I've started to save "my get over here" and to start the combos recently my go-to has been: manual web zip near them, into sticky, uppercut, "long plinck" (swing cancel with sticky and overhead smash), optional sticky and either get over here or uppercut to finish them off or chase them if they're hela or wanda
@@muttonsword yea thats also another problem with this one once the uppercut gets them airborne you kind of screw yourself over and also I panic with the long plinck
Is it just me or is the overhead hard to hit? People run away, sleep you, cloak vision, whatever. I find myself manual zipping, uppercut, try to hit like 2/3 stickies while mid air and dodging before pulling myself in and uppercutting again, preferably with a venom combo. If I’m fighting a person with CC trying to stay in melee range for a combo sounds silly and usually results in death. Either I’m in and bursting in two seconds or out.
@@muttonswordgod finally someone with some sense. I really want to see people going on about these combos play. It sounds like shit you do in the range. Know what happens when you combo someone for 8 seconds? You die!
You're right for the most part. All of these crazy combo strings that people are labbimg aren't gonna work unless you commit hard to the kill, and spiderman is not meant to play like that. Hes an in and out dive assassin. He goes in, gets burst dmg or maybe a kill, then leaves to prepare for another dive. Seldom should a spiderman be going all out on a combo. Also, yhese combos are too hard to land in a real match when people are using cooldowns to try and kill you. It's not worth it.
@@aroenx1418 except luna outheals them by pressing right click and can fall out of them, not to mention LShift and shooting at the spidey heals her too
You actually don't need a wall to do the first combo! There's a tech which allows you to do the knuckledown while looking at the floor as well. Jump -> Web-swing -> Web Cluster -> Melee in quick succession.
The sticky/pull/uppercut/zip cancel slam is by far the best and most useful because you can kill through heals and gain range. Everyone should be using this one!!! Also, the reason it doesn’t eat a web swing is because your web never connects with a surface. If you miss a webswing it doesn’t eat the charge
Good breakdowns of combo pro cons. My take is they are also situational. When you watch top spidermen(like you said necros) they do a lot of simple tracer shots into thwip down upercut, thwip away. Just farming dmg for ult. Like you also said, saving thwips is ultra important for escapes and engages. I find that the thwip cancels are optimal dmg but leave you in a risky spot and can still be healed through. So i think they are only the BEST option if you catch someone alone. Otherwise, just be safe and disengage
i think its also worth noting that while a little slower you can double jump right before uppercutting and do the midair slam without the swing web cluster cancel, while its a bit slower and does less damage it saves a web incase you either dont have it or want less downtime in between dives
>tells you that super flashy tech combos don't mean shit actually >farts >actually gives you the bread and butter one And thats it, all that combos flying in yt are like super niche and literally waste a lot of resources in seconds that u need to be alive or kill not inbetween.
i suck at tekken... made it to garyu with steve been playing recently with clive too super fun game im glad people are recoginzing it in the thumbnail lmao
I hate all the combo videos I see. They are always "ONE SHOT COMBOS" but like, people heal, people get healed, people cc, people escape using birds (Hela). None of these combos will work, so learning them won't make you good. Spider-man is as just much decision making based just as much as learning and consistently executing his tech. It requires a very strict understanding of timings, positioning, and resource management. These combos are setting people who want to learn the character up for failure.
