DP-style assists, it lacks invincibility, has poor horizontal range, and knocks opponents high into the air on hit.


=== Players to Watch ===
Spider Sting is notable as a Crossover/Alpha Counter assist, as it gains a decent amount of invincibility when used this way. Spidey can not use his "Spider Bite" follow-up attack when using Spider Sting as an Alpha Counter, but he can still can cancel it at any point into Web Glide (X+S) in order to convert into a full combo.
}}
}}


Otavio, IPT Garrett, Mamespider, [http://www.youtube.com/user/xero18?feature=watch Xero], Brightside, Murkman
=== Ground Normals ===


{{ UMvC3CharacterDataBox | [[File:900k.jpg]] | Stronger+ | No | Yes | 1 |
{{MoveData
25.0 | 45.0 | 65.0 |
|image=
15.0 | 25.0 | 35.0 |
|caption=
10.5 | 15.5 | 20.5 |
|name=Stand Light
20 | 20 | 20 | 20 | 40 |
|input=5L
35 | 35 | 35 | 35 | 40 |
|data=
35 | 35 | 35 | 35 | 40 |
{{AttackData-UMVC3
35 | 35 | 35 | 35 | 40 |
|damage=43,000
|guard=Mid
|startup=4
|active=3
|recovery=9
|onhit=+2
|onblock=+1
|properties={{rpdfire}}
|description=
-
}}
}}
}}


== Video Walkthrough ==
{{MoveData
|image=
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=Mid
|startup=8
|active=3
|recovery=15
|onhit=+1
|onblock=-1
|properties=-
|description=
-
}}
}}


=== Combos ===
{{MoveData
<youtube>8a3HNK42AGA</youtube> <youtube>JyckHZ7QdV4</youtube> <br>
|image=
[http://youtu.be/9A-9CfKkstI?t=44s Spider-Man/Magneto/Doom CMV with Skrull/Spencer/RR] <br>
|caption=
[http://youtu.be/dIf-I7-agNo?t=5m14s Spider-Man/Magneto/Doom CMV #2] <br>
|name=Stand Heavy
[http://youtu.be/PTUQJ1ycCRg Spider-Man/Iron Man BnBs and Tech] <br>
|input=5H
[http://youtu.be/86YkHECZlRs Spidey/Dorm/Doom one bar ToD] <br>
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=Mid
|startup=10
|active=6
|recovery=24
|onhit=-6
|onblock=-8
|properties=-
|description=  
-
}}
}}


=== Technology ===
<youtube>IYKHQdiYA3Q</youtube> <youtube>h1QC2MYCJ9U</youtube> <br>
<youtube>kOt1YBa7398</youtube> <br>
[http://youtu.be/j0LPV0zhoXc Damage scaling glitch with multi-hitting assists] <br>
[http://youtu.be/DEVAKNm9MfI Sick incoming mix-up idea] <br>


== Move List ==
{{MoveData
|image=
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=40,000
|guard=Low
|startup=6
|active=2
|recovery=11
|onhit=+1
|onblock=0
|properties={{rpdfire}}
|description=
-
}}
}}
 
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input=2M
|data=
{{AttackData-UMVC3
|damage=57,000
|guard=Mid
|startup=5
|active=6
|recovery=18
|onhit=-5
|onblock=-7
|properties=
|description=
Note: Not a Low.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=67,000
|guard=Low
|startup=10
|active=7
|recovery=37
|onhit=-
|onblock=-22
|properties={{strk}}, {{softknockdown}}
|description=
-
}}
}}
 


<youtube>E0BKtA4jFmM</youtube>
{{MoveData
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=9
|active=4
|recovery=26
|onhit=Launch
|onblock=-8
|properties={{launch}}, {{nocancel}}
|description=
-
}}
}}


=== Assist Types ===
=== Aerial Normals ===


{{UMvC3CharacterAssists
{{MoveData
  | Web Ball L | Shot Front | 10,000 | {{proj}} <br> {{cptr}} | Crawler Assault
|image=
  | Spider Sting M | {{direct}} {{tiltup}} | 80,000 | {{strk}} | Crawler Assault
|caption=
  | Web Swing H | {{direct}} {{front}} | 90,000 | {{strk}} | Crawler Assault
|name=Jumping Light
|input=j.5L
|data=
{{AttackData-UMVC3
|damage=44,000
|guard=OH
|startup=5
|active=3
|recovery=22
|onhit=+11
|onblock=+10
|properties=-
|description=
Works as an instant overhead against normal-sized characters, although follow-ups without assists or X-Factor are not possible.
}}
}}
}}


=== Normal Moves ===
{{MoveData
|image=
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=OH
|startup=7
|active=4
|recovery=17
|onhit=+16
|onblock=+14
|properties=
|description=
Works as an instant overhead against normal-sized characters, although follow-ups without assists or X-Factor are not possible.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Standing Light | {{l}} | 43,000 | {{rpdfire}} }}
|image=
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 40,000 | {{rpdfire}} <br> {{low}} }}
|caption=
{{MoveListRow | Standing Medium | {{m}} | 60,000 }}
|name=Jumping Heavy
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 57,000 |  }}
|input=j.5H
{{MoveListRow | Standing Heavy | {{h}} | 70,000 | }}
|data=
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 67,000 | {{low}} {{softknockdown}} }}
{{AttackData-UMVC3
{{MoveListRow | Special | {{s}} | 80,000 | {{launch}} {{nocancel}} }}
|damage=70,000
{{MoveListRow | Jumping Light | air {{l}} | 44,000 | {{high}} }}
|guard=OH
{{MoveListRow | Jumping Medium | air {{m}} | 60,000 | {{high}} }}
|startup=10
{{MoveListRow | Jumping Heavy | air {{h}} | 70,000 | {{high}} }}
|active=8
{{MoveListRow | Jumping Special | air {{s}} | 78,000 | {{high}} {{aircombofinisher}} }}
|recovery=16
{{MoveListFooter}}
  |onhit=+19
  |onblock=+17
|properties=
|description=
-
}}
}}


=== Throws ===
{{MoveData
|image=
|caption=
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=78,000
|guard=OH
|startup=9
|active=8
|recovery=11
|onhit=+16
|onblock=+14
|properties={{aircombofinisher}}
|description=
-
}}
}}
 
