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    Spider-Man by DChu

    Version: 1.01 | Updated: | Search Guide | Bookmark Guide

    Marvel vs. Capcom: Spiderman FAQ ver 1.01
    Spiderman FAQ made by Derek Chu
    I.    Updates                - The latest updates on this FAQ
    II.   Introduction           - Just that
    III.  Background Information - Spiderman History and Information
    IV.   Basic Controls         - The Notation guide for combos
    V.    Moves
            a. Normal Moves      - Descriptions of buttons that require it
            b. Throws            - A list of Spidey's Throws
            c. Special Moves     - Moves that are not normal yet not super =)
            d. Supers            - Ouch.
    VI.   Combos                 - Spidey's combos and details on how to do them
    VII.  Versus                 - Strategy on how to defeat your opponents
    VIII. Strategy               - How to use Spidey effectively
    XI.   Tricks                 - Tricks on the game itself
    X.    Other Stuff            - Miscellaneous stuff
    XI.   Credits                - The great people who have helped me help you
    I.  < Updates >
    01/07/1998:  Finished the sentence in the Strategy section for Morrigan
    after I found out the name of the super-thanks (Son of?)Swift for reminding
    me.  Adding the van combo because I forgot to add that too.
    II. < Introduction >
    The first thing that I want to say is that I hope you, the reader, fight
    with honor.  What I mean is that once you learn how to construct powerful
    attacks, don't make them your sole form of playing and try to make the game
    enjoyable for both yourself and your opponent(as enjoyable as can be if
    you're being pummeled... yeah you can use Morrigan as your teammate LOL!).
    If you don't follow this introductory advice, you may be considered "cheap"
    or "cheesy" and people won't like you very much.  Do whatever you feel like
    when you fight the computer but against human players, try to stick to these
    1. Don't use infinite combos on humans.  Infinite combos are a series of
    attacks which are repeated such that your opponent cannot escape once they
    are caught by them.  Examples of this are Wolverine's Berserker Rage super in
    Marvel Super Heroes vs Streetfighter(MSF).  After Wolverine's speed is
    increased, he can do a C.FP, followed by another C.FP until the speed wears
    off.  Spider-Man had one in MSF but Capcom have removed it for Marvel vs
    2. Don't use throws or the same combos repeatedly.  One throw is ok, two in
    a row is a little unfair, more than two in a row is bad.  Throws are
    escapable but that is no excuse.  However, if you are an underdog such as
    Roll, this is perfectly alright.  Since Spidey isn't an underdog, this isn't
    alright.  If your opponent is a really good fighter and does "cheap" things,
    the kid gloves are off though.
    3.  Don't use the "cheap" characters.  For MSF, these are Ryu and Wolverine,
    for MvC, these are Strider, Wolverine and Chun Li.  Ryu in MSF could combo
    a Shinkuu Hadouken in every air combo(super bar permitting) and had great
    priority, speed, stamina and strength.  Wolverine has this as well,
    especially the ability to combo supers.  Chun Li has the air demon super
    combo and the lightning legs super combo as well as the other abilities and
    Strider them as well as great range and damage.  Characters like Captain
    America, War Machine, etc. are not considered cheap because, although they
    have the ability to combo supers, their moves take a little longer to come
    out and/or often have less priority than the "cheap" players.  If one move
    "beats" another move, it is said to have higher priority.  Cheap characters
    are ok if you balance them with underdogs like Dan, Roll, Mega-Zangief and
    III. Knowledge is Power: Background Information
            Amazing Fantasy #15 is a comic book that came out in August
    1962 and heralded the first appearance of Spider-Man.  Its cover had Spidey
    with a webline in one hand and a crook tucked under the other.  It, like
    Amazing Spider-Man #1, is worth a LOT of money now.  I would appreciate
    either issue if anybody is feeling generous(hey you can't blame me for
            Currently, there are 4 monthly Spider-Man comic book titles (Amazing,
    Peter Parker, Spectacular, and Sensational), not to mention quite a few
    limited series, Web of Spider-Man(discontinued), guest appearances in other
    comics, a cartoon series, t-shirts, vid games, the movie... well you get the
    picture.  Stan Lee and Steve Ditko are the creators of Spider-Man and Stan
    currently heads Marvel Comics.
    Spider-man's History:
            Peter Parker was orphaned at a young age when his parents, who were
    apparently involved in the secret service, died in a plane crash.  Peter
    was subsequently sent to live with his dad's brother, Ben, and Ben's wife,
    May.  Peter eventually grew up(funny that) and went to Midtown High School,
    where he was your classic nerd... except he didn't have a whiney voice and
    collect postage stamps, etc.  Attending a science demonstration sponsored
    by General Techtronics(presently Garid; a research company)on the
    properties of radiation, Peter was "bitten" by a common household spider
    which had been subjected to the radiation.
            The radioactive venom disorientated Peter and as he left the exhibit,
    he was almost run over by a car.  Jumping out of the way, Peter found that
    he had jumped an incredible distance and that he was stuck to a wall.
    Scaling the wall, he crushed a steel pipe on the roof with his bare hands
    as though it was tissue paper.
    Attending a wrestling match later which offered a prize to anyone who could
    stay conscious in the ring with the current champ, Peter donned a hastily
    created mask and beat the wrestler easily.  A television director noticed
    his talent and offered him his own television show.  Peter Parker accepted
    and designed the costume, web shooters and web fluid where he finally
    appeared on T.V. as Spider-Man.  Fame went to Spidey's head and when he
    didn't stop a burglar when asked to by a security guard, a burglar which he
    could have stopped easily, the same burglar killed his Uncle Ben.  Donning
    the costume, Spider-Man tracked the burglar to a warehouse and realized his
    error.  Vowing never to shirk responsibility again, the costumed crime
    fighter Spider-Man was born.
    Peter earned a scholarship to Empire State University where he met Harry
    Osborn and Gwen Stacy.  Harry's father owned a chemical company and was
    involved in an explosion which gave him powers such as strength and
    rejuvenation, becoming Spider-Man's arch-nemesis... The Green Goblin!  The
    Green Goblin devised a special gas which nullified Spider-Man's spider-
    sense and thus discovered Spidey's secret identity.  Norman Osborn
    suffered from amnesia after the showdown with Spidey until his son, Harry,
    overdosed on LSD.  Remembering his hatred for Parker, the Green Goblin went
    to Peter's apartment and captured the only person there... Peter's
    girlfriend Gwen Stacy.  Spider-Man, suffering from a cold, later followed
    his spider-sense to the George Washington bridge where the Green Goblin
    knocked an unconscious Gwen over the edge as Peter tried to rescue her.
    Although Spider-Man snagged her with a webline before she hit the water, the
    shock of the abrupt stop "killed" her.  The Green Goblin was later impaled
    on his own Goblin Glider, but he's alive in the current issues thanks to his
    rejuvenitive powers.
    Professor Miles Warren, Peter and Gwen's biochemistry teacher, had learned
    cloning techniques from the High Evolutionary and made clones of Spider-Man
    and Gwen from their cell samples following the "death" of Gwen Stacy.  Miles
    became the Jackal but later died with remorse at the way he had acted and a
    life support machine housing a clone of the Jackal malfunctioned, creating a
    new, unsympathetic form of the Jackal.
