Spider-Man's Strategy

Players familiar with Spider-Man in Marvel Super Heroes will feel at home with the latest version of Spider-Man, because Capcom has returned him to that style. No more over-powered supers or quick recovery Web Swings, but he is by no mean at a disadvantage. His speed, agility, and combo ability are still intact, and the few additions to his already awesome arsenal make him, once again, a force to be reckoned with.

Advantages

  • Spidey's greatest advantage is his incredible speed. His foot speed, dash speed, air speed and attack speed are all extremely fast. He can get in and attack before the blink of an eye and he'll usually take his opponents by surprise.

  • Spidey has insane priority. All of his Roundhouse attacks have great range and will beat any attack thrown at him. The jumping version is definitely Spidey's best combo starter. Almost nothing can break through, making him the master of the air. Use it very often.

  • For such a fast guy, Spidey's also incredibly strong . His combos do above average damage and in the air, he's basically as powerful as Cap. Air combos should be the goal of any good Spidey player. He simply punishes with them.

  • Spider-Man has very powerful supers. If any of them manage to connect, expect a large chunk of your opponent' s life to drain away. Getting them to connect is another thing though....

  • Spider-Man now has an air dash. This is especially useful against people who love to throw out beam supers without discretion. It's better than the air Web Swing, since it has better recovery time.

  • Spidey is small and thin. This makes him a hard character to combo decently. Even his normal fighting stance is very low to the ground making it hard to hit him with jump ins.

    Disadvantages

  • Though his supers are very powerful, Spidey has a very difficult time making any of them connect. Maximum Spider will connect after a Fierce Web Ball but it's not a very reliable combo. The Ultimate Web Throw will not combo off of anything and should not be used in a serious fight. Stick to OTGing with the Crawler Assault.

  • Spider-Man can't play keep away very well. His Web Balls just aren't fast enough to keep an opponent away from him. However, it's not like he needs to play keep away. The idea with Spidey is to be in your opponent's face. He does have a problem doing any chipping damage in a desperate fight though.

  • Almost all of his special moves have bad start-up or recovery delay. The Web Ball, the Web Swing, the Web Throw, the Maximum Spider, and the Ultimate Web Throw will leave you open to attack if you miss or if the opponent sees it coming or blocks. In the case of the Maximum Spider, you should use this only when you know the opponent will not block on the ground or will jump into the air (almost no opponent can counter it if they block it in the air).

  • His weak attacks, including the Jab Web Ball and Jab Web Throw, will not work on super armor fighters. This means that if you hope to web them up, you'll have to rely on the Strong and Fierce versions, which have more recovery time and leave him open to counter attacks. Trying to Web Throw Hulk is basically useless. Don't even try, or you'll get a fist in the face.

  • The Spider Sting is a powerful weapon, but be careful about tacking on the second hit against a master roller. The second hit will leave him up in the air while the opponent rolls up and counters before he can even land! Although it's rare to face a good roller, be on guard.

  • His Ultimate Web Throw is mostly for laughs. Like the Raging Demon, you will never get this to connect in a serious fight. The range is surprisingly small, and most people will see it coming. Unless you're fighting an inexperienced player (or you're feeling lucky, punk!) , don't even think about using this.

    Offense

  • Always be on the attack. Offense is Spidey's main strength. If you're dashing, his C.Short has incredible speed and range, allowing him to beat out any opponents trying to counter him. If you're going for a jump in, it 's best to use his J.Roundhouse. It'll trade hits with even the most high priority attacks. If you wanna be flashy, you can even opt for a multi hitting jump in combo.

  • Jumping in on an opponent constantly, especially in the corner, will usually force them to block. Exchanging air, standing, and crouching attacks will force them to switch their own stance while blocking or take the damage. Keep the pressure on.

  • To do a little bit of chipping damage, you should finish any blocked ground combos with a jab Web Ball. It's fast enough to prevent any counter attacks and it will chip. Though the block damage that it does is pathetic, every little bit helps right?

  • If you want to go for mega damage, go for the OTG Crawler Assault combo. It is extremely quick and will catch almost any opponent napping. For some reason, this combo is extremely difficult to roll from. Even opponents that are expecting it will have a hard time rolling. Just be fast about pulling off the super.

  • Spidey's web swing is a great surprise attack. Most opponents won't see it coming and get hit by those webbed feet of his. If you see them dashing in, this is a great counter. Watch out though cause if you mess up, it'll leave you wide open. It can also be used to OTG and as an air escape move.

  • It's not a very effective attack because it's so slow, but I just love using the web throw. It's so cool! I just love it. I use it to spice up my Spidey game and hopefully show the crowd something they've never seen before.

    Defense

    If for some reason, you stop your attack and your opponent manages to go offensive, just keep in mind that Spidey's defensive game ain't all that great. Here are some tips on surviving if you've got an opponent that's more aggresive than you are.