=== Command Normals ===
 
{{MoveData
|image=
|caption=
|name=Walljump
|input=While back-jumping against a wall, [9]
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=8
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties=-
|description=
If Spidey jumps against the edge of the stage, he can bounce off of it, giving himself additional height and speed. Spider-Man is trapped in the walljump animation for 8 frames when he initiates it. After those 8 frames, he can freely move and attack again.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Web Ball | {{qcf}} + {{atk}} | 10,000 | {{proj}} <br> {{cptr}} }}
|image=
{{MoveListRow | Spider Sting L | {{dp}} + {{l}} | 70,000 | {{strk}} }}
|caption=
{{MoveListRow | Spider Sting M | {{dp}} + {{m}} | 80,000 | {{strk}} }}
|name=Web Glide
{{MoveListRow | Spider Sting H | {{dp}} + {{h}} | 90,000 | {{strk}} }}
|input=X+S
{{MoveListRow | Spider Bite | During Spider Sting on hit: H | 50,000 | {{groundbounce}} <br> {{hardknockdown}} }}
|data=
{{MoveListRow | Web Swing L | {{rdp}} + {{l}} | 70,000 | {{strk}} }}
{{AttackData-UMVC3
{{MoveListRow | Web Swing M | {{rdp}} + {{m}} | 80,000 | {{strk}} }}
|damage=20,000
{{MoveListRow | Web Swing H | {{rdp}} + {{h}} | 90,000 | {{strk}} }}
|guard=Mid
{{MoveListRow | Web Throw L | {{hcb}} + {{l}} | 50,000 X 2 + 100,000 <br> (176,000) | {{proj}} <br> {{cptr}} <br> {{hardknockdown}} <br> *Training mode displays <br> damage incorrectly. }}
|startup=16 (aimed Up), 18 (aimed down)
{{MoveListRow | Web Throw M / H | {{hcb}} + {{m}} / {{h}} | 35,000 X 2 + 70,000 (123,200) | {{proj}} <br> {{cptr}} <br> {{hardknockdown}} <br> M fires {{uf}} <br> H fires {{u}} }}
|active=Until contact
{{MoveListRow | Web Glide <br> "Web Zip" | {{atk}} + {{s}} | 20,000 | {{proj}} <br> use as alternate <br> airdash <br> can be aimed: <br> normally fires {{uf}} <br> {{u}} fires {{u}} <br> {{b}} fires {{ub}} }}
|recovery=0
{{MoveListRow | Air Web Glide <br> "Web Zip" | air {{atk}} + {{s}} | 20,000 | {{proj}} <br> {{otg}} when aimed down <br> use as alternate <br> airdash <br> can be aimed: <br> normally fires {{df}} <br> {{u}} fires {{uf}} <br> {{b}} fires {{db}} <br> {{ub}} fires {{ub}} }}
|onhit=+19
{{MoveListFooter}}
|onblock=+17
|properties={{airok}}, {{otg}}, Priority: Low, Durability: 1
|description=
Spider-Man shoots a string of web, which travels until it makes contact with an edge of the stage or an opponent, then uses it to rapidly full himself in that direction. Web Glide can be aimed by holding a direction at the time of input.
 
On the ground, it be shot at an up-forward angle if done with a neutral input, or while holding [2], [3], [6], or [9]. It can be shot at an up-back angle by holding [1], [4], or [7]. Holding [8] will cause Spidey to fire the web straight upwards.
 
In the air, it can be shot at a down-forward angle if done with a neutral input, or while holding [2], [3], or [6]. It can be shot at an up-forward angle by holding [9] or [8]. It can be shot at an up-back angle by holding [7], and it can be shot at a down-back angle by holding [4] or [1].
 
Web Glide has two important properties that make it an extremely important and powerful tool:
 
* Spider-Man can cancel any of his other special moves - with the exception of Web Throw - into Web Glide. This cancel can be done at any point in the move, on hit block or whiff, including kara-canceling the special's startup before it even becomes active. Spider-Man can even cancel his [https://youtu.be/p_r3xPxZBX0 Crossover Counters into Web Glide before even touching the ground.]
* As soon as Web Glide makes contact with an opponent or the stage, Spider-Man instantly recovers. Despite the appearance of being pulled by Web Glide, Spidey is in a fully neutral state and can freely attack or block with zero frames of recovery.
 
Web Glide is not only a fantastic mobility option and combo tool, but important for Spidey's pressure and neutral as it allows him to remain non-commital. Spider-Man can safely harass opponents with his normals and other specials. When momentum starts to turn in his favor, Web Glide lets him quickly close the distance to start a mixup or combo. If things start to become more dangerous, Spidey can cancel his attacks into Web Glide to quickly escape to safety.
 
Spider-Man can only perform one Web Glide per airborne state. Afterwards, he can not perform Web Glide again until he returns to the ground.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Web Ball
|input=236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{qcf}} + {{l}}
|damage=10,000
|guard=Mid
|startup=16
|active=-
|recovery=29
|onhit=+5
|onblock=-13
|properties={{airok}}, {{cptr}}, Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=10,000
|guard=Mid
|startup=22
|active=-
|recovery=33
|onhit=10
|onblock=-17
|properties={{airok}}, {{cptr}}, Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{l}}
|damage=10,000
|guard=Mid
|startup=28
|active=-
|recovery=38
|onhit=+15
|onblock=-22
|properties={{airok}}, {{cptr}}, Priority: Low, Durability: 5
|description=
Spider-Man shoots a small projectile that travels directly forwards. On hit, the opponent is placed into a Capture state where they are encased in web. If the projectile hits an airborne opponent, they will still be placed in a Capture state, but will slowly float towards the ground and recover immediately upon reaching it.
 
Button strength affects the projectile speed and capture duration. L version travels the slowest, while H version travels the fastest. L version Captures for 34 frames, M version for 43 frames, and H version for 53 frames.
 
Web Ball is a respectable long-range tool alongside its Air version. It's lengthy recovery can be mitigated by canceling into Web Glide, although be careful not to cancel too early or the projectile will not come out. The L version is particularly notable because its slow travel speed allows Spidey to travel alongside it, covering his own approach.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Air Web Ball
|input=j.236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle=(in air) {{qcf}} + {{l}}
|damage=10,000
|guard=Mid
|startup=18
|active=-
|recovery=29
|onhit=-
|onblock=-
|properties={{cptr}}, Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=M
|subtitle=(in air){{qcf}} + {{m}}
|damage=10,000
|guard=Mid
|startup=22
|active=-
|recovery=35
|onhit=
|onblock=-
|properties={{cptr}}, Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=H
|subtitle=(in air){{qcf}} + {{l}}
|damage=10,000
|guard=Mid
|startup=26
|active=-
|recovery=35
|onhit=-
|onblock=-
|properties={{cptr}}, Priority: Low, Durability: 5
|description=
Air version of Web Ball. Halts any aerial momentum Spider-Man previously had, and causes him to perform a small "hop" backwards during the startup. Heavier button strengths cause a larger hop. The projectile is fired at a down-forward angle, instead of straight ahead. This angle is very difficult for most characters to maneuver around, so it is a respectable zoning option. This is especially true when used alongside Web Glide to cancel the move's recovery and prevent Spider-Man from being stuck in any one position for too long.
 
Button strength differences are identical to the ground version, with heavier versions having longer startup and traveling faster, but causing a longer Capture state. As with the grounded version, L captures for 34 frames, M captures for 43 frames, and H captures for 53 frames.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Spider Sting
|input=623X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{dp}} + {{l}}
|damage=70,000
|guard=Mid
|startup=7
|active=21
|recovery=20
|onhit=-1
|onblock=-19
|properties={{strk}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=80,000
|guard=Mid
|startup=9
|active=21
|recovery=26
|onhit=-5
|onblock=-25
|properties={{strk}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{dp}} + {{h}}
|damage=90,000
|guard=Mid
|startup=11
|active=21
|recovery=44
|onhit=-23
|onblock=-43
|properties={{strk}}
|description=
Uppercut special. Spidey punches upwards, carrying both himself and his opponent (on hit) into the air. Has no invincibility, but is decently fast.
 