    Many issues later, a being called the Beyonder took all the super-heroes and
    super-villains and put them on a constructed planet to fight each other in a
    massive war.  Spidey acquired a black "costume" which repaired itself and
    responded to his thoughts after his old costume was badly damaged.  After
    returning to Earth and finding problems such as the new costume wouldn't
    respond to his thoughts as readily and being tired after sleeping, Reed
    Richards of the Fantastic Four discovered that the costume was actually an
    alien symbiote that wanted to bond with Spider-Man permanently.  The alien
    had been taking Peter Parker for a joyride while he was asleep!  The
    symbiote was separated via a sonic gun and trickery and eventually bonded
    with Eddie Brock, who became Venom.
    IV.     < Basic Controls >
       ______          ____           ____             ____
      /******\        /    \         /    \           /    \
     |********|      |   P  |       |   P  |         |   P  |  --> Punch buttons
      \_****_/        \____/         \____/           \____/
        |~~|          Jab (LP)      Strong(MP)       Fierce(FP)
      .-|  |-.         ____           ____             ____
     (  \__/  )       /    \         /    \           /    \
      \.____./       |   K  |       |   K  |         |   K  |  --> Kick buttons
                      \____/         \____/           \____/
      Joystick       Short(LK)     Forward(MK)      Roundhouse(RK)
    b = hold back on stick       u = hold up on stick   t = hold toward on stick
                                 d = hold down on stick
    D = dash-press t,t or t + 3P to go forward and b,b or b + 3P to go backwards
    SJ = Super jump(press d, u or 3K)
    XX = before the animation of the last move finishes, cancel with the
         following move
    OTG  = Off the ground        C = Crouching
    QCF = Quarter Circle Forward(d, dt, t)
    QCB = Quarter Circle Backward(d, db, b)
    DP  = Dragon Punch(t, d, dt)
    HCB = Half Circle Backward(t, dt, d, db, b)
    V.     < Moves >
    A.    [ Normal Moves: ]
    1. Standing Jab and Crouching Jab
    -> Spidey does a light punch and turns his torso so the front of him faces
       you.  Pretty fast with good range and is a GREAT button to use when
       starting air or ground combos.  Start here because you can always go for
       a stronger button if it connects and block if it doesn't.  Don't use the
       crouching version often because it's just pathetic.
    2. Standing Short and Crouching Short
    -> Hmmm, I guess the best way to describe this one is that he does a little
       kick straight forward with both knees bent and leans back a little.  Use
       this button alot; if you dash in, use the crouching version, if you've
       already started the combo from the air and it has connected, use the
       standing version to show off(it looks alot cooler mixing the heights of
       the hits even though it's easier to block it) but use crouching all the
       time if you want to play it safe.
    3. Standing Strong
    -> The webslinger does an uppercut extending his whole body.  This by itself
       will launch your opponent into the air and is perfect for comboing a FP
       version of the Web Throw if they're directly above you.  Try not to use
       it to set up air combos as it is harder to do them if you just use this
       and it doesn't do as much damage.  It comes out quick and has more
       vertical range than the RK version and should be used accordingly.  You
       can't do his infinite anymore so this move isn't used anymore by the
    4. Standing Forward
    -> Spidey does a funny spin kick that looks like he's trying to do swing his
       leg over a log but doesn't quite have the flexibility(although he does
       easily). This move looks a bit like an overhead attack but it's not.  If
       your opponent blocks your light kick, follow with this and then a
       Roundhouse one to leave you fairly safe.  If they have an "instant" super
       such as a Ken-Ryu's rushing dragon punch, press this but don't press the
       Roundhouse one as they might be waiting till you do before unleashing it.
    5. Standing Fierce
    -> Spidey leans back a bit and then does a huge punch that goes downwards
       so fast that he ionizes the air molecules, causing them to glow white
       where his fist had been.  Hey, it sounds better than "there's just a
       white line where he punches".  Finish blocked ground combos with this to
       leave you relatively safe.
    6. Standing Roundhouse
    -> Spider-Man does a quick backflip, lands on his hands and uses the power
       to kick his opponent to the moon.  This is a great move once you learn
       the timing of it.  By itself, it will merely hit an opponent on the
       ground like any other move.  However, if your opponent is in the air and
       are hit by this move, they will be launched to the perfect height for an
       air combo.  This is the launcher you should use all the time.  Just
       remember, do a crouching medium kick, then release the joystick and press
       RK or they won't be launched.  Number one form of air defense by itself.
    7. Crouching Strong
    -> I'm such a big Spider-Man fan so please excuse the bias but I just love
       the way he fights, even if it's not the same as the comics.  For this
       attack, the webslinger gets down and does a backhand which hits upwards.
       Use this in his three hit ground combo as an alternative to MK for eye
       candy but remember that if you do then you can't chain into an air combo
       if they are hit by it.
    8. Crouching Forward
    -> Spidey gets down... and puts one foot in the air?  This is his mini-air
       launcher; knocking your opponent just off the ground if it hits.  Follow
       immediately with RK.  Don't forget to release the joystick.
    9. Crouching Fierce
    -> Spidey uses his ability to stick to surfaces on the ground(so he doesn't
       fall over) and tries to elbow his opponent's shins(or head if it's Roll
       or Megaman LOL).  Once again you should be fairly safe after this move.
    10. Crouching Roundhouse
    -> Two hands on the ground and two feet in a leg sweep.  Not a bad move due
       to its range but not a great move due to its recovery.  If you manage to
       connect with it you might want to follow up immediately with the Crawler
       Assault but a)You have to cancel into the Crawler Assault fairly quickly,
       b)The Crawler Assault sucks because it is very unoriginal and c)They can
       roll away after the sweep and make you hurt since you're still trying to
       recover from the super.  Use it against Onslaught if you're ducking under
       a Psychic Blast and waiting for him to finish it.
    11. Air Fierce
    -> Spidey does a horizontal version of his standing Fierce
       punch, and looks cool just like that one.  If you finish an air combo
       with this, your opponent will go flying for a close encounter of the
       terran kind.
    12. Air Roundhouse
    -> This is a very high priority move.  At one stage or another, you're
       likely to see fights where Spidey jumps around with his heels aiming
       for his opponent's head.  Not a good idea to get used to this but use it
       when you need to.  If you're starting to get desperate use this move but
       don't pull it out too early because it gives your opposition a chance to
    13.  The other air moves have been omitted because it's a waste of space.
    B.    [ Throws ]
    1. Double Rolling Slam (T or B + Fierce while close to opponent)
    -> Spider-Man grabs the opponent, jumps into the air, does two forward flips,
       then flings them to the ground.  You have to be on the ground to do it.
    2. Shoulder Toss: (T or B + Strong while close to opponent)
    -> Spidey grabs the opponent's arm and vaults him over his shoulder.  Spidey
       recovers quickly being the legend that he is and if you throw an opponent
       into the corner(wall), you can follow up with an OTG combo(You can
       probably do a Crawler Assault instead but I go for the air combo.  Once
       again, ground only throw.
    3. Air Double Rolling Slam (T or B + Strong or Fierce...close in mid-air)
    -> Spider-Man grabs the opponent and flips over frontwards twice, flinging
       them to the ground from the air. Basically the same properties as the
       standing version.  Use it as an air combo finisher if you do the air
       combo quickly or if your opponent gets used to jumping in blocking
       because you launch them if they don't, jump up and throw them.