These combos are more for 1v1s or picking people off the team, they’re great to know but maining Spider-Man does require a lot of self discipline and game sense
something that works really well for me is either (sticky m2 + e -> scroll wheel jump + m1 slam -> uppercut cancel) ~ this combo one shots 250hp enemies and is super consistent, if you're fighting a 275hp just add an extra sticky in there. Or my personal favorite combo, it one combos 275hp enemies! swing around in the air and catch supports or other dps and while swinging ill be falling on top of them from the air and then ((while in air) sticky m2 -> slam down -> uppercut anim cancel -> sticky m2 + e) This combo kills 275hp targets and it by far the most consistent Ive gotten. ps. with he 2nd combo, it really relies on you hitting your first initial sticky m2! AND, you have your uppercut going off CD so Im usually never stopped by "one button counters"! Also it's super, SUPER good while fighting a hawkeye because you just save your m2 + e until he knocks your back, but he usually cant hit you away before you slam + uppercut cancel. Also, I recommend turning away after you e so they're unable to headshot you, also your camera will already be positioned to escape. If any of this is confusing I can try to continue to explain
i havent messed with the scrool wheel jump combos are they really that worth? also sucks for console players that they probbaly cant do it as consistently
personal opinion: web swing combo is good if you really need that damage in, from my experience it’s burst damage can’t be replaced. it’s good if you combo this with a late uppercut cancel (not too early or else the overhead damage will cancel) to finish off 275 characters the bread and butter with the web shots is the best for going against flying characters or characters who you know will use run away abilities or ccs on reaction of get over here. and symbiote combo is symbiote it’s obviously going to be the most consistent
When I watched necros before I started playing, I thought he was insane. After playing for 5 hours he seems a lot less special. He loves to shout “DIFF” but I imagine there are going to be better players soon. People who post ridiculous Spider-Man combos are silly though. They totally ignore the factor of ease of execution and the fact that you don’t get 8 seconds to combo someone.
the combo where you get the punch from the double jump trough the animation cancle (rmb e f shift rmb lmb) only does about 15 more damage than a normal combo (rmb e f rmb lmb) and takes the same amount of time, if not longer. More specifically the normal combo does about 310 dmg vs your combo 325 dmg. Mostly all Duelists and Strategists will be on 300hp or below so this really only matters on overhealed targets or tanks. Still in that regard 15 dmg seems not worth it for the extra complexity.
1:00 Land the tracer and it kills 275 hp. It's a neat combo for when you sneak up on an opponent. Try doing it to a Hawkeye looking at you and you get one shot. xD Also, you don't need wall. You don't even need to use websling charge lol. Edit: You're doing the combo wrong. You're doing is super slow AND wasting web sling. If you do it right, it's faster and doesn't waste swing. You don't NEED a wall either.
No you’re right, because trying to do that overhead combo puts you in a lot of danger sometimes and you kinda die for it That extra half second doing that combo is enough to get you killed, that’s why Necros only do hit and runs
Oh boy I cant wait until you find out what we cooked up, I wont say anything directly yet, but there is a no resource combo thats faster than the one you are using rn that will be insane, stay tuned
Also, as another person said, grounded overheads dont require a wall in order to execute. If you whiff a webswing and follow it up with a web tracer, you can get the overhead out. This doesn't cost any swings, only a tracer, which is just more dmg.
@@Havokerino Yep, its slow. But there is a solution that allows you to get alot of dmg off in a short amount of time. I have a friend whos gonna post soon about it, but im not tryna leak anything, as this is kinda huge.
I've started to save "my get over here" and to start the combos recently my go-to has been: manual web zip near them, into sticky, uppercut, "long plinck" (swing cancel with sticky and overhead smash), optional sticky and either get over here or uppercut to finish them off or chase them if they're hela or wanda
That’s a good one! Consistent too
This gets me killed so many times lmao you’re just in there for way too long and can get shot at
@@muttonsword yea thats also another problem with this one once the uppercut gets them airborne you kind of screw yourself over and also I panic with the long plinck
Is it just me or is the overhead hard to hit?
People run away, sleep you, cloak vision, whatever.
I find myself manual zipping, uppercut, try to hit like 2/3 stickies while mid air and dodging before pulling myself in and uppercutting again, preferably with a venom combo.
If I’m fighting a person with CC trying to stay in melee range for a combo sounds silly and usually results in death. Either I’m in and bursting in two seconds or out.
@@muttonswordgod finally someone with some sense.
I really want to see people going on about these combos play. It sounds like shit you do in the range.
Know what happens when you combo someone for 8 seconds? You die!
You're right for the most part. All of these crazy combo strings that people are labbimg aren't gonna work unless you commit hard to the kill, and spiderman is not meant to play like that. Hes an in and out dive assassin. He goes in, gets burst dmg or maybe a kill, then leaves to prepare for another dive. Seldom should a spiderman be going all out on a combo.