By itself, this special is unremarkable. However, it has a special follow-up attack - Spider Bite (see below), and can also be canceled into Web Glide. These cancel options make Spider Sting a useful combo tool.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Spider Bite
|input=(During Spider Sting) > H
|data=
{{AttackData-UMVC3
|damage=45,000
|guard=Mid
|startup=3
|active=3-8
|recovery=Until Grounded +1
|onhit=-
|onblock=-
|properties={{groundbounce}}
|description=
Follow-up attack to Spider Sting. Spidey spikes the opponent back down towards the ground, causing a Ground Bounce on hit. Afterwards, Spider-Man lands on the ground and can continue the combo with crouching normals of his choice. The window to input Spider Bite is approximately 5 frames wide, which can be finicky to time correctly.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Web Swing
|input=421X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{rdp}} + {{l}}
|damage=70,000
|guard=Mid (OH in air)
|startup=12
|active=10
|recovery=6
|onhit=+15
|onblock=+6
|properties={{airok}}, {{strk}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{rdp}} + {{m}}
|damage=80,000
|guard=Mid (OH in air)
|startup=16
|active=16
|recovery=6
|onhit=+9
|onblock=0
|properties={{airok}}, {{strk}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{rdp}} + {{h}}
|damage=90,000
|guard=Mid (OH in air)
|startup=20
|active=20
|recovery=2
|onhit=-
|onblock=0
|properties={{airok}}, {{strk}}
|description=
Spider-Man swings from a web, while kicking in front of himself. Afterwards, Spidey recovers very quickly in an airborne state and can follow up with aerial normals.
 
Can be done on the ground or while airborne, and is identical except that the aerial version hits Overhead. It is possible to Tiger Knee the motion input (4217X) in order to perform Web Swing just off the ground for an "instant" overhead.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Web Throw
|input=63214X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{hcb}} + {{l}}
|damage=50,000 x2 + 100,000
|guard=Mid
|startup=20
|active=-
|recovery=27
|onhit=-
|onblock=-15
|properties={{hardknockdown}}, Priority: Low, Durability: 3
}}
{{AttackData-UMVC3
|version=M
|subtitle={{hcb}} + {{m}}
|damage=35,000 x2 + 75,000
|guard=Mid
|startup=16
|active=-
|recovery=26
|onhit=-
|onblock=-10
|properties={{hardknockdown}}, Priority: Low, Durability: 3
}}
{{AttackData-UMVC3
|version=H
|subtitle={{hcb}} + {{h}}
|damage=35,000 x2 + 75,000
|guard=Mid
|startup=14
|active=-
|recovery=25
|onhit=-
|onblock=-4
|properties={{hardknockdown}}, Priority: Low, Durability: 3
|description=
Spider-Man shoots out a string of web - similar to the one used in Web Glide - and attempts to capture the opponent with it. L version is fired directly forward. M version is fired at an anti-air up-forward angle, and H version is fired straight up.
 
On hit, Spidey pulls the opponent into a brief throw animation where they are swung around, dealing heavy damage, and then chucked a good distance away behind Spider-Man.
 
The throw sends the opponent high into the air before they eventually fall down for a Hard Knockdown. If Spidey throws the opponent into the corner, it is relatively easy to catch them with a crouching normal before they hit the ground, and continue the combo. If Web Throw sends the opponent flying midscreen, it is still possible - but very difficult - to chase down the opponent with 3+ very fast Plink Dashes and catch them with a 2M before they reach the ground. Being able to pursure a midscreen Web Throw, catch the opponent, and continue the combo into another Web Throw is the foundation for "Web Throw Loops", which are Spidey's primary way to deal high damage.
}}
}}
 


===Hyper Moves===
=== Hyper Combos ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Maximum Spider | {{qcf}} + {{atk}} + {{atk}} | 50,000 <br> + 15,000 X 13 <br> + 170,000 <br> (271,600) | homing <br> {{cptr}} <br> {{hardknockdown}} }}
|image=
{{MoveListRow | Crawler Assault | {{dp}} + {{atk}} + {{atk}} | 40,000 X 7 + 150,000 <br> (292,100 ~ 350,400) | {{wallbounce}} <br> {{hardknockdown}} on final hit <br> Mashable }}
|caption=
{{MoveListRow | Ultimate Web Throw | {{hcb}} + {{atk}} + {{atk}} | 300,000 ~ 334,000 <br> at 17 hits | {{airthrow}} <br> {{hardknockdown}} <br> Rotate {{360}} for additional <br> hits / damage }}
|name=Maximum Spider
{{MoveListFooter}}
|subtitle=The move that all those other hypers are named after.
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=50,000 + 15,000 x13 + 170,000
|guard=Mid
|startup=7 ~ 23 + 4
|active=8 ~ 11
|recovery=68
|onhit=-
|onblock=-54
|properties=Invuln before flash, {{airok}}, {{hardknockdown}}
|description=
Spider-Man leaps backwards, clinging to the wall behind him. After the super flash, he kicks off the wall, rapidly flying towards the opponent. If he hits them, they are pulled into a short cinematic where Spidey hits the opponent with a series of attacks, ending with a heavy stomp that causes a Hard Knockdown.


== Mission Mode ==
Due to the nature of this hyper, the effective startup between when the hyper is input and when it connects with the opponent can vary greatly. If Spidey is too far from the wall, this hyper can take a very long time to actually connect, although Web Throw and H Web Swing can consistently combo into this hyper from any screen position.


<youtube>X0vK4I1ZSsQ</youtube>
Spidey is invincible while ascending towards the wall. Like the startup itself, the specific duration of the invuln frames depends on his screen position. It can function as a reversal, since once Spidey's invincibility wears off he is high enough up to evade the opponent's other attacks.


== Strategy ==
As Spidey delivers the final kick during the cinematic, he appears on the opposite side of the opponent. If the hyper is DHC'd during this window, the oncoming character will also appear on the opposite side. If the hyper is completed normally, Spider-Man will return to the original side as he lands on the ground.
}}
}}


=== 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, {{ {{l}} {{m}} h}} combo or used following an OTG assist.
{{MoveData
|image=
|caption=
|name=Crawler Assault
|input=623XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=40,000 x7 ~ x15 + 150,000
|guard=Mid
|startup=20 + 4
|active=66
|recovery=41
|onhit=-
|onblock=-25
|properties=Invuln until frame 26, mashable, {{wallbounce}} into {{hardknockdown}}
|description=
Spidey advances forward while repeatedly swiping in front of himself. He ends with a large, strike that causes a Wall Bounce. When fully mashed, this hyper's total damage is very high for a Level 1 hyper and, combined with Spidey's high minimum damage scaling for hypers, it is a very damaging combo ender. However, it's lengthy startup and ground-only nature can make it challening to combo into.


* When jumping in with Spider-Man (or with a Web Glide) it may be more effective to use an {{air h}} kick rather than an {{air S}} attack to increase range and cross-up capabilities.
Although all of Spidey's hypers have at least some invincibility, Crawler Assault is the only one whose invuln lasts until after the attack is active. It's a solid reversal, and can be used as a counter-call to an opponent's (invincible) hypers.