    C. =-=[ Special Moves ]=-=
    1. Web Ball (QCF + any punch)
    -> Spiderman puts both his wrists togethers and fires both webshooters to
       make a glob of web fluid while saying "Web ball!".  If it connects, his
       opponent becomes entangled in a cocoon of webbing.  The stronger the
       punch button used, the longer the webbing lasts.  Use the jab version as
       an air combo finisher, and the jumping fierce version if you feel like
       playing keep away since only this version lasts long enough to follow up
       with the Maximum Spider, or other combos/supers.  A MP version MAY work
       if you're both close to the edge of the screen on your side but don't bet
       on it.  It's Spidey's only real method of playing keep away and when
       you're fighting Mega-Zangief or Gold War Machine you should use it heaps
       against MZ and a little bit less against GWM.  The webbing won't affect
       the Hulk while he's on the ground and I think the same is true for Jin
       when he gets his desperation powerup.  Nevertheless, it still does
       damage.  Air webbing goes diagonally down and ground webbing goes
       horizontally.  Ground webbing almost NEVER hits unless it's the Jab or
       Strong version because it's so obvious that Spidey's doing it.
    2. Spider Sting (DP + any punch)
    -> Spidey loves to make fun of people, just like Dan, so this move imitates
       the Shotokaners' dragon punches(he even says the name of the move...
       "Spider sting!") except he can punch them back to the ground when he
       reaches the apex of his jump(you need to press punch again).  Be careful
       when doing this because a good roller will be able to do a short roll if
       you do the second punch and Spidey will end up vulnerable and at their
       mercy.  Be careful when doing this move because this will leave open for
       some time if you miss. It's quite invincible going up and you should use
       it against moves which Spidey can't use a launcher very effectively
       against like head stomps and Venom Fangs.  Play conservatively and use
       the Jab version unless you're sure of hitting because it has less
       recovery and I think it comes out quicker.  You can combo it after his
       launcher but your opponent will go out of the screen upwards and will be
       able to block afterwards.  Ground only move.  This is also his Team
       Counter move; great since it is a dragon punch and hits twice with a
       second punch button!
    3. Web Swing (QCB + any kick)
    -> Spidey lets everyone know that he's coming by shouting "Web Swing!" and
       shoots a webline at 45 degrees upwards which sticks to nothing and then
       holds onto the other end while swinging forward with his feet in front of
       him.  It's damaging, it's quick, it... has a lot of recovery time?  Doh!
       Use it primarily as an air combo finisher(you can use the RK version!)
       and also as an OTG after a sweep (C.RK) on a downed opponent.  Air or
       ground, Spidey's coming to get you!
    3. Web Throw (HCB + any punch)
    -> I love this move!  Spidey sticks one arm out and with a "Thwip!", shoots
       a strand of webbing towards his opponent.  If it snags them, Spidey grabs
       the other end and spins his victim around (move the joystick as fast as
       you can and ram the buttons for more spins to see how much momentum you
       can build up) and as he lets the line go, he says "Web throw!".  This
       move does alot of damage, is fun to do and watch, and although it is
       slow, it can even be used in serious battles if you know how and when to
       use it correctly.  Good occasions to use it are:
    After a MP launcher, if your opponent is immediately above you(FP version).
    If you're fighting somebody who likes to do a high priority, low recovery
    time attack on you like Venom Fangs and Jin's diving drill kick(MP version)
    After you jump in to combo the Hulk and he does a Gamma Crush, land and wait
    for about one second and then do it and you'll get him.  Too slow and you'll
    be crushed and too fast and he'll just be hit out of it without being
    Naturally go for too soon when you're trying this out(FP version)
    Punch strength determines angle at which spidey fires the line:
    Jab is horizontal, Strong is at 45 degrees and Fierce is straight up.
    Ground only move.
    4. Wall Cling (jump against a wall, hold the joystick in the opposite
                   direction to stick, release when you want to jump off it)
    -> This IS Spider-Man y'know!  If anybody climbs walls, it's Spidey.  This
    is a great move if you want to surprise somebody(A wall cling?  For me?  You
    shouldn't have!) because you can jump away from them, then come right back
    at them by tapping the lever away from the wall for a split second.  Also,
    you might want to use this to avoid supers.  Very useful during Rush Drills,
    and Duo Team attacks(super jump and stick to the wall while their super bar
    runs out).  You can't block while you're on the wall and you can only stay
    there for so long so don't think that you're perfectly safe up there.  If
    you're on the wall or heading towards it and a "beam" super is (about to)
    be unleashed down below, stay on the wall if you're sure you won't be hit
    and just before their super ends, do the Maximum Spider so that you don't
    risk being hit during it.  It's very hard to safely dash while you're in the
    corner so if you want out, just jump up, wall cling, and escape.  If you
    really want to be nasty, stay up there a couple of times when fighting
    Captain Commando if he's on the other side of the screen.  If he does the
    Captain Sword, do the Maximum Spider and find out who's the fastest!  You
    need to be quick or anticipate it.  If you see the little arrow coming
    towards you, jump off the wall and block or he'll Corridor you.
    D.    [ Supers ]
    1. Maximum Spider (QCF + 2 punches)
    -> I'm telling you right now, this is the best super Spidey has.  It's both
    effective and looks cool!  Spider-Man jumps onto the wall behind him(or goes
    to the wall even if he's in midair, sticks to it for an instant while he
    summons his Spider strength, then says "Maximum Spider!" as he springs
    across the screen like lightning.  If the opponent doesn't block it, he
    hits them from all sorts of angles for 5 hits, bouncing off walls, the floor
    and the ceiling.  If they block it, Spidey does a slow backwards sommersault
    and is vulnerable until a little while after he lands.  It does great damage
    and is the number one counter I use when I've got sufficient time.  Combo it
    immediately after Fierce web ball and if you've ever jumped above a beam
    super, don't hesitate to execute it immediately.  It can go through even a
    Proton Cannon!  Make sure you aim it correctly initially and release the
    joystick as soon as you see that he's going the right way since extra input
    can cause Spidey to get hit by supers and miss the following hits.  Also, if
    you are close to your opponent after the super, you can OTG them with LK,
    then use RK to launch them into the air!  I've done it a few times but I'm
    not sure if you can do an air combo after it like normal.  You may have to
    do the full motion for a super jump after the RK instead of just pressing
    up.  If you can't do it, cancel the RK into a Spider sting or better yet...
    you might be able to do a Crawler Assault as an OTG!
    2. Crawler Assault (QCF + 2 kicks)
    -> Spidey says "Showtime!" and does a funky rushing attack which uses
    recycled animation from his other moves.  His only useful chipping super and
    the only super that can be normally comboed(excluding web ballls and
    helpers.)  The only times you should use it are in combos, to finish people
    and to counter during a player switch.  Ground only super.
    3. Ultimate Web Throw (QCB + 2 punches)
    -> Petey's third super... he jumps backward and at the peak of his jump he
    stops and shoots out a large spider web.  It covers a fair part of the
    screen and is easily blocked unless your opponent is doing a move.  If his
    victim doesn't, then they are ensnared by one of the web lines and spins
    with it a few times like in his air Rolling Slam throw while falling very
    slowly and smashes his opponent into the pavement.  The best thing about it
    is that it fakes people out.  Jumping away doesn't seem very threatening to
    many people and this super allows Spidey to get out of the way of people who
    jump in with moves like Jin's drill kicks or Venom's Fangs.  It does no
    block damage though so don't try to finish somebody with it unless you can
    afford to.  Only executable when on the ground.
