Basic moves:
Web ball: D, DF, F+any P (useable in air)
Web swing: D, DB, B+any K (useable in air)
Spinder sting: F, D, DF, F+any P
Web grab: F, DF, D, DB, B+any P
(QK grabs low, FP grabs upward)
Supers:
Crawler assault: D, DF, F+2 K
Ultimate Web throw: F, DF, D, DB, B+2 P (get close)
Maximum Spider: D, DF, F+2 P (useable in air)
Combos:
(Processing)
Advanced combos:
1 - (Jump in) QP, QK, MP/FP (Land) QK, MK, FP, Fierce Spider Sting (Cancel) Maximum Spider
Strategy:
  An old favorite of mine. Tho Webhead's lost some of the damage he was once capable of, speed alone is enuff to keep his head above the water. His air combos are his true strength. By the end of a normal air combo, you can cross up a confused opponent and start up another assault. If you don't do his sweep move very often, you can catch the opponent off guard by sweeping and starting the Crawler assault. To eliminate the possibilities of escape it can also be done while the opponent is standing by doing a standing FK before the move, but the cancelation must be timed just right. Dashing is a no-no when trying to perform this combo, and you can't go to FK from MK, or the space between you and the opponent will be too much for the first hit of the Crawler assault to connect, thus givin the opponent time to block.

Best assist: Capture (Web ball)

While battling a large opponent: Quick instincts and close range attacks, throwing is very easily done with Spidey just look out for specials and lil assists.

While battling a small opponent: Low attacks, Crawler assaults, Web balls, Web swings, and quick instincts. Otherwise they will be too much for you, especially if you can't keep up with them.

While battling an average opponent: Speed is on your side, keep a close range distance but be patient, you don't wanna get setup for any bullshit attacks. Look out for low attacks and only use the Spider sting attack when you know it's gonna connect.
Back