* 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.
If this hyper is done midscreen, the extra time it takes for the opponent to reach and bounce off the wall gives Spidey time to recover and catch the opponent with a dash-up 2M before they land.
}}
}}


==== 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.
{{MoveData
|image=
|caption=
|name=Ultimate Web Throw
|input=63214XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=300,000 ~ 334,000
|guard=Airthrow
|startup=29+3
|active=15
|recovery=76
|onhit=-
|onblock=-
|properties=Invuln until frame 20, mashable, {{hardknockdown}}
|description=
Spidey leaps into the air and produces a large area of web in the space in front of him. This is an anti-air command grab and, on a successful throw, pulls the opponent into a cinematic where they are dealt damage and slammed into the ground for a Hard Knockdown. During the cinematic, Spidey can "mash" by spinning the stick in order to increase the damage of the hyper. The Hard Knockdown can be picked up to start a combo by using the OTG of Air Web Glide. (j.3X+S)


* 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.
This hyper is extremely powerful and one of Spidey's best tools. Although it is too slow to be a reliable anti-air in neutral, it can very easily be used for resets, guard breaks, and other dangerous - often inescapable - setups. Simply tapping the opponent with a light normal that causes them to tech out into the air and going into Ultimate Web Throw can catch them just as their throw protection wears off. On incoming, tagging an opponent with a fast attack will forfeit their throw immunity, leaving them vulnerable to this hyper and often unable to move away in time. It can also be used as anti-Dark Phoenix tech, as she is airborne when her Dark form activates, and therefore can be captured.


* 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.
DHCing into this hyper will skip its lengthy pre-flash startup, which makes it much easier to use as an anti-air and also further expands its potential for Guard Break setups.
}}
}}


=== Combos ===
=== Universal Mechanics ===
With the following combos you can leave off the first {{ l}} hit to increase maximum damage.


1) {{ {{d}} + {{l}} , {{d}} + {{m}} , {{d}} + {{h}} , {{qcf}} + {{l}} , {{l}} , {{m}} , {{h}} , {{hcb}} l}} follow up with options below...
{{MoveData
   
|image=
  a) {{qcf {{atk}} + atk}}
|caption=
   
|name=Ground Throw
  b) {{ {{uf}} , Air Dash , S + {{atk}} (Web Glide {{otg}}), air {{h}} (land), {{m}} , {{h}} }} follow up with options below...
|input=6H, 4H
   
|data=
      (with OTG assist) {{ S (launch), air {{m}} , air {{m}} , air {{h}} , air S , {{otg}} assist, {{hcb}} + {{l}} , {{qcf}} + {{atk}} + atk}}
{{AttackData-UMVC3
   
|damage=80,000
      (without OTG assist) {{ S (launch), air {{m}} , air {{m}} , air {{h}} , {{rdp}} {{h}} , {{qcf}} {{atk}} + atk}}
|guard=Throw
   
  |startup=1
      (without OTG assist) {{ {{hcb}} , {{m}} , {{qcf}} + {{atk}} + atk}}
|active=1
  |recovery=-
|onhit=-
  |onblock=-
|properties={{hardknockdown}}
  |description=
Spidey picks up the opponent and chucks them a short distance away. Without specific assists, follow-up combos are not possible outside of the corner.
  }}
}}


2) {{ {{d}} + {{l}} , {{d}} + {{m}} , {{d}} + {{h}} , {{rdp}} + {{l}} , air {{m}} , air {{m}} , air S (land), {{h}} , {{dp}} + {{h}} , add H ,
{{MoveData
    S (launch), air {{m}} , air {{m}} , air {{h}} , {{rdp}} {{h}} , {{qcf}} {{atk}} + atk}}
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Similar to Spidey's ground throw, chucking the opponent a decent distance away towards the ground. Unlike ground throw, Spidey can consistently pick up solo by using down-forward Web Glide OTG.
}}
}}


3) {{ {{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 ===
{{MoveData
* 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 [[Glossary A-H#Hit Confirm|hit confirm]] so, for the most, part Spider-Man will already be moving in on an opponent even before the Web Ball connects.
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=6
|recovery=24
|onhit=-
|onblock=-8
|properties=Snapback
|description=
Animation and hitbox based on 5H.
}}
}}


* 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 ===
{{MoveData
* 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.
|image=
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=20
|recovery=34
|onhit=-
|onblock=-16
|properties={{softknockdown}}
|description=
-
}}
}}


* 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 ==
== Team Position ==


Spider-Man is typically run as a '''Point''' character. Although Spidey has decent solo damage, it scales very well with assists that can extend his ability to relaunch deeper into a combo, or allow for additional reps of his Web Throw loops. He also appreciates having standard zoning assists to support his keepaway game in neutral.
While his assists are quite poor, Spidey does have some utility when placed in the '''Second''' position. This is mainly due to his strong DHC options. DHCing to Ultimate Web Throw skips its lengthy pre-flash startup, giving any character access to a 3f airthrow with a massive hitbox. Effectively, this is a "delete this airborne character" button for two meter, and can be used in neutral, as a reset, or as an oncoming guard break.
=== Notable Synergies ===
'''Doctor Doom:''' Doctor Doom - specifically with Hidden Missiles assist - is Spider-Man's most important synergy. Not only are Missiles a great neutral assist, their ability to hit OTG twice (on the way up and on the way down) gives Spider-Man access to several more reps of his Web Throw loop, significantly increasing his damage. Spider-Man can also use Web Throw to set up hard tag combos, but only to characters with fast OTG attacks (like Doom).
'''Players to Watch:''' Airborne (Spidey/Doom/Strange), Murkman (Magneto/Spidey/Doom), Brightside (Spidey/Dorm/Doom), BottleofMoe (Spidey/Dorm/Doom), AT Geobraun (Spidey/Doom/Hawkeye), MameSpider (Spidey/Doom/Vergil), Xero18 (Spidey/Dorm/Doom), Milky (Spidey/Dante/Doom)
'''Dormammu:''' Maximum Spider is notoriously difficult to DHC out of, as it ends with the opponent knocked down, but DHCing any earlier will cause the opponent to spin out high in the air. Dormammu's Stalking Flare hyper is one of the few that can connect for full damage after a Maximum Spider DHC, as it has indefinite duration. This also gives Dorm an exceptional amount of time to cast spells (214L/214M) and possibly also hard tag back to another character. Like Doom, Dormammu can pick up after a Web Throw -> Hard Tag combo from Spidey, using his OTG Purification (623X). Dark Hole is also a generically great assist that Spider-Man can utilize in neutral and as a combo extender.
'''Players to Watch:''' Brightside (Spidey/Dorm/Doom), BottleofMoe (Spidey/Dorm/Doom), Xero18 (Spidey/Dorm/Doom)
'''Magneto:''' Magneto is exceptionally good at setting up Ultimate Web Throw unblockables for Spidey. His "Hyper Gravitation" special causes extremely short blockstun, forfeiting the opponent's throw immunity on incoming but forcing them to leave blockstun before they can reach the ground. He can then use Magnetic Tempest as a bridge to DHC into Ultimate Web Throw for a Guard Break. Setups like these can be consistently done off any snap or kill in the corner, allowing the Mag/Spidey shell to quickly snowball. Additionally, Magneto provides a fast ranged beam through his EM Disruptor assist, which can assist Spidey's neutral game.
'''Players to Watch:''' Murkman (Magneto/Spidey/Doom)
'''Other Players to Watch:''' Lilmonix3 (Spidey/Dante/Hawkeye), Broshadian (Spidey/Dante/Vergil), IPT Garrett (Spidey/Raccoon/Strange)
== Combos ==
=== Solo Combos ===
<code><nowiki>2L > 2M > 2H xx 421L, j.5M > j.5M > j.5S, land, 5M > 5H xx 623L > H, 2H > 5S sjc. j.5M > j.5H xx j.421H xx j.236XX (583,000 for 1 bar, builds ~0.8 bars of meter.)</nowiki></code> <br>
[https://youtu.be/u30LWZlfwe0?t=36 Video Timestamp.] Basic BnB that does not incorporate Web Throw extensions.<br>
<code><nowiki>2L > 2M > 5H xx 63214L, dash > jump > airdash > 3X+S, j.5S, land, 5M > 5H xx 63214M, dash > jump > airdash > 3X+S, j.5S, land, 5M > 2H > 5S sjc. j.5M > j.5M > j.5H xx j.421H xx j.236XX (673,000 for 1 bar, builds 1 bar of meter).</nowiki></code> <br>
[https://youtu.be/u30LWZlfwe0?t=123 Video Timestamp.] "Easy" way to extend combos using Web Throw. Is not considered a Web Throw Loop, as you do not catch the opponent before they reach a Hard Knockdown state. This results in more hitstun deterioration and thus shorter, less damaging combos than the real loops, but it is still a respectable route. <br>
=== Web Throw Loops ===
It is possible for Spider-Man to chase down an opponent tossed by Web Throw and catch them with a crouching normal just before they hit the ground using very fast, precise Plink Dashing. The standard chasing methods are to either use three fast Plink Dashes into 2M, or two Plink Dashes into 2H. From there, Spider-Man can chain into another Web Throw, continuing the loop. Web Throw does fantastic damage and offers several routes for solo or assist-based extensions, so learning them is critical for playing Spider-Man at a competitive level. The most common solo Web Throw extensions are:
<code><nowiki>(Any Web Throw), Dash x3, 2M > 2H xx 63214M <br>
(Any Web Throw), Dash x2, 2H xx 421L, j.5M > j.5M > j.5S, land, 2H xx 63214M <br>
(Any Web Throw), Dash x3, 2M xx 623L > H, 63214L <br>
(Any Web Throw into Corner), 63214L <br>
(Any Web Throw into Corner), 2M > 2H > 5S sjc. 632147H (Tiger Knee) </nowiki></code> <br>
[https://youtu.be/BYqeeMYe8lA This video] shows standard confirms into various solo Web Throw loops. <br>
[https://youtu.be/IYKHQdiYA3Q This video] is an examination of how many Web Throw loops are possible off various starters. <br>
=== X-Factor Combos ===
TBW
=== Sample Team Combos ===
[https://youtu.be/86YkHECZlRs Spidey/Dorm/Doom] <br>
[https://youtu.be/8a3HNK42AGA Spidey/HsienKo/Doom] <br>
[https://youtu.be/PTUQJ1ycCRg Spidey/Iron Man] <br>
[https://youtu.be/JyckHZ7QdV4 Spidey/Dante/Vergil] <br>
[https://youtu.be/lSkdso09P34 Converting ground throw with Dorm assist] <br>
== Videos and External Resources ==
=== Hitbox Display ===
<youtube>E0BKtA4jFmM</youtube>
=== Setup / Mixup Videos ===
[https://youtu.be/h1QC2MYCJ9U Guard Break setup examples using Ultimate Web Throw] <br>
[https://youtu.be/DEVAKNm9MfI Ambiguous cross-up after Snapback.] <br>
== Alternate Colors ==
[[File:Parker_colors.JPG]]
{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
}}

Revision as of 16:03, 30 June 2022


Introduction

In one of Marvel Comics' most well-known origin stories, Peter Parker was bitten by a radioactive spider. His body is changed to grant the proportional strength and speed of a spider, both greatly enhanced compared to normal human standards. He also gained a supernatural ability to sense danger which he calls his "Spidey Sense". Peter pairs this with a specially-crafted web-shooting device of his own design, and a unique combat style that takes advantage of his heightened agility, to become the hero known as Spider-Man.


In UMvC3, Spider-Man is an evasive, mobile character who survives in neutral by harassing with his Web Zip and Web Ball projectiles. His movement options are unconventional, but quite effective: he can only "airdash" directly forward, so instead he maneuvers around the screen using his Web Zip (X+S) special and his very fast ground dash. Spider-Man brings two great assets to a team. First, he can convert many hits into very powerful (but executionally difficult) Web Throw Loops, either dealing great damage himself or setting up another character with a Hard Tag combo. Second, his Ultimate Web Throw hyper (63214XX) is an anti-air command grab with massive range that can be followed up with a combo if it connects. Spidey teams can use this hyper to set up very powerful Guaranteed Resets and Guard Breaks.

Strengths Weaknesses
  • Spider-Man is very evasive and mobile due to his unique ability to cancel most of his special moves into his "Web Glide" pseudo-Airdash.
  • Web Throw loops give Spidey fantastic damage potential and allow him to kill off most hits when supported by the proper assists.
  • Spidey's "Ultimate Web Throw" hyper is an airthrow with a large hitbox that starts a combo on hit. It enables some very dangerous mixups, resets, and even inescapable Guard Breaks.
  • Although fairly quick, Spidey's normals have limited range and awkward hitboxes. They also sometimes fail to chain into each other properly.
  • Without optimized Web Throw loops (which are very difficult to perform consistently), Spider-Man's damage is below average, and largely outclassed by other point characters.
  • His selection of assists are not particularly useful.
Spider-Man
Umvc3 spiderman face.jpg
Character Data
Health 900,000
Ground Magic Series Stronger+
Air Chain Combo Limit None
Forward Dash Duration 41 frames
Backdash Duration 40 frames
Jump Duration 52 frames
Superjump Duration 81 frames
Walljump? Yes
Doublejump? No
Airdash? 1-Way
X-Factor Damage Boost (1/2/3) 25% / 45% / 65%
X-Factor Speed Boost (1/2/3) 15% / 25% / 35%
Minimum Damage Scaling (Normals, Specials) 20%
Minimum Damage Scaling (Hypers) 40%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Web Ball
Assist A
Damage Startup Active Recovery
10,000 40 - 121, 91
On Hit On Block Guard Properties
- - Mid Cptr.png

THC Hyper: Crawler Assault. Recommended assist. Spider-Man shoots a small, slow-moving projectile that travels directly forward. On hit, the opponent is placed in a Capture state where they are wrapped in web for 34 frames. If this attack hits an airborne opponent, they will still be captured, but will slowly fall toward the ground and immediately recover upon landing, so it effectively causes a Soft Knockdown.

Web Swing
Assist B
Damage Startup Active Recovery
90,000 44 20 114, 84
On Hit On Block Guard Properties
- - Mid Strk.png

THC Hyper: Crawler Assault. Spidey swings forward while kicking. On hit it knocks the opponent airborne, but also sends them flying further away, so it is difficult to use in combos outside of the corner.

Spider Sting
Assist Y
Damage Startup Active Recovery
80,000 35 21 137, 107
On Hit On Block Guard Properties
- - Mid Strk.png

THC Hyper: Crawler Assault. Like most DP-style assists, it lacks invincibility, has poor horizontal range, and knocks opponents high into the air on hit.

Spider Sting is notable as a Crossover/Alpha Counter assist, as it gains a decent amount of invincibility when used this way. Spidey can not use his "Spider Bite" follow-up attack when using Spider Sting as an Alpha Counter, but he can still can cancel it at any point into Web Glide (X+S) in order to convert into a full combo.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
43,000 4 3 9
On Hit On Block Guard Properties
+2 +1 Mid Rpdfire.png

-

Stand Medium
5M
Damage Startup Active Recovery
60,000 8 3 15
On Hit On Block Guard Properties
+1 -1 Mid -

-

Stand Heavy
5H
Damage Startup Active Recovery
70,000 10 6 24
On Hit On Block Guard Properties
-6 -8 Mid -

-


Crouching Light
2L
Damage Startup Active Recovery
40,000 6 2 11
On Hit On Block Guard Properties
+1 0 Low Rpdfire.png

-

Crouching Medium
2M
Damage Startup Active Recovery
57,000 5 6 18
On Hit On Block Guard Properties
-5 -7 Mid -

Note: Not a Low.

Crouching Heavy
2H
Damage Startup Active Recovery
67,000 10 7 37
On Hit On Block Guard Properties
- -22 Low Strk.png, Softknockdown.png

-


Launcher/Special
S
Damage Startup Active Recovery
80,000 9 4 26
On Hit On Block Guard Properties
Launch -8 Mid Launch.png, Nocancel.png

-

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
44,000 5 3 22
On Hit On Block Guard Properties
+11 +10 OH -

Works as an instant overhead against normal-sized characters, although follow-ups without assists or X-Factor are not possible.

Jumping Medium
j.5M
Damage Startup Active Recovery
60,000 7 4 17
On Hit On Block Guard Properties
+16 +14 OH -

Works as an instant overhead against normal-sized characters, although follow-ups without assists or X-Factor are not possible.

Jumping Heavy
j.5H
Damage Startup Active Recovery
70,000 10 8 16
On Hit On Block Guard Properties
+19 +17 OH -

-

Jumping Special
j.5S
Damage Startup Active Recovery
78,000 9 8 11
On Hit On Block Guard Properties
+16 +14 OH Aircombofinisher.png

-

Command Normals

Walljump
While back-jumping against a wall, [9]
Damage Startup Active Recovery
- 8 - -
On Hit On Block Guard Properties
- - - -

If Spidey jumps against the edge of the stage, he can bounce off of it, giving himself additional height and speed. Spider-Man is trapped in the walljump animation for 8 frames when he initiates it. After those 8 frames, he can freely move and attack again.


Special Moves

Web Glide
X+S
Damage Startup Active Recovery
20,000 16 (aimed Up), 18 (aimed down) Until contact 0
On Hit On Block Guard Properties
+19 +17 Mid Airok.png, Otg.png, Priority: Low, Durability: 1

Spider-Man shoots a string of web, which travels until it makes contact with an edge of the stage or an opponent, then uses it to rapidly full himself in that direction. Web Glide can be aimed by holding a direction at the time of input.

On the ground, it be shot at an up-forward angle if done with a neutral input, or while holding [2], [3], [6], or [9]. It can be shot at an up-back angle by holding [1], [4], or [7]. Holding [8] will cause Spidey to fire the web straight upwards.

In the air, it can be shot at a down-forward angle if done with a neutral input, or while holding [2], [3], or [6]. It can be shot at an up-forward angle by holding [9] or [8]. It can be shot at an up-back angle by holding [7], and it can be shot at a down-back angle by holding [4] or [1].

Web Glide has two important properties that make it an extremely important and powerful tool:

  • Spider-Man can cancel any of his other special moves - with the exception of Web Throw - into Web Glide. This cancel can be done at any point in the move, on hit block or whiff, including kara-canceling the special's startup before it even becomes active. Spider-Man can even cancel his Crossover Counters into Web Glide before even touching the ground.
  • As soon as Web Glide makes contact with an opponent or the stage, Spider-Man instantly recovers. Despite the appearance of being pulled by Web Glide, Spidey is in a fully neutral state and can freely attack or block with zero frames of recovery.

Web Glide is not only a fantastic mobility option and combo tool, but important for Spidey's pressure and neutral as it allows him to remain non-commital. Spider-Man can safely harass opponents with his normals and other specials. When momentum starts to turn in his favor, Web Glide lets him quickly close the distance to start a mixup or combo. If things start to become more dangerous, Spidey can cancel his attacks into Web Glide to quickly escape to safety.

Spider-Man can only perform one Web Glide per airborne state. Afterwards, he can not perform Web Glide again until he returns to the ground.


Web Ball
236X
L
Qcf.png + L.png
Damage Startup Active Recovery
10,000 16 - 29
On Hit On Block Guard Properties
+5 -13 Mid Airok.png, Cptr.png, Priority: Low, Durability: 5
M
Qcf.png + M.png
Damage Startup Active Recovery
10,000 22 - 33
On Hit On Block Guard Properties
10 -17 Mid Airok.png, Cptr.png, Priority: Low, Durability: 5
H
Qcf.png + L.png
Damage Startup Active Recovery
10,000 28 - 38
On Hit On Block Guard Properties
+15 -22 Mid Airok.png, Cptr.png, Priority: Low, Durability: 5

Spider-Man shoots a small projectile that travels directly forwards. On hit, the opponent is placed into a Capture state where they are encased in web. If the projectile hits an airborne opponent, they will still be placed in a Capture state, but will slowly float towards the ground and recover immediately upon reaching it.

Button strength affects the projectile speed and capture duration. L version travels the slowest, while H version travels the fastest. L version Captures for 34 frames, M version for 43 frames, and H version for 53 frames.

Web Ball is a respectable long-range tool alongside its Air version. It's lengthy recovery can be mitigated by canceling into Web Glide, although be careful not to cancel too early or the projectile will not come out. The L version is particularly notable because its slow travel speed allows Spidey to travel alongside it, covering his own approach.

Air Web Ball
j.236X
L
(in air) Qcf.png + L.png
Damage Startup Active Recovery
10,000 18 - 29
On Hit On Block Guard Properties
- - Mid Cptr.png, Priority: Low, Durability: 5
M
(in air)Qcf.png + M.png
Damage Startup Active Recovery
10,000 22 - 35
On Hit On Block Guard Properties
- - Mid Cptr.png, Priority: Low, Durability: 5
H
(in air)Qcf.png + L.png
Damage Startup Active Recovery
10,000 26 - 35
On Hit On Block Guard Properties
- - Mid Cptr.png, Priority: Low, Durability: 5

Air version of Web Ball. Halts any aerial momentum Spider-Man previously had, and causes him to perform a small "hop" backwards during the startup. Heavier button strengths cause a larger hop. The projectile is fired at a down-forward angle, instead of straight ahead. This angle is very difficult for most characters to maneuver around, so it is a respectable zoning option. This is especially true when used alongside Web Glide to cancel the move's recovery and prevent Spider-Man from being stuck in any one position for too long.