    VI.     < Combos >
    Ok, this is really simple once you get the hang of it.  There are three
    parts to a big combo usually... an jumping combo part, a ground combo part
    and finally a super jumping combo part.  I will describe each combo
    accordingly and all you have to do is add your desired mini combos into one
    large combo.  So you can do a jumping combo into a ground combo, a ground
    combo into a super jumping combo or a jumping combo into a ground combo into
    a super jumping combo.  I will make the appropriate notes where...
    1. D.Short -> Forward -> C.Roundhouse XX Crawler Assault or Web-Swing
    **Note: Ok this is a simple combo which does LOTS of damage... if you use
    the Crawler Assault.  Dash at the start to quickly get close to your
    opponent then press Short, then Forward, then press Roundhouse while holding
    the lever in the down position.  As soon as you finish the last hit, execute
    the Crawler Assault so that Spidey stops recovering after the sweep and
    starts the super.  You can use either standing or crouching for both the
    Short and Forward buttons, but crouching is the best as if your opponent is
    blocking high then they will still be hit by the first low attacks.  You can
    also omit one or both of the first two attacks or substitute it with the
    same strength punch button(LK=LP, MK=C.MP).  The Crawler Assault is
    escapable if the opponent rolls after being swept, so use this combo
    relative to how skilled your opponent is.  Use the Web-Swing if you don't
    like ugly looking supers.
    2. C.Forward -> S.Roundhouse -> u/t -> SJ.(Jab, Short, Strong, Forward XX AC
    **Note: The C.MK knocks them slightly up into the air, then the RK launches
    them at a great height for an air combo.  As soon as you press the RK, hold
    u/t and Spidey will immediately Super Jump after his victim.  Wait for a
    very short period after he jumps and then do the rest of the combo as
    quickly as you can.  If you want to do the least number of hits using his
    launcher while still doing a full air combo, use this combo.
    3.  Strong -> u/t -> SJ.(Jab, Short, Strong, Forward XX AC finisher)
    **Note:  This is the simplest way to get a full combo but try not to get
    into the habit of doing it as you will be at a distinct disadvantage when
    compared to the roundhouse launcher as the range is less, you have less time
    to respond to the fact that you're hitting them and in some of the other
    games with Spidey you may find that air combos are more difficult or even
    impossible to connect with all of the air blows.
    4. D.Short -> C.Forward -> S.Roundhouse -> Spider-sting
    **Note:  As soon as you press RK, do the motion for the Spider-sting and
    press FP after they are launched.  Spidey will do the sting and they'll go
    flying vertically upwards and off the screen.  You can't combo after this,
    the only possibility may be to do a team super using Captain Commando... if
    they come out quickly enough CC might be able to hit the skyborn opponent
    with a Captain Sword, although I suspect that they will recover before it
    hits.  You can't follow up with an OTG or infinite combo in MvC like the
    other games as they are knocked too high and, more importantly, recover
    while they are falling.
    5. Jump in: J.Jab -> J.Strong -> J.Fierce -> C.Short -> C.Forward ->
    S.Roundhouse -> SJ(Jab -> Short ->
    Strong -> Forward -> Air Double Rolling Slam)
    *Note:  You may use a LP.Web Ball if you cancel quickl or any strength Web
    Swing instead of the throw.
    **Note:  This is probably Spidey's most damaging combo.  The first three
    jump in hits will only connect if you start the combo early and on
    relatively tall people... which leaves you open more often than not... you
    should be able to get the first two hits in if you leave it later.  Then,
    after you land, IMMEDIATELY do the LK.  I was so used to Marvel Super Heroes
    vs Streetfighter that, when I first played this, the Hulk would almost
    always throw me when I landed even though I hit him with the other hits.
    It just goes to show how much these games have changed... it's VERY hard to
    dash after landing so the dash should always be when you're coming towards
    your opponent or not at all.  The crouching Short will often open them up
    for the rest of the combo because some people aren't used to changing the
    height at which they're blocking.  Follow with a C.MK, then a S.RK and then
    hold up/towards to Super jump after them(you don't have to press down then
    up, only up... but up/towards is better because you get closer which makes
    the air combo easier/possible).  The following hits must be done relatively
    quickly... I used to have a lot of trouble with this.  Now, I use my middle
    finger for punches and index for kicks which makes it very easy and I think
    that I can combo faster than many other people... plus this leaves my little
    finger free to charge a big MegaBuster with Megaman.  The thing about
    combos in Marvel vs Capcom(and generally with other "vs" games) is that the
    more hits that you do, the less damage the combo does for the later hits.
    Thus, if you do a Web swing or a Web Ball as an air combo finisher, it will
    only do a fraction of the damage that it would if you managed to connect
    with the move by itself.  Same goes for normal moves.  Throws, however,
    don't follow this pattern and do the same damage that they would if you did
    one normally.  The problem is that they may be tech-hitted or if your
    opponent is really crafty, then they may throw you instead!  So be careful.
    6.  Alternate Jump-Ins:
         LP, FP, RK.
         MP, FP, RK.
         FP, RK.
    **Note:  Don't you just love these notes?  Ok, time to explain Spidey's
    Jump-In Magic Series.  You can do three hits maximum Jumping in, I think.
    You can't go from kick to punch, but you can go from punch to kick.  You
    can't go from Strongest to Weakest but you can go from Weakest to Strongest.
    That means that you can do three punches(LP, MP, FP) or (LP, MK, RK),
    (LP, MP, RK), (LK, MK, RK).  Actually you probably can go from kick to punch,
    but only the next strength one(so LK -> MP and MK -> FP), but you can't do
    the move above it(e.g. LP, LK, MP).  I'll find out later.  How close you are
    to the ground when you start the combo dictates how many and what hits you
    can land.  So the height of your target determines the height at which you
    can start a jump-in combo.  Hulk is a sucker since he's so tall.  Customize
    your jump-in with this knowledge.  If you're in an air fight(where both you
    and your opponent are jumping) and they block, you can do the full six hit
    magic series(LP, LK, MP, MK, FP, RK).  They won't be hit by it of course but
    it charges your super meter and you can stop midway through attacking them
    and throw them instead.
    (For more combos, Go to Migs' webpage...look for the address in the Credits
    Spidey's Marvellous combo in MSH:
    J.LP, J.LK, J.MP, J.FP, LK, C.MK, S.RK XX MP.Spider Sting, S.MP, SJ.LP,
    SJ.LK, SJ.MP, SJ.MK XX LP.Web ball, SJ.LP, SJ.LK, SJ.FP, C.MP(OTG), S.RK,
    SJ.LP, SJ.LK, SJ.MP, SJ.MK XX LP.Web ball, SJ.LP, SJ.LK, SJ.FP.
    Spidey's Big combo in MSF(without using the van):
    FP.Web Ball, J.LP, J.MP, J.FP, LK, C.MK, S.RK XX FP.Spider Sting, C.LK(OTG),
    Spidey's Big combo in MSF(using the van):
    Get your opponent so that the van is behind them(on the stage with the
    police where the floor caves into the sewers), then:
    FP.Web Ball, J.LP, J.MP, J.FP, LK, C.MK, S.RK, SJ.LP, SJ.LK, SJ.MP, SJ.MK,
    RK.Web Swing, C.LK, S.RK, SJ.LP, SJ.LK, SJ.MP, SJ.MK, SJ.FP, SJ.RK.