  • Stay in the air. Simply jump, and your opponents offensive game will be destroyed. Of course there are exceptions to the rule. Jin, Captain America and Gambit will all be able to knock Spidey back down to the ground if they manage to get above him. Use Spidey's incredible jump to get above them. Then hit em with that insanely prioritized J.Roundhouse.

  • The Web Throw is also a great and unexpected air defense. The Jab version is fairly useless, but the Strong version will catch people trying to jump in from afar. Even if they block, they will have to abort their attack. If they intend to super jump in on you, walk forward slightly, then use the Fierce version. Since the screen will stay on them, you won't be seen, and you will most likely catch them off-guard.

  • If you're on the ground and your opponent is almost on top of you, either hit em with the S.Roundhouse or a Spider Sting. The launcher has good priority and will set them up for one of Spidey's painful air combos. Watch out though, cause the timing on this one is difficult and any high priority jump in will beat it out . The Spider Sting will beat any move because of the fact that it's a dragon punch. Watch out if you miss with it though cause it'll leave him wide open.

  • Use your Web Balls to give them a hard time getting close. Sure, the Web Balls suck at keep away, but they've still gotta put in some extra effort to avoid and block em right? You'll sometimes catch them with an attack while they're trying to avoid the Web Balls.

  • If you're in the air and your opponent pulls off a beam or chipping super down on the ground, you can quickly use Spidey's air dash, Web Swing or Wall Cling to avoid it. The Air Dash is your best bet because he recovers instantly from it, allowing him to get behind his opponent and hit em with a big coutner attack.

  • Also, if you find yourself in the air while there's a beam super waiting for you on the ground, you can use this opportunity to catch em with a Maximum Spider. If at the right angle, Spidey will most probably catch his opponent without taking any damage. He'll trade hits at best, but the risk is worth it.

    Onslaught

  • First Form - Spidey's a really small guy. He can crouch under the Mega Optic Blast even if he's not right next to Onslaught. He can't attack of course but it does save a lot of chipping damage. Basically, use the general Onslaught strategy when using Spidey. Crouch in the hole and hit him with a C.Short, C.Strong, C.Fierce combo. You can use Spidey's air dash and super jumps to get behind Onslaught. While behind him, you should go for the bigger combos. S.Jab, S.Strong, S.Fierce works really well.

  • Second Form - Just jump around and block a lot. When you see an opening, just jump up and hit him with a J.Fierce, J.Roundhouse combo. That should take care of Ultima Onslaught rather easily. Don't pull off any supers or special moves because they'll all just get him killed. Stay simple when fighting the big guy.

    Fighting Spider-Man

  • Spidey has an awesome jump in...and he knows it. So what is he gonna do? He's gonna keep jumping in with that big J.Roundhouse of his. So what do you do to coutner it? Get your highest priority anti air attack and hit him with it. This will work often because Spidey players feel like their attack is invincible. Hit em with a Dragon Punch, a launcher or whatever you've got up your sleeve to teach em a lesson. Don't get stupid with it though, or you'll end up on the painful side of a combo.

  • Do not get launched. If you get launched, then you will be in for one of the most painful air combos in the game. I know it's hard to prevent but just make sure that your feet are covered when he's on the ground and that your head is covered when he's in the air. He has no overhead attacks so blocking low should prevent any ground combos.

  • Turn the tables and attack him. Spidey players often have a hard time defending because they're so used to attacking. Just keep at it and you'll find a hole. Spidey has good anti air attacks but most scrubs don't know how to use it effectively. Find out if they know about the Spider Sting or not. Constantly jump in on him if you can tell that they don't.

  • If they do happen to know about about Spidey's anti air defense, then simply super jump in and get ready to block. A player who relies solely on the Spider Sting will most likely defend with it. Air block, then rush in and attack during their recovery delay.

  • Don't go after Spidey in the air. He rules it with his high priority attacks, jump height, air speed and air dash. Unless you've got a character that can compete , stay on the ground and wait for him to land.

  • If you get caught in the corner, do just about anything you can to get out. Spider-Man will turn the pressure on, and your turtling will do nothing but delay the inevitable.

  • Always counter his supers. He's left wide open by all of them, so it's a free shot at the sucker. Just don't push block cause if you do, you'll lose your chance and he'll get off scott free.

  • Yes, we all get caught in the Fierce Web Ball from time to time. Just like all holds, shake the controller and jam on the buttons to break free. Be careful, though as you may get caught not blocking should you break out and just happen to be pressing forward instead of back.

  • Roll! Roll! If he manages to hit you with the Crawler Assault after a knockdown, you're in for some real damage. Just make it an instinct to roll as soon as you see the set up pattern for the OTG. It's tough but it is possible.

  • Learn how to tech hit as well. Spidey players just love to throw all the time with him. It's really annoying too. If you can, then throw him before he can throw you.