Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Beginner Combos
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
Beginner Spider-Man combo that does not utilize Web Throw, making it relatively light on execution and work essentially the same at all screen positions and against all characters. It still has a few problems that can cause it to drop if you are not aware of them.
Note that 5H > 421L does not combo as consitently as 2H > 421L, and when it does work it gives a different juggle.
Although j.421H > j.236XX combos very reliably as an ender, comboing into j.421H can be challenging at the end of a combo due to high Hitstun Deterioration. In this combo, you have to make several concessions to shorten the combo and make the cancel into j.421H possible: use 623L Spidey Sting over the more damaging but slower M and H versions, and omit some normals from chains near the end. If you do not do these things, the combo will drop at the end.
This combo route incorporates Web Throw for a relatively basic combo extension, where you let the opponent fall for a Hard Knockdown, then OTG with Web Zip into another extension. This is less optimal than real Web Throw Loops, where you generally don't let the opponent get knocked down, but Web Throw still provides a good amount of damage and meter-build.
Unlike canceling into Web Swing, where 2H is preferred, 2H > 63214L does not combo on grounded opponents, so you need to use 5H here.
In the 3X+S, j.S, land, 5M
OTG sequences, you can substitute j.S for j.H to make the combo slightly easier in exchange for a little less damage.
As with the previous combo, you are racing against Hitstun Deterioration in order to connect the j.H > j.421H cancel at the end of the combo. A few extra normals can be cut to make the window easier if you are having trouble with it, recommended normals to cut are in parentheses.
Spidey has a variety of ways to land his Ultimate Web Throw anti-air command grab hyper, either by resetting a current combo into the hyper or by using it in Guard Break setups. This is a generic and consistent way to pick up after UWT's Hard Knockdown into a regular combo.
Doing a very short dash into a neutral jump lets Spidey connect an OTG Web Zip very quickly and low to the ground, but it is also possible to just do a regular forward jump into Web Zip. Be careful to let the stick return to neutral position (or specifically move it to down-forward) when using Web Zip to OTG, or Spidey will shoot it in the wrong direction.
You can also do j.X+S, j.S land 5M 2H > 63214M
and go into a shortened Web Throw Loop (see below), if you are comfortable with those. However, if you have landed a reset it is unlikely you need that extra damage to kill compared to a basic combo.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Web Throw deals fantastic damage (also building large amounts of meter) with minimal scaling, and so optimizing Spider-Man's damage means landing as many Web Throws as you can. In a Web Throw Loop, Spidey chases down the opponent after Web Throw and catches them with an attack before they reach the ground, skipping the Hard Knockdown and need to OTG them. This is a reliable and highly-damaging BnB route for Spidey, but is also fairly difficult to learn.
The standard way to extend after Web Throw is to perform three dashes, then connect 2M 2H canceled into 63214M Web Throw, then repeat. The difficulty in Web Throw Loops lies mainly in the challenge of covering enough distance to connect 2M after the throw. Generally, you want to do three fast plink dashes in order to travel sufficiently far with enough speed. It is also possible to do something like one normal full-length dash canceled into two short wavedashes, or a similar combination of long and short dashes to cover the necessary distance. The embedded video covers this in great detail.
Web Throw Loops may also require modification depending on the opponent's character. Mainly, Big-Body characters like Sentinel usually have wide enough hurtboxes that Spider-Man only needs to dash twice to get into 2M range, rather than 3 times. Conversely, some smaller characters tend to fall too quickly and flip out of the standard route. In order to juggle these characters properly, you need to dash up into 5L, then chain into 2M and continue from there. This adds additional Damage Scaling and also leads to more Hitstun Deterioration, leading to fewer total loops, so avoid doing this unless it is necessary to make it work on that specific character.