Button strength differences are identical to the ground version, with heavier versions having longer startup and traveling faster, but causing a longer Capture state. As with the grounded version, L captures for 34 frames, M captures for 43 frames, and H captures for 53 frames.


Spider Sting
623X
L
Dp.png + L.png
Damage Startup Active Recovery
70,000 7 21 20
On Hit On Block Guard Properties
-1 -19 Mid Strk.png
M
Dp.png + M.png
Damage Startup Active Recovery
80,000 9 21 26
On Hit On Block Guard Properties
-5 -25 Mid Strk.png
H
Dp.png + H.png
Damage Startup Active Recovery
90,000 11 21 44
On Hit On Block Guard Properties
-23 -43 Mid Strk.png

Uppercut special. Spidey punches upwards, carrying both himself and his opponent (on hit) into the air. Has no invincibility, but is decently fast.

By itself, this special is unremarkable. However, it has a special follow-up attack - Spider Bite (see below), and can also be canceled into Web Glide. These cancel options make Spider Sting a useful combo tool.

Spider Bite
(During Spider Sting) > H
Damage Startup Active Recovery
45,000 3 3-8 Until Grounded +1
On Hit On Block Guard Properties
- - Mid Groundbounce.png

Follow-up attack to Spider Sting. Spidey spikes the opponent back down towards the ground, causing a Ground Bounce on hit. Afterwards, Spider-Man lands on the ground and can continue the combo with crouching normals of his choice. The window to input Spider Bite is approximately 5 frames wide, which can be finicky to time correctly.


Web Swing
421X
L
Rdp.png + L.png
Damage Startup Active Recovery
70,000 12 10 6
On Hit On Block Guard Properties
+15 +6 Mid (OH in air) Airok.png, Strk.png
M
Rdp.png + M.png
Damage Startup Active Recovery
80,000 16 16 6
On Hit On Block Guard Properties
+9 0 Mid (OH in air) Airok.png, Strk.png
H
Rdp.png + H.png
Damage Startup Active Recovery
90,000 20 20 2
On Hit On Block Guard Properties
- 0 Mid (OH in air) Airok.png, Strk.png

Spider-Man swings from a web, while kicking in front of himself. Afterwards, Spidey recovers very quickly in an airborne state and can follow up with aerial normals.

Can be done on the ground or while airborne, and is identical except that the aerial version hits Overhead. It is possible to Tiger Knee the motion input (4217X) in order to perform Web Swing just off the ground for an "instant" overhead.


Web Throw
63214X
L
Hcb.png + L.png
Damage Startup Active Recovery
50,000 x2 + 100,000 20 - 27
On Hit On Block Guard Properties
- -15 Mid Hardknockdown.png, Priority: Low, Durability: 3
M
Hcb.png + M.png
Damage Startup Active Recovery
35,000 x2 + 75,000 16 - 26
On Hit On Block Guard Properties
- -10 Mid Hardknockdown.png, Priority: Low, Durability: 3
H
Hcb.png + H.png
Damage Startup Active Recovery
35,000 x2 + 75,000 14 - 25
On Hit On Block Guard Properties
- -4 Mid Hardknockdown.png, Priority: Low, Durability: 3

Spider-Man shoots out a string of web - similar to the one used in Web Glide - and attempts to capture the opponent with it. L version is fired directly forward. M version is fired at an anti-air up-forward angle, and H version is fired straight up.

On hit, Spidey pulls the opponent into a brief throw animation where they are swung around, dealing heavy damage, and then chucked a good distance away behind Spider-Man.

The throw sends the opponent high into the air before they eventually fall down for a Hard Knockdown. If Spidey throws the opponent into the corner, it is relatively easy to catch them with a crouching normal before they hit the ground, and continue the combo. If Web Throw sends the opponent flying midscreen, it is still possible - but very difficult - to chase down the opponent with 3+ very fast Plink Dashes and catch them with a 2M before they reach the ground. Being able to pursure a midscreen Web Throw, catch the opponent, and continue the combo into another Web Throw is the foundation for "Web Throw Loops", which are Spidey's primary way to deal high damage.


Hyper Combos

Maximum Spider
The move that all those other hypers are named after.
236XX (1 bar)
Damage Startup Active Recovery
50,000 + 15,000 x13 + 170,000 7 ~ 23 + 4 8 ~ 11 68
On Hit On Block Guard Properties
- -54 Mid Invuln before flash, Airok.png, Hardknockdown.png

Spider-Man leaps backwards, clinging to the wall behind him. After the super flash, he kicks off the wall, rapidly flying towards the opponent. If he hits them, they are pulled into a short cinematic where Spidey hits the opponent with a series of attacks, ending with a heavy stomp that causes a Hard Knockdown.

Due to the nature of this hyper, the effective startup between when the hyper is input and when it connects with the opponent can vary greatly. If Spidey is too far from the wall, this hyper can take a very long time to actually connect, although Web Throw and H Web Swing can consistently combo into this hyper from any screen position.

Spidey is invincible while ascending towards the wall. Like the startup itself, the specific duration of the invuln frames depends on his screen position. It can function as a reversal, since once Spidey's invincibility wears off he is high enough up to evade the opponent's other attacks.

As Spidey delivers the final kick during the cinematic, he appears on the opposite side of the opponent. If the hyper is DHC'd during this window, the oncoming character will also appear on the opposite side. If the hyper is completed normally, Spider-Man will return to the original side as he lands on the ground.


Crawler Assault
623XX (1 bar)
Damage Startup Active Recovery
40,000 x7 ~ x15 + 150,000 20 + 4 66 41
On Hit On Block Guard Properties
- -25 Mid Invuln until frame 26, mashable, Wallbounce.png into Hardknockdown.png

Spidey advances forward while repeatedly swiping in front of himself. He ends with a large, strike that causes a Wall Bounce. When fully mashed, this hyper's total damage is very high for a Level 1 hyper and, combined with Spidey's high minimum damage scaling for hypers, it is a very damaging combo ender. However, it's lengthy startup and ground-only nature can make it challening to combo into.

Although all of Spidey's hypers have at least some invincibility, Crawler Assault is the only one whose invuln lasts until after the attack is active. It's a solid reversal, and can be used as a counter-call to an opponent's (invincible) hypers.

If this hyper is done midscreen, the extra time it takes for the opponent to reach and bounce off the wall gives Spidey time to recover and catch the opponent with a dash-up 2M before they land.