    VII. --==< Fighting the Computer >==--
    General Strategy:
    The best offense uses a great defense.  Dash at your opponent and as soon as
    you do, hold backwards to block.    Dash forward, dash forward and jump,
    dash like there's no tomorrow.  Spidey would have to be the fastest
    superhero out of all of the people there in the comics and in the game he
    is one of the fastest.  Move as quickly as possible this way but do the
    double tap forward very quickly and block as soon as you do it.  If your
    opponent attacks you, even if you are dashing into most supers, you will be
    able to block it(unless it's an unblockable move like a throw but I will get
    to that) and may be able to get counter their attack with one of your own if
    the move that they used has a lot of recovery on it.  So for Captain
    Commando, if you dash at him and he does a Captain Corridor(pillar of energy
    when he punches the ground) and you block, you will get knocked back a
    little or stop but suffer very little damage.  If you immediately dash
    again, you may be able to get him while he is recovering from the move. And
    if at first you don't succeed... try and try again.  They will often break
    under pressure(if they are human) of Spidey coming for them... just like in
    the comics!  Make sure that you hold backwards UNTIL you are ready to attack
    .  That is the golden rule; block everything.  If you release it too early,
    you can be killed by Gamma Crushes, Captain Corridors, War Destroyers... you
    name it.  As soon as you are close enough after dashing in, start attacking.
    You have speed, you have momentum, they have a long sleep filled with
    nightmares of Spider-Man coming for them again.  If you do it late enough,
    they don't have enough time to attack you and have to go on the defensive.
    If you are a beginner, start the match with a super(I recommend the Maximum
    Spider).  The computer will often fail to block supers or counter them if
    they do and it is better to get ahead in case you are having trouble towards
    the end because it's a lot harder to make a comeback.  If you have a good
    helper(dashing ones are often good), use them up at the start too.  Once it
    is no longer a problem beating the computer this way you can omit the supers
    and helpers and use your opponents for more practise at combos.  Always
    choose Manual mode too, as you're more likely to lose if you use easy mode.
    Vs Chun-Li
    - Computer Chun Li is only dangerous if you are hit by her supers.  If you
    keep advancing while blocking, she will often screw up by doing a Rising
    Bird kick... after which you should either use her for combo practise or hit
    her with a super.  Also, she may do a Kikousho(fireball)... if you are trying t
    o jump
    in at her then start a jump-in combo on her as she is helpless.  If she does
    a super Kikousho and you are outside its range, then wait for one second and
    a tiny bit more and do the Maximum Spider(hold the lever down or don't hold
    it at all after you do it).  Occasionally she will do a jump and throw you
    while you jump in if you don't beat her to it.  Don't let it bother you; it
    does damage but you'll win in the end.  So don't panic and try to tech-hit
    it by pressing towards and a punch button immediately.  If that doesn't
    work, she will have to lean forward to throw you once she is holding you.
    If you try to press towards and punch again at the instant she lets go, you
    can tech hit the move(without losing damage I think).  If you miss these two
    opportunities, then try for the third one(although the damage is already
    done);  at the instant you hit the ground, do a quarter circle back and
    press punch.  Try to stay in the air when fighting her; if you are on the
    ground, there's a chance that she'll hit you with a ground combo ending in
    FP and the rushing lightning legs.  If you block constantly in the air, you
    won't be hit by the air demon kick that she manages to connect a miraculous
    number of times.
    Human Chun Li can be a real b!tc#.  Three main things to watch out for:  a
    FP into the Rushing Lightning Legs super, a launcher into an Air Demon Super
    combo, and a launcher into a semi-infinite(into a Air Demon Super combo
    after that if they're good!).  To avoid these, try not to get launched at
    all.  So stay in the air and you should avoid the worst of it... don't
    forget that her launcher has high priority as air defense... but is nothing
    compared to our hero.
    Vs Ryu
    Ryu mode - Keep jumping at him and beat him up if he does a fireball.  Be
    wary when jumping in as if you attack too early he may dragon punch you.
    Occasionally, he will dash forward and backwards a few times at the other
    side of the screen and then do a Shinkuu Hadouken.  Try to be in the air
    when he does and do a Maximum Spider.  Also, he often jumps at you and does
    a fireball in midair, after which he is completely helpless.  Super him or
    do a RK launcher and an air combo.
    Ken mode - Use missed Dragon punches to practise combos or supers if you're
    desperate. I think this "Ken" may like hurricane kicks like the other one so
    it may be a good chance to try out your aiming with some web throws.
    R-Ken's fireballs suck unless he combos them(they fade out after about 1/2 a
    screen, but still treat them as you would Ryu's.  As Ken has a formidable
    dragon punch super, you must be very familiar with air blocking when
    attacking by air or you can be in trouble.
    Akuma mode -  Use a combination of the modes with which you fight the other
    two.  This version apparently takes more damage than they do as well.  His
    fireballs go down but if you are underneath him you can RK him into an air
    -Human Ryu shouldn't be too much of a threat.  Watch out for trips into
    hurricane kicks supers, S.FP into a Shinkuu, launchers into Shin-Shoryukens,
    launchers into air combo Shinkuu's(he's got a terrible launcher now so you
    shouldn't be launched and the Shinkuu combo is much harder to do).  He's
    very strong and can kill you if you don't take him seriously though.  Also
    watch out for jumping into a super hurricane kick... don't forget to block
    and Maximum Spider him if he does it too early.
    -Human R-Ken is a bit worse in my opinion.  Watch out for the flaming tower
    of death dragon punch super when you jump in and his advancing dragon punch
    super because it's so quick(if you see them blocking your combos, try to
    finish earlier).  Watch for MK -> Advancing dragon punch supers and
    launchers into flaming tower supers.  Still has a slow launcher so no real
    threat like in MSF.
    -Human R-Akuma takes damage a little worse than the other two.  Watch for
    the Advancing dragon punch super combo again and air hurricane kicks and
    diving kicks.
    Vs Zangief
    - We affectionately nickname him Grief because if you don't fight him
    correctly, he can give you grief(and it rhymes... duh!).  So what is the
    best way to fight him?  Well, dashing in along the ground is a big no no
    because he will Spinning Pile Drive you more often than not.  Attacking from
    the air is more my style but Grief has the ability to SPD out of a block
    stun... meaning that he if he blocks your attack, it is possible for him to
    do a SPD on you, although the computer rarely takes advantage of this.  On
    rare occasions you may be hit into the air and then hit by an air lariat
    (where he spins his arms).  After you both fall to the ground, Grief will
    pause for a second and then do a Final Atomic Buster super(FAB).  As soon as
    you get up, jump to escape it.  Since he is so good at fighting close, it is
    often good to use your helpers on him to chip his strength and use your
    Web Balls on him to do the same and follow with a super if it connects.  If
    your partner is a good fireballer you may want to use them instead but it is
    fairly safe to attack him from the air so you shouldn't be too worried.
    -Human Grief can be REALLY good.  If you jump and attack him, he can often
    SPD you before you hit the ground if he blocks it!  To beat him, it is good
    to play a bit of keep away with Web Balls since he can't play keep away
    except with his helpers.  S.RK by itself if he walks near you but only if
    you can hit him with your feet with it.  Best to flee.  If you can make him
    come for you, use the S.RK into an air combo, and if he goes for a high
    priority move like a body splash, use your Web Throw on him.  Otherwise try
    to stay away and use your range on him.  If you want to fight close, use
    three hit combos and finish it with a Web ball or Web swing if you think
    he's going for an immediate counter attack.  Mix it up with an air dash or
    two to avoid prediction.  Watch out for SPDs/FABs when attacking, MP throws
    followed by supers, and his air combo with the lariat and the double RK into
    a super(press RK before you land from his double RK and it will stun him out
    of the super move).  Also, don't land anywhere near him after super jumping
    unless you know what you're doing... after a jump there's a brief period in
    which you can't jump again... and Zangief gets super armour during a FAB.