Maximum Web Throw Loops from Various Confirms
Web Throw Loop combos take awhile, but they are not an infinite, and the 2M 2H > 63214M is gated by Hitstun Deterioration. The specific number of Loops possible depends on how badly hitstun has already deteriorated before Spidey confirms into the first Web Throw. Below are common hit-confirms into Web Throw with the optimized number of Web Throw Loops afterwards.
Notation | Damage | Meter | Location | Video |
---|---|---|---|---|
(j.S) land, 5M 5H > 63214L, [dash x3, (5L) 2M 2H > 63214M]x7, dash x2 2H > 623H > H, 2H > 623H > j.236XX |
~1,030,000 |
+0.5 |
Anywhere |
|
| ||||
(j.S) land, 2M 2H > 421L, j.M j.S land 5M 5H > 63214M, [dash x3, (5L) 2M 2H > 63214M]x3 dash x2 2H > 623H > H, 2H > 623H > j.236XX |
~841,000 |
Anywhere |
||
| ||||
(j.S land, 2M 2H >) 623L > H, dash 5H > 63214M, [dash x3, (5L) 2M 2H > 63214M]x4, dash x2 2H > 623H > j.236XX |
~852,000 |
Anywhere |
||
| ||||
Airthrow, j.X+S, j.H land, 5H > 63214M, [dash x3, (5L) 2M 2H > 63214M]x3, dash x2 2H > 623H > j.236XX |
~675,000 |
+/-0 |
Anywhere |
|
| ||||
(j.S) land, 2M 2H > 236L, 2M 5H > 63214M, [dash x3, (5L) 2M 2H > 63214M]x5, dash x2 2H > 623H > j.236XX |
~890,000 |
Anywhere |
||
|
Other Web Throw Loop Variants
Notation | Damage | Meter | Location | Video |
---|---|---|---|---|
63214X, Dash x2 2H > 421L, j.M j.M j.S land, (2M) 2H > 63214M |
Midscreen |
|||
| ||||
63214X, Dash x3 5H > 623L > H, 63214L |
Midscreen |
|||
| ||||
63214X (Into Corner), 63214L |
When Cornered |
|||
| ||||
63214X (Into Corner), 2M 2H 5S sjc. TK 632147H |
When Cornered |
|||
|
Assist Extensions
As a basic rule, an assist extension for Spidey just means a way to connect an extra Web Throw Loop, usually tacked on near the end of the combo after Spidey has exhausted his ability to extend the loop solo. With an OTG-capable assist, this can be as simple as calling the assist and placing a meaty Web Throw above the opponent as they are about to be hit.
With a normal non-OTG assist, Spider-Man can usually extend by using his own OTG Web Zip (j.3X+S) into the assist, then land in time to connect Web Throw again. It will typically look something like this: 63214X, dash > jump > airdash + Assist > 3X+S, land, 63214M
. This works with many common lockdown assists like Dormammu's Dark Hole and Dante's Jam Session.
Spidey/Dorm/Doom
Spidey/Dorm/Dante
Spidey/Dorm/Strange
Using Dorm to pick up from Ground Throw
Spidey/Dante/Vergil
More Spidey/Dante/Vergil
Spidey/Shuma/Doom
Spidey/Cap/Doom
Spidey/Hsien-Ko/Doom
Spidey/Iron Man
Spidey/Vergil/Shuma
Spidey/Ghost Rider/Rocket
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.
Crawler Assault is generally difficult for Spidey to combo into but deals high damage and causes a Wall Bounce on its final hit. At specific screen positions, Spidey can pick up after that Wall Bounce. Raw Crawler Assault can give him a full combo afterwards this way, but even if 623XX is done as a combo ender, Spidey can connect a quick post-hyper extension into Maximum Spider.
The spacing to actually connect anything post-Crawler Assault is fairly specific. These combo routes are able to make the extension reliable by carrying the opponent to the corner and landing a cornered Web Throw to give themselves a consistent spacing to work with afterwards. The embedded video shows a few ways to do this from typical starters at various screen positions.
TAC Infinites
Corner + Midscreen All Directions