UMVC3/Spider-Man

From SuperCombo Wiki


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
  • Mobility: 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: Web Throw loops give Spidey fantastic damage potential and allow him to kill off most hits when supported by the proper assists.
  • UWT: Spidey's "Ultimate Web Throw" hyper is an airthrow with a large hitbox that allows for an OTG followup on hit. It enables some very dangerous mixups, resets, and even inescapable Guard Breaks.
  • Hard Tags: Spidey is of the best characters at setting up hard tag conversions with both Web Throw and Spider-Sting both giving more than enough time to swap out and follow up with another character.
  • Bad Normals: Although fairly quick, Spidey's normals have limited range and awkward hitboxes. They also sometimes fail to chain into each other properly.
  • Hard Execution: Spider-Man is a difficult character to play and he is largely outclassed unless you learn these difficult aspects. Without optimized Web Throw loops (which are very difficult to perform consistently), Spider-Man's damage is below average. His neutral and combo routes require lots of plink dashing and not much room for error, which can make him a frustrating character to play.
  • Selfish: Spidey's support is not great. His assists and DHCs are quite terrible and on top of that; he needs assists backing him up in order to get in. His poor support value combined with reliance on assists makes it necessary for him to be on point in order to perform well with the character.
  • Squishy: He has below average health, which makes getting hit even more punishing
UMVC3 Spider-Man Nameplate.png
UMVC3 Spider-Man Portrait.png
Health 900,000
Invulnerable Reversal(s) 236XX, 623XX, 63214XX
Grounded Magic Series Simple
X-Factor Damage Boost (1/2/3) 25% / 45% / 65%
X-Factor Speed Boost (1/2/3) 15% / 25% / 35%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
1 No 1-Way No Yes
Minimum Attack Scaling
Normals Specials Hypers
20 20 40

Move List

Assists

Web Ball
Assist A
UMVC3 Spider-Man 236X.png
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
UMVC3 Spider-Man 421X.png
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
UMVC3 Spider-Man 623X.png
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
UMVC3 Spider-Man 5L.png
Damage Startup Active Recovery
43,000 4 3 9
On Hit On Block Guard Properties
+2 +1 Mid Rpdfire.png

-

Stand Medium
5M
UMVC3 Spider-Man 5M.png
Damage Startup Active Recovery
60,000 8 3 15
On Hit On Block Guard Properties
+1 -1 Mid -

Because Spidey hops so high into the air to perform this kick, it will whiff against many crouching characters, making it risky to throw out or use for pressure.

Stand Heavy
5H
UMVC3 Spider-Man 5H.png
Damage Startup Active Recovery
70,000 10 6 24
On Hit On Block Guard Properties
-6 -8 Mid -

-


Crouching Light
2L
UMVC3 Spider-Man 2L.png
Damage Startup Active Recovery
40,000 6 2 11
On Hit On Block Guard Properties
+1 0 Low Rpdfire.png

-

Crouching Medium
2M
UMVC3 Spider-Man 2M.png
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
UMVC3 Spider-Man 2H.png
Damage Startup Active Recovery
67,000 10 7 37
On Hit On Block Guard Properties
- -22 Low Strk.png, Softknockdown.png

-


Launcher/Special
S
UMVC3 Spider-Man 5S.png
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
UMVC3 Spider-Man jL.png
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
UMVC3 Spider-Man jM.png
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
UMVC3 Spider-Man jH.png
Damage Startup Active Recovery
70,000 10 8 16
On Hit On Block Guard Properties
+19 +17 OH -

-

Jumping Special
j.5S
UMVC3 Spider-Man jS.png
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]
UMVC3 Spider-Man Walljump.png
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
UMVC3 Spider-Man XS.png
UMVC3 Spider-Man 8XS.png
UMVC3 Spider-Man jXS.png
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: Minimum, 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-committal. 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
UMVC3 Spider-Man 236X.png
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 + H.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
UMVC3 Spider-Man j236X.png
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 + H.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
UMVC3 Spider-Man 623X.png
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
UMVC3 Spider-Man 623XH.png
Damage Startup Active Recovery
50,000 3 3-8 Until Grounded +1
On Hit On Block Guard Properties
- - OH 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
UMVC3 Spider-Man 421X.png
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
UMVC3 Spider-Man 63214X.png
UMVC3 Spider-Man 63214X Throw.png
"See ya later!"
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 pursue 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)
UMVC3 Spider-Man 236XX Hit.png
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)
UMVC3 Spider-Man 623XX.png
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, scales by 0.91

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 challenging 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)
UMVC3 Spider-Man 63214XX.png
UMVC3 Spider-Man 63214XX Throw.png
Damage Startup Active Recovery
300,000 ~ 338,000 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.

Due to a glitch, this hyper does not count as a "hit" for combo purposes, so your OTG followup afterwards will be considered the first hit and therefore unscaled.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 Spider-Man GroundThrow.png
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
UMVC3 Spider-Man AirThrow.png
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
UMVC3 Spider-Man 5H.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
UMVC3 Spider-Man HardTag.png
Damage Startup Active Recovery
30,000 - 20 34
On Hit On Block Guard Properties
- -16 OH Softknockdown.png

-


Air Exchange
(During a Launcher Combo) U.png / F.png / B.png / D.png + S.png
Up
U.png + S.png
Damage Startup Active Recovery
35,000 7 10 -
On Hit On Block Guard Properties
- - - -
Side
F.png / B.png + S.png
Damage Startup Active Recovery
35,000 7 10 -
On Hit On Block Guard Properties
- - - Forcedwallbounce.png
Down
D.png + H.png
Damage Startup Active Recovery
50,000 10 8 -
On Hit On Block Guard Properties
- - - Forcedgroundbounce.png

Notes - When TAC'ing INTO Spider-Man, base damage from his attack is 60,000.

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)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Spider-Man Color 1.png UMVC3 Spider-Man Color 2.png UMVC3 Spider-Man Color 3.png UMVC3 Spider-Man Color 4.png UMVC3 Spider-Man Color 5.png UMVC3 Spider-Man Color 6.png UMVC3 Spider-Man Color Alt.png