    Vs Mega Zangief
    - Although the Web Ball won't entangle MZ, they do hurt him.  Use the air
    version only and your helper if they are good.  He cannot be launched for an
    air combo so don't try to.  If you like playing with fire, then use a
    jump-in combo on him and finish it with a Web Ball or Web Swing.  If you
    want to combo him on the ground, then just use the medium and fierce versions
    of Spidey's punches and kicks because they do have quite a bit of range and
    they do slow him down, but it is dangerous if you're not careful.  Spidey's
    supers aren't very effective on him but you can use the Maximum Spider and
    the Crawler Assault sometimes;  MZ can only be hit by the MS when he's
    recovering from a special move like a SPD(I think supers too) and the
    Crawler Assault does a lot of damage but he can SPD/FAB you out of it.  Use
    team supers to kill him easily or Duo Team attacks if you're feeling lucky.
    He can't hurt you from a distance except with that flame(which is pathetic)
    so play keep away if you just want to get rid of him since he's so slow and
    Spidey's so fast.  Super Jump and/or Air Dash and/or Web Swing over his head
    when he starts to corner you because you're so fast and he's so SLOOOOOW.
    Vs Human MZ-  Just stay away 100% unless you KNOW that you can beat him
    before he can SPD/FAB you.  Watch out for consistent J.FP's.
    Vs Morrigan/Lilith
    - Treat her exactly the same as Ryu and R.Akuma even though she's SOOO sexy
    and keeps beckoning you forward(well her taunt does).  She can air combo you
    though so be careful.  Also, she has the Darkness Illusion super so make
    sure you're a good blocker.  Lilith is "worse" than Morrigan, I think
    Morrigan's better than Ryu and Lilith is worse than Ken personally.  So over
    the fireballs and into the combos - don't forget to block!
    Human Morrigan/Lilith can be very good.  Don't be a sitting duck, attack her
    alot as her air defense isn't great.  Watch for her fireballs mainly and
    don't let her get close as she can combo quite nicely too.  Watch for Soul
    Erasers/Brilliant Showers because they can be quite subtle and also watch
    out for the C.MK into a Silhouette Blade combo.
    Vs Captain Commando
    - Another fireballer?  Oh goody!  CC uses his Captain Fire frequently (about
    2-3 in a row) so jump over them while he's in his stun for a combo.  Of
    course it's not that simple... if you do it too late then he does a Captain
    Corridor and your life drains away if you don't block it.  If you do block
    it, try to dash in along the ground straight away for a free combo if he
    uses a powerful version of it(the more powerful it is, the more recovery
    time it has).   You have to be fairly patient for opportunities for combos
    sometimes but it's worth it.  Spidey's supers can take out CC pretty quickly
    if you time them right too.  CC's most dangerous super is the Captain Sword,
    which he combos off his launcher... so don't get launched!  If you're close
    and have to block it, try to dash in afterwards for a ground combo launcher,
    do the same for the Captain Storm.  If you're far away, then push-block it
    to reduce the chip damage.
    Human CC can be tricky at times.  Watch out for Captain Corridors and don't
    let up the attack... if they keep doing them as you jump in, quickly do a
    dashing ground attack for a change and you might get them.  If they just
    keep doing them, walk towards him carefully and attack or defend.  Use the
    odd air and ground Web ball as well as the air dash to trick him if all that
    doesn't work very well.  Watch out for his launcher when attacking as he can
    follow it with a Captain Sword and also for his C.FP into a Captain Storm
    into an OTG into the previous combo!
    Vs Megaman
    - "A, A, A, A...".  He likes to fire uncharged MegaBusters alot.  Go for a
    jump in combo all the time.  Spidey's limbs are so long that he has no
    trouble with a fist fight with Megaman.  If you see him do the Hyper
    Megaman, immediately do the Maximum Spider.  Spidey should jump up to the
    wall just above the beam, then dive through it and pummel MM like there's no
    tomorrow!  Spidey can avoid bullets and sense danger remember so it's no
    chore.  Occasionally you may be hit by a Beat Plane combo but it doesn't
    hurt very much and if you block it then it's a great time to retaliate.
    -Human Megaman can be a threat.  Seriously, he can.  I play a mean Megaman
    so from how I play, I'd say you have to watch out for his air combos and try
    to take him out quickly, without sacrificing defense.  His RK launcher has a
    fair amount of priority but his range is short so don't let him get too
    close.  Watch for his MK into a Beat Plane combo(dash and combo him if he
    stays right next to you when it runs out, and his MegaBuster into a super or
    team super(I combo it into a 2 on 1).  If his energy gets low, they'll often
    try to change out by releasing the MegaBuster at you when they think you'll
    attack because a well charged MegaBuster comes out quickly and lasts long
    enough to decided whether to do a two person super or simply change.  Also,
    watch out if he has 3 levels of super charged and Morrigan's his partner...
    I found out this really devious trick;  if you fire a well charged
    MegaBuster and your opponent blocks it, you can switch to Morrigan and do
    the Eternal Slumber and it will catch them while they are unable to escape
    from the MegaBuster.
    Vs Strider
    - Capcom's version of Wolverine.  This guy has high priority, high damage
    moves and is quite annoying if you're on the end of his combos.  Don't be
    intimidated by him.  Just keep after him with yours and make him pay when he
    teleports.  Blocking is essential to victory.
    Human Strider is one of your harder opponents.  Use your S.RK into an air
    combo for defense but try to keep at him.  Take extra care blocking.  Don't
    use any supers or specials unless you're quite sure that they'll connect...
    Web Balls can be ok if you are careful.  Watch for... his combos.  his
    ground one does heaps and so does his air one.  Also, watch for his supers.
    The Legion does pretty good block damage... if you see him do it, super jump
    immediately over it and try to come down on him for an air combo.  The
    Oroboros can be quite deadly as well... he can do Oroboros->helper or bomb->
    Oroboros->helper or bomb->Oroboros into air combo or into a Ragnorak.  So
    don't get hit by it.  When they do the Oroboros, humans often try to screw
    up your blocking so they'll connect.  If you see him jump, block high, then
    low when he lands so he can't hit you low.  You don't have to do it for
    long.  They may also try teleporting behind you... watch and block as soon
    as he appears.  Finally, if you manage to block all that, they may try for a
    throw after the super runs out.  Don't fall for it and try to throw them if
    you're good.