Also, yhese combos are too hard to land in a real match when people are using cooldowns to try and kill you. It's not worth it.
not even if they arent lagging, sometimes they can just, slip out of it, like straight up unintentionally fall out of your combo from midair movement
But when you see a luna alone you need to kill her and that when these combos are useful
@@aroenx1418 except luna outheals them by pressing right click and can fall out of them, not to mention LShift and shooting at the spidey heals her too
You actually don't need a wall to do the first combo! There's a tech which allows you to do the knuckledown while looking at the floor as well. Jump -> Web-swing -> Web Cluster -> Melee in quick succession.
Need to try it out! Does it feel consistent?
That’s literally what hes doing in the video lol
@@flixun9297 if hes doing that then he's doing the combo wrong lmao
Yea nah I’m doing something different I think the combo the og comment is after you pull yourself in
@@HavokerinoIt's *slightly* slower than the one without the cluster but you dont need to aim at a wall and you don't use up a swing either.
The sticky/pull/uppercut/zip cancel slam is by far the best and most useful because you can kill through heals and gain range. Everyone should be using this one!!!
Also, the reason it doesn’t eat a web swing is because your web never connects with a surface. If you miss a webswing it doesn’t eat the charge
You're actually the goat for making this video, this helped a lot!
Good breakdowns of combo pro cons. My take is they are also situational.
When you watch top spidermen(like you said necros) they do a lot of simple tracer shots into thwip down upercut, thwip away. Just farming dmg for ult.
Like you also said, saving thwips is ultra important for escapes and engages. I find that the thwip cancels are optimal dmg but leave you in a risky spot and can still be healed through. So i think they are only the BEST option if you catch someone alone. Otherwise, just be safe and disengage
Just scaring or making a distraction is a win tbh
@@requiem9167 yea getting cooldown super important im learning all of this as well still
i think its also worth noting that while a little slower you can double jump right before uppercutting and do the midair slam without the swing web cluster cancel, while its a bit slower and does less damage it saves a web incase you either dont have it or want less downtime in between dives
>tells you that super flashy tech combos don't mean shit actually
>farts
>actually gives you the bread and butter one
And thats it, all that combos flying in yt are like super niche and literally waste a lot of resources in seconds that u need to be alive or kill not inbetween.
farting was the most important part
Tekken reference on the thumbnail we love it here
i suck at tekken... made it to garyu with steve been playing recently with clive too super fun game im glad people are recoginzing it in the thumbnail lmao
@ Yeah same I’m in purple ranks I just Love Tekken !
I hate all the combo videos I see. They are always "ONE SHOT COMBOS" but like, people heal, people get healed, people cc, people escape using birds (Hela). None of these combos will work, so learning them won't make you good. Spider-man is as just much decision making based just as much as learning and consistently executing his tech. It requires a very strict understanding of timings, positioning, and resource management. These combos are setting people who want to learn the character up for failure.
exactly im still learning all that myself getting timings down and whats impactful and whats not
These combos are more for 1v1s or picking people off the team, they’re great to know but maining Spider-Man does require a lot of self discipline and game sense
something that works really well for me is either (sticky m2 + e -> scroll wheel jump + m1 slam -> uppercut cancel) ~ this combo one shots 250hp enemies and is super consistent, if you're fighting a 275hp just add an extra sticky in there. Or my personal favorite combo, it one combos 275hp enemies! swing around in the air and catch supports or other dps and while swinging ill be falling on top of them from the air and then ((while in air) sticky m2 -> slam down -> uppercut anim cancel -> sticky m2 + e) This combo kills 275hp targets and it by far the most consistent Ive gotten.