Ultimate Web Throw
63214XX (1 bar)
Damage Startup Active Recovery
300,000 ~ 334,000 29+3 15 76
On Hit On Block Guard Properties
- - Airthrow Invuln until frame 20, mashable, Hardknockdown.png

Spidey leaps into the air and produces a large area of web in the space in front of him. This is an anti-air command grab and, on a successful throw, pulls the opponent into a cinematic where they are dealt damage and slammed into the ground for a Hard Knockdown. During the cinematic, Spidey can "mash" by spinning the stick in order to increase the damage of the hyper. The Hard Knockdown can be picked up to start a combo by using the OTG of Air Web Glide. (j.3X+S)

This hyper is extremely powerful and one of Spidey's best tools. Although it is too slow to be a reliable anti-air in neutral, it can very easily be used for resets, guard breaks, and other dangerous - often inescapable - setups. Simply tapping the opponent with a light normal that causes them to tech out into the air and going into Ultimate Web Throw can catch them just as their throw protection wears off. On incoming, tagging an opponent with a fast attack will forfeit their throw immunity, leaving them vulnerable to this hyper and often unable to move away in time. It can also be used as anti-Dark Phoenix tech, as she is airborne when her Dark form activates, and therefore can be captured.

DHCing into this hyper will skip its lengthy pre-flash startup, which makes it much easier to use as an anti-air and also further expands its potential for Guard Break setups.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Spidey picks up the opponent and chucks them a short distance away. Without specific assists, follow-up combos are not possible outside of the corner.

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Similar to Spidey's ground throw, chucking the opponent a decent distance away towards the ground. Unlike ground throw, Spidey can consistently pick up solo by using down-forward Web Glide OTG.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 6 24
On Hit On Block Guard Properties
- -8 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 34
On Hit On Block Guard Properties
- -16 OH Softknockdown.png

-


Team Position

Spider-Man is typically run as a Point character. Although Spidey has decent solo damage, it scales very well with assists that can extend his ability to relaunch deeper into a combo, or allow for additional reps of his Web Throw loops. He also appreciates having standard zoning assists to support his keepaway game in neutral.


While his assists are quite poor, Spidey does have some utility when placed in the Second position. This is mainly due to his strong DHC options. DHCing to Ultimate Web Throw skips its lengthy pre-flash startup, giving any character access to a 3f airthrow with a massive hitbox. Effectively, this is a "delete this airborne character" button for two meter, and can be used in neutral, as a reset, or as an oncoming guard break.

Notable Synergies

Doctor Doom: Doctor Doom - specifically with Hidden Missiles assist - is Spider-Man's most important synergy. Not only are Missiles a great neutral assist, their ability to hit OTG twice (on the way up and on the way down) gives Spider-Man access to several more reps of his Web Throw loop, significantly increasing his damage. Spider-Man can also use Web Throw to set up hard tag combos, but only to characters with fast OTG attacks (like Doom).

Players to Watch: Airborne (Spidey/Doom/Strange), Murkman (Magneto/Spidey/Doom), Brightside (Spidey/Dorm/Doom), BottleofMoe (Spidey/Dorm/Doom), AT Geobraun (Spidey/Doom/Hawkeye), MameSpider (Spidey/Doom/Vergil), Xero18 (Spidey/Dorm/Doom), Milky (Spidey/Dante/Doom)

Dormammu: Maximum Spider is notoriously difficult to DHC out of, as it ends with the opponent knocked down, but DHCing any earlier will cause the opponent to spin out high in the air. Dormammu's Stalking Flare hyper is one of the few that can connect for full damage after a Maximum Spider DHC, as it has indefinite duration. This also gives Dorm an exceptional amount of time to cast spells (214L/214M) and possibly also hard tag back to another character. Like Doom, Dormammu can pick up after a Web Throw -> Hard Tag combo from Spidey, using his OTG Purification (623X). Dark Hole is also a generically great assist that Spider-Man can utilize in neutral and as a combo extender.

Players to Watch: Brightside (Spidey/Dorm/Doom), BottleofMoe (Spidey/Dorm/Doom), Xero18 (Spidey/Dorm/Doom)

Magneto: Magneto is exceptionally good at setting up Ultimate Web Throw unblockables for Spidey. His "Hyper Gravitation" special causes extremely short blockstun, forfeiting the opponent's throw immunity on incoming but forcing them to leave blockstun before they can reach the ground. He can then use Magnetic Tempest as a bridge to DHC into Ultimate Web Throw for a Guard Break. Setups like these can be consistently done off any snap or kill in the corner, allowing the Mag/Spidey shell to quickly snowball. Additionally, Magneto provides a fast ranged beam through his EM Disruptor assist, which can assist Spidey's neutral game.

Players to Watch: Murkman (Magneto/Spidey/Doom)

Other Players to Watch: Lilmonix3 (Spidey/Dante/Hawkeye), Broshadian (Spidey/Dante/Vergil), IPT Garrett (Spidey/Raccoon/Strange)

Combos

Solo Combos

2L > 2M > 2H xx 421L, j.5M > j.5M > j.5S, land, 5M > 5H xx 623L > H, 2H > 5S sjc. j.5M > j.5H xx j.421H xx j.236XX (583,000 for 1 bar, builds ~0.8 bars of meter.)

Video Timestamp. Basic BnB that does not incorporate Web Throw extensions.

2L > 2M > 5H xx 63214L, dash > jump > airdash > 3X+S, j.5S, land, 5M > 5H xx 63214M, dash > jump > airdash > 3X+S, j.5S, land, 5M > 2H > 5S sjc. j.5M > j.5M > j.5H xx j.421H xx j.236XX (673,000 for 1 bar, builds 1 bar of meter).

Video Timestamp. "Easy" way to extend combos using Web Throw. Is not considered a Web Throw Loop, as you do not catch the opponent before they reach a Hard Knockdown state. This results in more hitstun deterioration and thus shorter, less damaging combos than the real loops, but it is still a respectable route.

Web Throw Loops

It is possible for Spider-Man to chase down an opponent tossed by Web Throw and catch them with a crouching normal just before they hit the ground using very fast, precise Plink Dashing. The standard chasing methods are to either use three fast Plink Dashes into 2M, or two Plink Dashes into 2H. From there, Spider-Man can chain into another Web Throw, continuing the loop. Web Throw does fantastic damage and offers several routes for solo or assist-based extensions, so learning them is critical for playing Spider-Man at a competitive level. The most common solo Web Throw extensions are:

(Any Web Throw), Dash x3, 2M > 2H xx 63214M <br> (Any Web Throw), Dash x2, 2H xx 421L, j.5M > j.5M > j.5S, land, 2H xx 63214M <br> (Any Web Throw), Dash x3, 2M xx 623L > H, 63214L <br> (Any Web Throw into Corner), 63214L <br> (Any Web Throw into Corner), 2M > 2H > 5S sjc. 632147H (Tiger Knee)

This video shows standard confirms into various solo Web Throw loops.
This video is an examination of how many Web Throw loops are possible off various starters.

X-Factor Combos

TBW

Sample Team Combos

Spidey/Dorm/Doom
Spidey/HsienKo/Doom
Spidey/Iron Man
Spidey/Dante/Vergil
Converting ground throw with Dorm assist


Videos and External Resources

Hitbox Display


Setup / Mixup Videos

Guard Break setup examples using Ultimate Web Throw

Ambiguous cross-up after Snapback.

Alternate Colors

Parker colors.JPG