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 |
---|---|
|
|
Unique Movement
Spider-Man has a unique substitute for an airdash in Web Glide (X+S) that he can cancel any of his cancellable normals and all of his special moves, except web throw, into. This allows him to remain extremely mobile and evasive while attacking an move very unpredictably. Additionally, Spider-Man can cancel the airborne startup frames of Cross-over Counter into Web Glide before he lands as well as cancelling all of his assists as CCs after landing.
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
10,000 | 40 | - | 121, 91 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 44 | 20 | 114, 84 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 35 | 21 | 137, 107 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Invuln (as Crossover Counter) frames 1 - ???, Fixed Hitstun |
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
Damage | Startup | Active | Recovery |
---|---|---|---|
43,000 | 4 | 3 | 9 |
On Hit | On Block | Guard | Properties |
+2 | +1 | Mid | ![]() |
- |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 10 | 6 | 24 |
On Hit | On Block | Guard | Properties |
-6 | -8 | Mid | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 | 6 | 2 | 11 |
On Hit | On Block | Guard | Properties |
+1 | 0 | Low | ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
57,000 | 5 | 6 | 18 |
On Hit | On Block | Guard | Properties |
-5 | -7 | Mid | - |
Note: Not a Low. |
Damage | Startup | Active | Recovery |
---|---|---|---|
67,000 | 10 | 7 | 37 |
On Hit | On Block | Guard | Properties |
- | -22 | Low | ![]() ![]() |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 9 | 4 | 26 |
On Hit | On Block | Guard | Properties |
Launch | -8 | Mid | ![]() ![]() |
- |
Aerial Normals
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. |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 10 | 8 | 16 |
On Hit | On Block | Guard | Properties |
+19 | +17 | OH | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
78,000 | 9 | 8 | 11 |
On Hit | On Block | Guard | Properties |
+16 | +14 | OH | ![]() |
- |
Command Normals
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
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 | 16 (aimed Up), 18 (aimed down) | Until contact | 0 |
On Hit | On Block | Guard | Properties |
+19 | +17 | Mid | ![]() ![]() |
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:
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. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
10,000 | 16 | - | 29 | |
On Hit | On Block | Guard | Properties | |
+5 | -13 | Mid | ![]() ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
10,000 | 22 | - | 33 | |
On Hit | On Block | Guard | Properties | |
10 | -17 | Mid | ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
10,000 | 28 | - | 38 | |
On Hit | On Block | Guard | Properties | |
+15 | -22 | Mid | ![]() ![]() | |
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. |
L (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
10,000 | 18 | - | 29 | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
M (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
10,000 | 22 | - | 35 | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
H (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
10,000 | 26 | - | 35 | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
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. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
70,000 | 7 | 21 | 20 | |
On Hit | On Block | Guard | Properties | |
-1 | -19 | Mid | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
80,000 | 9 | 21 | 26 | |
On Hit | On Block | Guard | Properties | |
-5 | -25 | Mid | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 11 | 21 | 44 | |
On Hit | On Block | Guard | Properties | |
-23 | -43 | Mid | ![]() | |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 3 | 3-8 | Until Grounded +1 |
On Hit | On Block | Guard | Properties |
- | - | OH | ![]() |
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. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
70,000 | 12 | 10 | 6 | |
On Hit | On Block | Guard | Properties | |
+15 | +6 | Mid (OH in air) | ![]() ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
80,000 | 16 | 16 | 6 | |
On Hit | On Block | Guard | Properties | |
+9 | 0 | Mid (OH in air) | ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 20 | 20 | 2 | |
On Hit | On Block | Guard | Properties | |
- | 0 | Mid (OH in air) | ![]() ![]() | |
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. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 x2 + 100,000 | 20 | - | 27 | |
On Hit | On Block | Guard | Properties | |
- | -15 | Mid | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
35,000 x2 + 75,000 | 16 | - | 26 | |
On Hit | On Block | Guard | Properties | |
- | -10 | Mid | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
35,000 x2 + 75,000 | 14 | - | 25 | |
On Hit | On Block | Guard | Properties | |
- | -4 | Mid | ![]() | |
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
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, ![]() ![]() |
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. |
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, ![]() ![]() |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
300,000 ~ 338,000 | 29+3 | 15 | 76 |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | Invuln until frame 20, mashable, ![]() |
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
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 6 | 24 |
On Hit | On Block | Guard | Properties |
- | -8 | Mid | Snapback |
Animation and hitbox based on 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | - | 20 | 34 |
On Hit | On Block | Guard | Properties |
- | -16 | OH | ![]() |
- |
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 |
---|---|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |