Marvel VS Capcom 2: New Age of Heroes
Spiderman FAQ Version 1.1 - Last Updated 14 April 2000
FAQ written by Beta (beta@nettaxi.com)
Do not use any part of the material in this FAQ without prior consent
of the author.
FAQ © 2000 by Beta Productions.
Any Contribution is welcome and credits will be given.
-------------------
Version History
-------------------
1.0 - The first appearence of Spiderman FAQ.
1.1 - Corrected some wrong information (sticking in the wall, for example)
and some new additions, namely how to catch your opponent with
Alpha assist type (Web Ball), as well as a new cheesy air combo in
the strategies section.
-------------------
Credits
-------------------
Zhen, aka Da-Z (meditate70@hotmail.com) - For the cheesy air combo ending
with Jab Web Ball, for how to catch your enemy with the Web Ball assist
as well as some sugestions for additions in the FAQ. In my opinion he is a
quite seasoned Spidey player.
GameFAQs (www.gamefaqs.com) - For hosting my FAQ. Any updates of this FAQ
can be found there.
You - For reading this FAQ
========================
CONTENTS
========================
1) INTRODUCTION
2) NOTATIONS
3) BASIC ATTACKS
4) SPECIAL MOVES
5) HYPER COMBOS
6) ASSIST TYPES
7) STRATEGY
8) VS HUMAN
9) VS ABISS
========================
INTRODUCTION
========================
First of all, this is my first FAQ so please bear with me. This FAQ is more
focused on how to use Spiderman, at least effectively, so you will not find
any irrelevant information such as colours, win poses, etc. It is also
considered that the reader has some experience with the game and understands
most basics with ease. For beginers information, there are many other FAQs
in www.gamefaqs.com.
Spiderman is a pressure character, with above average speed, range and
priority. People like to call him a dialler, as most combos involve pressing
the buttons in an order. However, in order to get most out of him, a more
sensible approach is required, other dash in madly for air combos.
========================
NOTATIONS
========================
The following notations are assuming that the player is facing right:
UB U UF
Jab Fierce Assist 1 __
( ) ( ) ( ) / \
B \__/ F
Short Roundhouse Assist 2 ||
( ) ( ) ( ) ||
DB D DF
Due to the new buttons configuration, in order to get Strong you have to tap
Jab twice and to get Forward you have to tap Short twice. In order words,
Strong and Forward are only used in combos.
S - Standing
C - Crouching
J - Jumping
* -> * - Do one thing after another
*, * - Do one thing quickly after another
* + * - Press both buttons together
OTG - Off The Ground (ie hit the opponent before he can get up)
Air - Can be done in air
========================
BASIC ATTACKS
========================
Standing Jab - Spiderman sticks his left hand out to jab the opponent's chest
(or head, in Rockman's case). Pretty fast and ok for a poke, but I'll use
Crouching Short any time of the day. Can be used to add a little spice to a
ground chain (ie S.Jab -> C.Foward -> S. Roundhouse).
Usefulness [**---]
Crouching Jab - Spiderman sticks out his right hand to punch the opponent
foot. Same use like Standing Jab.
Usefulness [**---]
Jumping Jab - A diagonally down punch from the air. Useful as a starter for
both Air Combos or multi-hit jump ins.
Usefulness [***--]
Standing Short - Spiderman sticks his left leg out to kick the opponent's
midsection. Also pretty fast and ok for a poke, but still, I'll use Crouching
Short. Can be used to vary the ground chain like Standing Jab.
Usefulness [**---]
Crouching Short - Probably his most important ground poke, as it hits low,
meaning that the opponent has to block low or eat a big combo (Spiderman is
a combo machine, right?). It also have decent range and priority. Best used
after a dash for a surprise attack, however don't become too predictable with
t. More tactics are discussed in Strategies section.
Usefulness [****-]
Jumping Short - Similar in properties to Jumping Jab. In fact, Spiderman's
four weaker jumping move aren't that exciting at all, they are just used to
do the 5 hit air combo.
Usefulness [**---]
Standing Strong - Can be done by DF.Fierce. Spiderman does a uppercut with
his left hand. His launcher. Has more vertical range and less horizontal
range compared to his standing Roundhouse, and does not launch the opponent
too high. A full 5 hit air combo can be done, however you must press the
buttons very quickly. Don't rely on it to much as you always have the
Standing Roundhouse.
Usefulness [***--]
Crouching Strong - An upwards arm swing, useful to set up Crouching
Roundhouse OTG combos (eg C.Short -> C.Strong -> C.Roundhouse -> Crawler
Assault OTG).
Usefulness [**/--] (two and half stars)
Jumping Strong - Uppercut in the air, but as you can't use it alone, it is
only used in Combos.
Usefulness [**---]
Standing Forward - Spiderman does a funny kick with his left leg. Useless I
may add, maybe perhaps used in a ground chain which ends with a OTG combo
Usefulness [**---]
Crouching Forward - Spiderman's bread and butter mini-launcher which sets up
perfectly for the Standing Roundhouse and Air Combo. Make yourself the habit
of tapping C.Short -> C.Forward (well, actually it is the same button) ->
S.Roundhouse and follow with an air combo. However, use Crouching Strong to
set up the OTG because Crouching Roundhouse usually misses after Crouching
Forward.
Usefulness [****-]
Jumping Forward - Same properties as Jumping Strong. Use it in combos.
Usefulness [**---]
Standing Fierce - Spiderman does a right hand strike so fast and powerful
that ionises the gas molecules, forming a white arc around his hands (well,
sort off). A move with decent range, but not that useful to end a ground
chain, unless you want to knock the opponent to the other side of the screen.
OK for a surprise poke, I suppose, but you have better tactics.
Usefulness [**---]
Crouching Fierce - Spiderman uses does an elbow strike with his right elbow.
A decent move but if you have the Roundhouse, why bother?
Usefulness [**---]
Jumping Fierce - One of the better Air Combo Finishers, as you come down
behind your opponent. More about this in strategies section. As a jump in
attack it is also pretty good. Use this when your jump in ends above your
opponent.
Usefulness [****-]
Standing Roundhouse - The most powerful move in Spiderman's Arsenal.
Spiderman does a summersault and kicks with both his legs. It is an
air launcher, which means you can only launch airborne enemies. However,
in a ground chain you can set it up with Crouching Forward and it has
quite a good priority over a lot of air attacks. Useful, but do not abuse it.
Usefulness [*****]
Crouching Roundhouse - A slow roundhouse trip, used to set up an OTG combo
(probably the only way to combo his Crawler Assault on his own). Only use
it in a chain, as its recovery time is not the best in the world.
Usefulness [***--]
Jumping Roundhouse - Another great move. Spiderman does a two leg attack at
45 degrees down. It is the safest Air Combo Finisher because it kicks the
opponent far to the side of the screen. It is also a highly prioritised jump
in attack. Use it when you are diagonally above your enemy in jump ins.
Usefulness [****-]
========================
SPECIAL MOVES
========================
Web Ball - D, DF, F + Jab or Fierce (Air)
Spiderman shoots a ball of web liquid and if it hits, the opponent will be
freeze in a cocoon for some time, open to an attack. Jab version is quick
to come out, but does not freeze the enemy long enough for an attack
(perhaps if you are very near and very quick). Fierce version is slow to come
out, but leaves the opponent freeze long enough for a dash and jump in combo.
However, it takes so long to come out that in should only be done in the
air. You can only do one Web Ball in a super jump, as opposed to, for
example, Ryo's Hadokens.
Usefulness [***--]
Web Swing - D, DB, B + Short or Roundhouse (Air)
Spiderman shoots a line of web and does a swing (like in the comics). OK
damage and can OTG. The difference between Short and Roundhouse are speed
and range. Short is faster but has lower range while Roundhouse is slower
but has a higher range. Both versions can be used to OTG and Short version
can be used to finish an Air Combo. Beware you cannot do multiple air
Web Stings as before.
Usefulness [**---]
Web Throw - F, DF, D, DB, B + Jab or Fierce
Spiderman throws a line of web and if it hits an opponent in 2/3 screen
length, he holds the line and swings the opponent around. Good damage, but
slow to come out and it seems that you can no longer mash the buttons to
rotate your opponent faster as before. Jab goes in front and Fierce goes
45 degrees up. Still has some use in mind games, more discussed in
strategies.
Usefulness [**---]
Spider Sting - F, D, DF + Short or Roundhouse
A dragon punch type move. If it hits, tap the button a second time for
another punch to send the enemy down to ground. Jab goes about one screen
high and Fierce one and half screen. High priority and should be used
sparingly against people with high priority jump ins to teach them to stay
in ground.
Usefulness [**---]
Air Dash - F, F or Jab + Fierce in the air
Not exactly a special move but Spiderman can Air Dash to escape tight
situations such as corners or go behind somebody doing a beam super
(eg Ryo's Shinku Hadoken). Spiderman shoots a line of web similar to web
sting, but instead of kicking, he just swings forwards. Not a very fast
dash and not very offensive. Use it more for evasive tactics.
Triangle Jump - tap F when against a wall
Spiderman can jump of a wall, useful only to escape corners in my oppinion
or to stay in the air a bit longer to avoid beam supers, but Air Dash will
work better.
========================
HYPER COMBOS
========================
Maximum Spider - D, DF, F + Jab + Fierce
Spiderman's trade mark super, however it seems to be toned down in this
incarnation. Spiderman jumps to one side of the wall, gathers some energy
and fires himself straitgh to the enemy and juggles him 5 times. Sometimes
you will land next to the opponent and you can OTG him by C.Short ->
S.Roundhouse -> Air Combo. Use it sparingly as if it misses, it has terrible
recover time. Use it as a counter to moves which leaves your enemy wide open
to counter (Ryo's Shinku Hadokens, hehe) or straitgh after a sucessful
Fierce Web Ball.
Usefulness [***--]
Crawler Assault - D, DF, F + Short + Roundhouse
Spiderman does a series of ground moves, which ends with a overhead kick
attack. Both startup and recover times aren't very great so use it with care.
Spiderman's only chipping supper, so when the enemy is down to a few
milimeters of health, use it! The only viable way to combo it is via an OTG
combo.
Usefulness [***--]
Ultimate Web Throw - D, DB, B + Jab + Fierce
Spiderman fakes jumping back and releases a big web trap. If it hits the
opponent, Spiderman takes him to the skies and rotates him some times before
releasing him and doing 1/3 healthbar's damage. Only useful to those who keep
blindly dashing to you with high priority pokes (Spiderman, Wolverin, Strider,
Chun-Li, etc). Recovery time is not too bad, but you don't want to waste a
super, right?
Usefulness [**---]
========================
ASSIST TYPES
========================
Alpha: Capture Type - Web Ball / Crawler Assault
Basically this is the most useful assist, even though it takes some time to
come out, but if sucessful, you will get a free combo. The easiset method
to catch people with the Web Ball is to call Spiderman when you are jumping
in midair to the other side of your enemy. When you land, you block and a
good player will try to combo you, but they will be caught in the Web Ball.
If block, they will get caught as well because you are not making any
attacks so they will not be in blocking stance.
Beta: Balance (?) Type - Web Swing / Crawler Assault
Not a very useful one because it leaves spiderman wide open. Not recomended.
Gamma: Anti-Air Type - Spider Sting / Crawler Assault
OK assit, but there are characters with better Anti-Air assist such as Guile
and Akuma.
========================
STRATEGY
========================
Finally it comes to my favourite part, focused on human matches (computer
is boring!). Everybody says Spiderman is a cheap gay bastard which requires
no competence in playing, appart from being able to dial combos. Even though
Spiderman is a combo based character, it takes a lot of mind games to
sucessfully win matches with him, specially now with the unlimited assist,
making dashing in and combo more dangerous than ever.
First we talk about zoning. Spiderman, as a combo character, works best at
near the opponent constantly giving him pressure so that he will make a
mistake which you can punnish. The standard dash in C.Short-> C.Foward ->
S.Roundhouse is mostly used, and if it connects, air combo, if not, finish
the chain with a Jab Web Ball. If it does not connect, fair enough, at least
you did some chip damage. Even though it connects, you don't have enough time
to combo him, but you did gain the psychological advantage and you can
continue pressure your opponent with the above tactic.
But don't get predictable, after 2 or 3 times, they will learn and react in
three forms:
1) Push guard - You will lose the momentary attacking advantage, but you can
still dash in again. Or if you feel like it, you can jump back and do some
Fierce Web Balls and then dash in again and pressure.
2) Jump to you - The first time he does this, you should block, but afterwords,
or if you predict that he will jump to you, do a Fierce Web Throw and you can
nail him. Vary between Web Balls and Web Throws. Sometimes you can even try to
use a Jab Web Throw after a blocked ground chain and they will sit there and
eat it.
3) Call a helper - This is by far the most dangerous situation. You will
probably get hit (unless you block in time) and lose the attacking edge.
However, you have your helpers too! Next time, dash in, lure him to use his
helper, use your helper, and dash in again (since you are probably pushed a
bit back) and do the ground chain.
Talking about helpers, I personally recomend you to team Spiderman with at
least one character with a wide range assist (both beam type or anti-air
type, such as Iceman or Guile). When you decide upon the order of your
characters, put Spiderman in the first place (since it does not require
supers to dish out damage) while leaving your main assist character to the
third place, so that even when your assist character takes damage and
Spiderman dies, you will not have to lose the red chunk of its life bar.
When the ground chain is getting a bit predictable and your opponent is
very patiently push blocking all you attacks, while waiting an oportunity
to nail you one big time, you should change your strategy. There are two
options I will consider:
1) Call a helper (a useful one like those that I mentioned above) and dash
in and instead of doing a ground chain, do a jump in, with either Fierce or
Roundhouse (as explained in normal attacks section). Then combo as usual.
2) Dash in, do a C.Short than walk to your enemy and throw him (it seems to
be very cheap but Spiderman has no other option against turtles. Does he have
an overhead?). Doing so will make your enemy angry and more likely to commit
mistakes.
Of course, against an extreme turtle, just taunt (Start + Short) to your
heart's contents, but not in the case if he has a beam super (Ryo again).
When jumpin in, if the other player sucessfully blocks all your jumpins, vary
by jumping in with J.Jab -> J.Short, etc, so that he will missblock your second
attack and you can combo away. If you see a big character, you can extend to
Strong, Foward and even Fierce (Sentinel, hehe). Remember now Spiderman can do
Zigzag (all 6 hits can be used) in air, so use it to your advantage.
Air combos: basically after launching your enemy, tap up and do J.Jab ->
J.Short -> J.Strong -> J.Foward -> one of the following:
1) J.Roundhouse - Your safest finisher, as it leaves you enemy far away from
you, and you still have time to taunt ^_^.
2) Short Web Swing - OK damage, but beware as it takes some time for you to
get down and your enemy gets down first. Not really recomended unless you want
to play with some style.
3) Throw - The timing is a bit harder now, but I believe it does the most damage.
4) Wait a split second then J.Fierce -> J.Roundhouse - I would just do J.Roundhouse
instead but if you want to rack up the combo meter, you can try this. Timing is a
bit hard.
5) Nothing - Not to be done too often. Your enemy will fall down first and you just
fall a bit after him, with perfect timing for a roundhouse which, if connected, leads
to another combo. Don't do it in a corner since Spiderman will do a triangle jump.
6) J.Fierce - After J.Fierce, your enemy lands first and you land exactly when he
gets up, so you have a few options afterwords:
a) J.Jab or J.Short, to catch him offguard and combo.
b) Land and C.Short than combo, if he learn to block high first.
c) Land and throw, if he learn to block sucessfully.
d) Land, C.Short, than walk in and throw, if he learns to throw you first (waking
characters have throwing priority).
If he learns how to avoid all those 4, you should mix your options every time you do
an air combo to make him guessing. However, if he learns simply jumpin after getting
up (and you cannot throw him), simple dash and C.Short to the place where he lands,
trying to catch him of guard, and if he again blocks, walk in and throw. (Hope that
he is not a master in getting off throws).
7) Jab Web Ball - This is a bit hard to connect, as you have to do the first 4
very quickly, or it will just miss completely or your opponent can block it
(although it is safe, but you wasted an opportunity). If it connects, the cocoon
will imediatelly explode, but you can then EASILY throw him for some NICE air
combo damage (the most you can do with Spiderman). However after once or twice,
an average player will try to nail you but repeately pressing jabs and shorts, but
since you are above him, if you expect him to do so, just use a J.Fierce and you
can certainly hit him. When he comes down to the ground, he will be bounced up
and be slightly above you. He will then mostly try to hit you back but you can
simply use S.Roundhouse to kick him up and combo again. He will be scared this time
and will block you after the Web Ball, so you can throw him again. By the time he
figures that he has to block your S.Roundhouse he will probably be dead, ha ha.
And if not, since he is blocking, dash in and pressure again with the ground chain.
Changing characters. People tend to change characters when the playing one is nearly
dying. In this case, do not continue and rush in in any attemp to pressure him to
death, because he can simply switch out when you dash in, hitting you, leading to
a possible juggle afterwords. So what do you do? Slow down, wait and crouch down and
wait for your opponent, because the slighest move will make him change the character.
If he sits there without doing anything and waiting for your dash, than simply walk
in and throw (now you understand the importance of throws, right?). As soon as you
keep calm, he will make a mistake and change character, which is free for you to
combo.
So how do you change? There are 5 safer ways to change.
1) The safest way is to do a counter by inputting B, DB, D + Assit 1 or 2 (depending
on the character you want to change). It wastes one Super bar but you can hit your
enemy and safely change.
2) Do a safe Delayed Super Combo (one that pushes your enemy away without too much
recovery time). Not really recommended, but it is still quite safe, and does some
chipping damage.
3) Launch and change. Your other character will jump in and kick the launched
enemy, but you wasted an air combo.
4) Let him walk to you and when he is very near, change. Your character will usually
land on the other side and unless he has a far reach super, you are pretty much
safe.
5) When he does a super jump, you change. Nuff said.
Also, when you change any other character into Spiderman and it hits, sending your
enemy high in the skies, just walk your Spiderman near the enemy landing side and
do a S.Roundhouse to kick him up for an Air Combo before he can roll. Talking about
roll, try to roll every time you get knocked down, which avoids OTG combos and
you can nail them back from behind. To roll, when knocked down, imediatelly do
B, DB, F + any punch. There seems to be no difference between Jab and Fierce.
If you lose the edge of attacking and is getting pressured, there is still an exit,
even though Spiderman is not a great defender. Against players who jump in to you
simply do a S.Roundhouse and Air Combo, if he is diagonally up to you, or a
DF Fierce (which comes out as a Strong) if he is vertically above you.
Alternitavely, you can try to jump backwards and do a J.Roundhouse to outpriotize
him. If he is constantly dashing in and you are not as fast as he is (Strider,
Jill, etc), than Predict his next dash in and do an Ultimate Web Throw. If there is
no super, jump and do a J. Roundhouse if the character is big enough or push block
him. The most important thing is that, once you retaliate, get back to the offensive
as you are in a disadvantage when standing there and blocking.
Against keep away characters (Iceman, Cyclops, etc), your best hope is to super
jump to get near and use your helpers to confuse him.
Finally, if you feel like showing off and you are fighting a tall character, try
this:
J.Fierce Web Ball -> J.Jab -> J.Short -> J.Strong -> J.Foward -> C.Short ->
C.Foward -> S.Roundhouse -> J.Jab -> J.Short -> J.Strong -> J.Foward ->
J.Fierce -> J.Roundhouse.
Wow! That is a 14 hit air combo! Should look pretty good ^_^.
That's pretty much the general strategies I can give you for using Spiderman. Just
remember, although many of my tactics involve throws, they can be escaped and
besides, always throwing is very cheap. Don't over abuse it unless really
necessary. Use an helper instead and you look more fair. Also don't taunt your
enemy just because you are winning, only do so if he is playing like a scrub or
being a turtle. You want to play for fun, don't you?
========================
VS HUMAN
========================
Here I will list some strategies against some human players that I've played
frequently.
-------------------
Ryo
-------------------
Although he is much slower than before, he is still a force to reckon. A good Ryo
player that can hit you with a jump in Roundhouse will buffer it into a C.Short
-> C. Foward -> Hadoken -> Shinku Hadoken. His C.Fierce is slower but has good
priority so dont madly jump in or you may eat an Air Combo ending with a super.
Stay low in ground and use your helpers to confuse him.
-------------------
Strider
-------------------
This sucker, although toned down as well, has air combos more damaging than yours!
His C.Short is faster than yours and can jump twice, but nevertheless, pressure
him in the ground, using helpers and you can probably kick the ass out of him as
he takes damage like a girl.
-------------------
Akuma
-------------------
Dangerous! Can run, can do a lot of damage, play a good keep away game and has a
very good C.Fierce. However, he is like Strider, so same tactics applies.
-------------------
Ice Man
-------------------
Another anoying keep away character with air combos than does tons of damage. Also
takes damages as bad as Strider or Akuma, so if you can combo him, it will be
alright.
-------------------
Jill
-------------------
Why people in my arcades always use this type of characters? Does not takes hits
very well but causes tons of damage. Same with Jill, which has a C.Short faster
than yours and a ground fire charging move with no recovery time. What you can do
you guess it, helpers of course. They are what makes this game balanced.
-------------------
Wolverine
-------------------
Not as fast and powerful as before but can still pressure. But his ground game is
not as good as before. It seems that Spiderine finally drop down from the big
cheapos in the VS series.
-------------------
Captain America
-------------------
His shield overprioritizes you any time of the day, but has horible lag so you can
punnish him between his attacks.
-------------------
Captain Commando
-------------------
It seems that his Captain Corridor now have horrible lag, you can just block it
(on ground), and dash in too combo. Not a hard one.
-------------------
Guile
-------------------
Very versatile in hands of an expert (he is another of my favourites, and because
his Alpha assist is so damn good combined with Spiderman's powers). The worst is
that he can chain any super and in the ground, he can do C.Short -> C.Foward ->
S.Fierce -> Triple Super, and I tell you people don't like that. But his jump in
attacks are not very good, so counter with S.Roundhouse if he ever jumps to you.
========================
VS ABYSS
========================
First Form - It is so easy. Just let him do an attack, block it, dash in, do a
C.Jab -> C.Strong -> C.Fierce, wait for him to attack again and repeat. Be patient
and if he uses that chargin move when you are in corner, push block ONCE only.
You want to know why? try to push block more and you will learn to consequenses.
Recently I have seen a friend using a different method. When he is standing there
and not attacking, just combo and jump over him. He will still be facing the other
side when attacking and you don't need to take so much chip damage. Ending a
combo with a Web Swing seems to yield the same results.
Second Form - I don't recomend using Spiderman agaist him, but nevertheless
he can still shoot Web Balls. If he uses those big green balls. Jump and keep doing
Jabs and Shorts, as even you get freeze in the air, you will usually get less damage
than being freeze in ground.
Third Form - Bread and butter. Block all attacks and walk slowly to him. When you
can see him, jump and do a full 5 hit Aic Combo on the core and block. Repeat untill
he dies.
-----------------------------------------------------------------------------------
That's about all I have to say about Spiderman now. Fell free to send me your
coments at beta@nettaxi.com. If you want to use any information in this FAQ
please get my authorisation.
FAQ © 2000 by Beta Productions.
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