    Vs Jin
    - Unlike most other fights, you often find yourself having to let Jin come
    to you.  Don't panic, just watch what he does.  It usually is a jumping
    diving drill kick followed by a sweeping drill kick followed by his
    exploding clothes.  His attacks have high priority and often have quite low
    recovery time and they also chip your strength a tiny bit.  Sometimes he
    doesn't use the exploding clothes and you can counter his attack very
    easily.  Jin is a good person to use the Ultimate Web Throw on.  When he
    jumps in, Spidey jumps out of his way and Jin gets caught like s fly.  The
    Maximum Spider isn't the best because Jin keeps coming for you and it can't
    go straight down.  If you don't like being cornered at all, then Spider
    sting his ass.  Be careful when you're trying to get out of the corner too
    as Jin may execute the Great Cyclone super, which crosses almost everybody
    up when they're trying to block and eats their strength.  Try to take Jin
    out before the other player because he gets a powerup when his life is low,
    he's the last of his team and he isn't being comboed.  When you notice his
    life is starting to get low and he's the last of his team, hit him with a
    big combo or super so that he is knocked out or has very little energy left
    when he activates the powerup.  The powerup gives him armour and increases
    his attack power(although I think it makes him a tiny bit slower).  To
    launch him for an air combo in this mode, you have to do one hit before your
    launcher, so you usually have to do (LK, C.MK, S.RK) to launch him or (LP,
    Human Jin can be pretty tricky.  Fight him a bit like Computer Jin but try
    not to fall into the S.FP(?) into a Blodia Punch combo.  Also, be careful of
    humans who try to do a sweeping drill kick combo and cancel it into the
    exploding clothes when they think you're going to attack.  If they do this,
    wait for them to do it and you'll get a free shot at them afterwards.  Be
    careful of being thrown if they know that you're going to wait for them to
    do that.  Not too hard if you can Spider Sting well.
    Vs Roll
    - Be afraid of her!!!  She may look small but she can beat the best heroes
    if played by a master.  She uses a lot of fireballs when the computer uses
    her, and the damage she dishes out is very weak, so don't be afraid to use
    the Maximum Spider on her unless you think your friends are going to turn on
    you for beating up a little girl(what's she going to do if she blocks the
    Maximum Spider... hit you with a fireball?  Her limbs are VERY short so just
    hold her away with one arm and deactivate her with the other.  Get to her
    by using up your helpers every match and not ever losing one of your team
    (and a few super finishes I think).  She normally comes with Megaman.
    Human Roll can kick butt if she's used right but so long as you use your
    range on her, she doesn't have a chance.  Go for supers a little bit more
    than usual when you think that they might hit but DO NOT underestimate her
    as anybody fighting you with her probably has the skill to back them up.
    I've beaten Strider/Spider players with my Spidey/Roll team and Roll can
    actually can carry her weight.  Still, she SHOULD be a pushover.  I feel
    kind of bad telling you how to beat her!  =(
    **Note:  In Japan, Megaman is known as Rockman, and so the two are supposed
    to be Rock and Roll... cool huh?
    Vs Shadow Lady
    - If you manage to get to her(first attack every time, team/duo super
    finishes and not losing any of your team), you'll find out that she can be
    annoying at times.  Generally, she throws out missiles three times in a row
    and then does a Big Bang Laser super.  The missiles prevent you from getting
    close to her(you hit her but the missiles get you) like normal, but the
    Maximum Spider works like a charm.  She does ground combos with the arm
    drill at the end and air combos as well.  She even tried to do the Final
    Mission on me!  She is usually paired with Jin.
    Human SL should be a cinch compared to Chun Li.  Just watch out for the
    semi-infinite.  Her supers aren't comboable but they can hurt if you get hit
    by them so don't.  Avoid the Big Bang Laser and if you're really good, try
    to super jump and avoid the missiles.  If she does regular missiles, do a
    few hits if you are close and then block, or try for a super if you think
    you can make it because the missiles have a long start-up delay.
    Vs Captain America
    - Stars'n'Stripes!  Am I supposed to be scared?  I have the proportionate
    strength and speed of a spider as well as heaps of other things and all you
    have is your cruddy super soldier serum and that shield.  Yes, definitely
    no sweat beating CA.  He does a few Stars'n'Stripes which leaves him open,
    same goes for Charging Stars.  You can hit his shield out of the air if you
    time it and although he is strong, he is slower than Spidey.  It often helps
    to make him lose his shield(attack him after he throws it to move him away
    from the spot where it was going to return), but this only works for the
    computer(human players sometimes lose their shield on purpose to set up
    super combos easier).  Sometimes he does a cartwheel... although he can't
    attack you while doing this, he may end up behind you... be prepared to
    block the other way(or throw him as he passes you).
    Human CapA can be good sometimes.  Watch out for his jumping FP and S.FP
    because the range is so good.  He's pretty slow and if you can get rid of
    his shield, the loss of range is better for you than his ability to combo
    supers.  Be aware that he can combo into a few supers with his shield and
    all of them with it.
    Vs Venom/Hyper Venom
    - Venom is a hard person to jump in on when the computer uses him.  He does
    the symbiote thing where it lashes about his head alot, making it difficult
    to attack him like that.  Ground combos work well, but be wary of the Venom
    Fang.  Also, since all of his super/special moves keep him in one spot or
    cause him to initially attack diagonally upwards/forwards, air web balls
    work very well.  If he does the Venom Fang, you may want to go for a
    Ultimate Web Throw or a MP.Web throw.  Hyper Venom is very fast but he takes
    damage like a wimp.  Use your helpers on him and hit him with lots of small
    combos.  You only need about one super on him to beat him but don't get
    cocky unless you know you can win.
    Human Venom should be a pushover... most players will try to Venom Fang you
    or use the Web hold throw to set you up for an air combo.  Spider Sting
    beats a Venom Fang and so does the Maximum Spider and the Ultimate Web Throw
    if you are careful.  Fire heaps of air Web balls while jumping in and try
    not to chance supers.  He should never get close enough to throw you... if
    you are encapsulated, jiggle your joystick to try to escape.  Red Venom is
    much of the same, except he can combo after a S.RK into a Death Bite or Team
    Super... beware.  Just go ape on the combos and you'll kick his butt no
    sweat... drain your helpers if they're good and use a lot of low attacks.
    Vs Hulk/Orange Hulk
    - The Hulk has been upgraded since Marvel Super Heroes vs Streetfighter, but
    he's still only a shadow of the comic book Hulk.  If you can block very
    well, Hulk just becomes one big punching bag.  If you jump at him, he will
    often try and hit you with a S.FP or that handstand kick.  Keep the pressure
    on and do a dashing combo when you can and a jumping combo when you can as
    well.  One cool thing is when you jump at him now... he often tries to do a
    Gamma Crush.  How is this cool?  Well if you block it and then land for a
    second, you can snag him out of the air with a FP.Web Throw.  Other than
    that, just hit him with supers and combos and you'll beat him no sweat
    (Ultimate Web Throw is good for when he does the S.FP - Spidey jumps out of
    the way and snags his arm... just like he would in the comic books except
    this time the Hulk can't snap his webbing.  You need an extra hit before
    launching him due to the super armour and Spidey's Web balls only do a
    little damage to the Hulk without entangling him(unless he's in the air.
    Likewise, only use MP/FP.Web Throws.  Orange Hulk is like regular Hulk except
    no super armour and weaker attacks.  The increased speed should be nothing to
    Spidey's... show him that.
    Human Hulk should be an absolute pushover.  Dial away his super armour and
    dash in for a combo whenever you block an attack.  If they use RK or FP all
    the time, be patient or use an Ultimate Web Throw.  Watch out for his
    regular attacks, his launcher into a Gamma Crush and his launcher into a
    Gamma Wave.  Your Spider sense shouldn't even mildly buzz though.
    Vs Gambit
    - I'll say it right now:  Computer Gambit blocks almost everything.  You
    have to be very patient before Gambit screws up but he does have his
    helpless moments like when he bounces off the walls.  Maximum Spider is gold
    against him; Spidey can avoid bullets no sweat so cards aren't a threat and
    so if you play your cards right, the Cajun will fold.
