Spider-Man
"You'll never see this much action in a cartoon"


Spidey is an amazing combo character. Ground combos, jumping combos and move cancellation combos come extremely easily to him. His air combos are very quick and easy to pull off and he has two sets of launchers to help get his opponents off the ground the ground and into the air. Your fingers have to be lightning quick in order to pull off his combos cause he's just so darn fast. He simply owns the air with his high super jumps, web swings and high priority Roundhouse kick. Learn his combos and master them because if you're a Spider-Man player that doesn't know how to air combo, then you are as good as dead.


Magic Series
Ground Magic: Stronger
Air Magic:Stronger
Super Jump Magic:ZigZag
Strikes:S.Fierce
Knockdowns:C.Roundhouse
Air Launchers:S.Strong, C.Forward(small launcher),
S.Roundhouse(air launcher)
AC Finishers: Fierce, Roundhouse, Web Swing, Strong Air Throw

Special Comments

- Spider-Man's S.Roundhouse is an air launcher. It can be used as an anti-air move but if your opponent is on the ground, they won't get launched. To remedy this problem, hit em with a C.Forward beforehand to knock them slightly upward.

- Spidey really, really likes the air. Not only can he jump extremely high and web swing over ground based supers, but he now has an air dash. Simply dash while in the air and Spider-Man sort of swings horizontally across the screen.

- Oh, and Spidey can also stick to the walls. This move doesn't really have that much use, except for the fact that it's an important part of being Spider-Man, the character. To stick to the wall, just jump towards it and then quickly press the opposite direction as he hits the wall.


Combos
Easy Combos
1) J.Roundhouse \/ C.Jab, C.Strong, C.Fierce

2) D.S.Short, S.Forward --> Jab-Web Ball

3) D.S.Jab, S.Strong --> Strong-Web Throw
This combo is not a sure thing. It is very tricky cause it only works on the bigger characters.

4) D.C.Short, C.Strong, C.Roundhouse --> Web Swing(OTG)

5) Fierce Air Web Ball, Maximum Spider
This is the only way to combo the Maximum Spider. As soon as you see the ball connect, immediately pull off the super to hit em before they shake free.

6) J.Short, J.Roundhouse \/ S.Strong /\ SJ.Jab, SJ.Strong, SJ.Fierce

Harder Combos
1) J.Roundhouse \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
This will be the bulk of your offense with Spidey. Get this to connect reliably and you'll already be a master at Spidey.

2) J.Jab, J.Strong, J.Fierce \/ D.S.Short, C.Forward --> Fierce Spider Sting

3) J.Roundhouse \/ D.S.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Jab-Web Ball
This is Spidey's alternate air combo. Skip the SJ.Forward to get a web ball to connect. The beauty of this AC is the fact that Spidey lands after the opponent gets up. You can then confuse them into blocking the wrong way and relaunch.

4) J.Jab, J.Strong, J.Fierce \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
Same as Spidey's regular air combo except for the additional hits during the jump in. Do this for show or if you wanna rack up the combo meter.

5) J.Roundhouse \/ D.C.Short, C.Strong, C.Roundhouse --> Crawler Assault(OTG)
An extremely simple combo which is almost impossible to roll away from. I dunno, for some reason, I can never roll out of a Crawler Assault OTG. Maybe cause he hits me before I hit the ground? Insane damage on this one.

Don't understand any of these terms? Go to the Legends and Definitions Page

Moves Strategies

� 1998 Migs Rustia: [email protected]
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