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.