ps. with he 2nd combo, it really relies on you hitting your first initial sticky m2! AND, you have your uppercut going off CD so Im usually never stopped by "one button counters"! Also it's super, SUPER good while fighting a hawkeye because you just save your m2 + e until he knocks your back, but he usually cant hit you away before you slam + uppercut cancel. Also, I recommend turning away after you e so they're unable to headshot you, also your camera will already be positioned to escape. If any of this is confusing I can try to continue to explain
i havent messed with the scrool wheel jump combos are they really that worth? also sucks for console players that they probbaly cant do it as consistently
@@Havokerino yeah man it makes it so you dont always have to plink to get a low slam, it's super useful
personal opinion:
web swing combo is good if you really need that damage in, from my experience it’s burst damage can’t be replaced. it’s good if you combo this with a late uppercut cancel (not too early or else the overhead damage will cancel) to finish off 275 characters
the bread and butter with the web shots is the best for going against flying characters or characters who you know will use run away abilities or ccs on reaction of get over here.
and symbiote combo is symbiote it’s obviously going to be the most consistent
When I watched necros before I started playing, I thought he was insane.
After playing for 5 hours he seems a lot less special. He loves to shout “DIFF” but I imagine there are going to be better players soon.
People who post ridiculous Spider-Man combos are silly though. They totally ignore the factor of ease of execution and the fact that you don’t get 8 seconds to combo someone.
Help my electric doesn’t tailspin 😢
Did you pick the right character?
im not gonna sugercoat it...
@@teiten3806 I am kazuyer main
the combo where you get the punch from the double jump trough the animation cancle (rmb e f shift rmb lmb) only does about 15 more damage than a normal combo (rmb e f rmb lmb) and takes the same amount of time, if not longer. More specifically the normal combo does about 310 dmg vs your combo 325 dmg. Mostly all Duelists and Strategists will be on 300hp or below so this really only matters on overhealed targets or tanks. Still in that regard 15 dmg seems not worth it for the extra complexity.
can you time stamp the combo you're talking about?
good video and very nice to include a slow mo version!
im glad i included the slow mo then!
1:00 Land the tracer and it kills 275 hp. It's a neat combo for when you sneak up on an opponent. Try doing it to a Hawkeye looking at you and you get one shot. xD
Also, you don't need wall. You don't even need to use websling charge lol.
Edit: You're doing the combo wrong. You're doing is super slow AND wasting web sling. If you do it right, it's faster and doesn't waste swing. You don't NEED a wall either.
No you’re right, because trying to do that overhead combo puts you in a lot of danger sometimes and you kinda die for it
That extra half second doing that combo is enough to get you killed, that’s why Necros only do hit and runs
Oh boy I cant wait until you find out what we cooked up, I wont say anything directly yet, but there is a no resource combo thats faster than the one you are using rn that will be insane, stay tuned
Also, as another person said, grounded overheads dont require a wall in order to execute. If you whiff a webswing and follow it up with a web tracer, you can get the overhead out. This doesn't cost any swings, only a tracer, which is just more dmg.
@@Saporen. noooo don’t gatekeep!! Jk you can say it whenever you want
@@Saporen. I was testing it a bit it feels a little slow no? Feel like people will just w key out if it
@@Havokerino Yep, its slow. But there is a solution that allows you to get alot of dmg off in a short amount of time. I have a friend whos gonna post soon about it, but im not tryna leak anything, as this is kinda huge.
I’m excited! Feel feee to post the link here whenever that gets uploaded
Is that a Jin combo in the thumbnail? Nice.
@@itsnearlv oh we got a real grinder you recognized the Jin combo 🙀 didn’t think anyone would notice
Bruh that's crazy 😂
@@Havokerinowas about to comment lol. No other Mishima has a tailspin on EWGF so I clocked that it was hook fist. Great vid btw!
Tekken 7 Jin to be exact, them b3f ZEN1 loops
@@teiten3806 He actually still has this combo in the thumbnail in Tekken 8 as well haha. Works exactly the same
Genuinely despise anyone who plays this character he’s literally always jumping, literal warframe character.
he has crazy movement for sure lmao black panther moves even crazier though
Another marvelous (heh get it marvel-ous😂😂) by havok
heh 😃
left a like for the fart
who can join a lobby with me and teach me? my tag i Juicestar ADD ME!!!
This guide is terrible.
Best guide I’ve seen that’s actually practical
all good! better guides out there forsure just wanted to show what i use
@@odnettv4719 glad you thought it was practical!