    Human Gambit can be a nasty boy.  His launcher has a fair bit of range
    because he uses a staff, but his air defense is pretty crummy so the J.RK
    and air Web balls should be used frequently.  Watch out for his infinite in
    the corner(LP, LK, LP, LK, etc) and also for his throw into a Royal Flush,
    launcher into a Royal Flush and FP.Kinetic Card into a Royal Flush.
    Vs War Machine/Mega War Machine
    - War Machine's fun to fight against.  His Shoulder Cannon move is designed
    to win fireball wars and Spidey isn't a fireballer so WM will end up getting
    beaten from above if you jump in at him.  Be alert for Repulsor Blasts when
    jumping in... if he uses them and you block it, there's a nice delay for
    combo or super possibilities.  His beam makes him vulnerable to the Maximum
    Spider and so do his supers if you're quick.  If he grabs you and takes you
    across the screen in a throw, prepare to tech-hit or roll as soon as you
    touch the ground as he almost always tries to combo you after it.  A tech-hit
    often leaves you next to him while he's attacking with a move with long
    recovery time.  He has good range and strength but is relatively slow so beat
    him with speed.  MWM is no threat to our webslinger;  just use helpers, web
    projectiles and the Strong and Fierce versions of normal attacks on him(the
    War Destroyer is only dangerous when you're above him and his launcher has
    pathetic range so you can hit him easily without getting that close, and the
    Proton Cannon takes ages to form so you can block it easily as well).
    Human War Machine is only dangerous if he goes on the offensive.  If he does
    air Smartbombs, Maximum Spider or dash underneath them.  You can probably
    Web Throw him as well.  He has to launch you to do his most damage... and
    his launcher is almost vertical.  Use your S.RK to keep him away.  When
    jumping in, watch out for his launcher again.  If you are caught in it you
    might end up on the wrong side of a War Destroyer.  Missed War Destroyers
    should be Maximum Spidered 100%, and the Proton Cannon is just too slow for
    somebody as nimble as Spidey.
    Vs Wolverine
    - I think Wolverine is a cool character, but the problem with him in the game
    is that he's too powerful... he can combo his supers very easily and has high
    priority moves as well as speed, a healing factor to speed his recovery in
    the sidelines, etc.  He's considered to be one of the cheapest in the game.
    The good news is that Computer Wolverine doesn't know half of the stuff that
    he is capable of doing, so he's easier to beat than usual.  Jump at him alot
    because his air defense is very bad and doesn't compete at all with Spidey in
    the air.  Counter his specials and supers with whatever you like.  Treat him
    with caution though because I saw one guy fall victim to a Fatal Claw combo
    by the computer.
    Human Wolverine... where to start?  Ok, first thing is to stay in the air.
    Wolverine is always dangerous but Spidey has a fairly easy time since
    Wolvy's air defense can suck.  Make SURE that you block everything and try
    to go on the offensive.  If you are cornered, don't stay still.  Jump into
    the air and if Wolvy comes in at you, you're in a position to fight back.
    Wolverine can combo ALL of his supers very easily, so don't expect to get
    away with minimal damage if you are hit on the ground.  To beat Wolverine,
    you have to be faster than him and avoid or block all attacks.  I have a
    very easy time against him with Spidey, just don't get hit!
    Vs Spiderman
    - Omigod, it's a clone!  If you have trouble winning fights, you should stay
    in the corner because Spider-Man is dangerous.  If you do this, he should
    attack you(block high when he jumps in and low when he hits the ground... if
    you're too slow he will combo you but it's easy to change the blocking height
    when you're used to it).  When he does the Spider Sting combo on you, he's
    vulnerable so get him then.  When he does air Web Balls, he will often do two
    or three or so and then do a Maximum Spider.  Block them all and when he does
    a Maximum Spider, do one yourself a little bit after he hits to get him when
    he lands on the ground.  If you are efficient at dashing and comboing, try to
    beat him at his own game.  Be very, very careful against him as he kicks
    butt with ease.  If he sweeps you, then roll.  It may seem unimportant
    against the computer, but if you do it, then at least you are familiar with
    it and can avoid the Crawler Assault combo that many human players do.
    Human Spiderman is always fun to fight against.  But how do you beat him?
    Well, for one thing, if you block everything correctly, the only way that he
    can hurt you is if he throws you or chips your strength with his super and
    special moves or a helper.  So if he's jumping at you, use your S.RK
    launcher as air defense and don't forget to follow with a combo.  If he
    dashes, then jump straight up and come down fighting.  If he jumps at you,
    you don't have to sit there and hope that your air defense will work... jump
    up and see who's master of the air!  Use LP to FP or RK mostly... use an air
    Web ball where appropriate.  Jump up and throw him if he blocks too much.
    You should always try to go on the offensive but don't forget how much
    priority his J.RK and S.RK have.  Watch out for the Crawler Assault combo as
    well... if he tries that, immediately roll after being swept and do the
    Maximum Spider.  If you can knock him down to danger level, he might try for
    a Maximum Spider.  Block it and show him how it's really done.
    Vs Onslaught
    First Form - If you are having trouble beating Onslaught, as many new players
    do, it is understandable.  The easiest way to beat him that I've found with
    Spidey is to choose Psylocke or Collosus as your helper.  Then, block in the
    corner and when he's next to you after a big move like a dash, magnetic
    tempest or psychic beam, then just call in your helper and press LP, MP, FP
    and call your helper again.  You could also use LK, MK, RK or a combo of your
    choice.  If he does the Hyper Grav, then call a helper immediately as they
    will stun him out of it... often it is good to leave one in reserve but don't
    have one sitting over when he's almost dead because it's a waste of your
    energy.  If you don't have a good helper, then do a LP, MP, FP, Web ball
    combo.  Use the Crawler Assault on him if you think he's recovering from a
    move(and you can afford the super levels for your partner against his second
    form).  He usually does two psychic blasts so don't attack after the first
    one unless you think it's safe to.  If you're ducking under these beams, use
    the C.RK on him to drain his energy, and if you're close, then use C(LK, MK,
    RK).  If he charges at you, make sure you block it and block the Magnetic
    Shockwave that usually follows.  If you are hit by the charge, be prepared
    to roll(roll the joystick from back to down and press LP or MP to roll to
    the other side of him for a safe combo)as soon as you hit the ground or he
    will OTG you with the Magnetic Shockwave.  If you have a bad or no helper
    and he does the Hyper Grav, then Super Jump straight over him or (Super)
    jump up and bounce off the wall to get over him.  You could also jump and
    air dash over him.  The more adventurous of you might like to do a LK, MK,
    RK, Spider sting combo on him but you can get hit after this when you fall
    so it's not the best.  Press punch again to hit him from the top of your
    Spider sting.
    Second Form
    - Jump at his head and hit him with J.MP, , J.MK, J.FP, J.RK.  This is the
    most damaging safe air combo to do on him that I've discovered.  You can do
    all six hits and even finish with a Web Swing or Web ball, but it's pretty
    risky because of his attacks.  Try to leave it until as late as possible
    before you do this or you may fall victim to an Eyebeam Destroyer.  If you
    see him fire an ED directly below you while you're attacking him, then
    cancel your last move into a Web Swing to swing out of the way.  If a Web
    Swing looks like a bad idea, and you can afford the super, then cancel your
    last move into a Maximum Spider!  Spidey will change direction in midair and
    go to the back wall.  If he hits the ED while it's a white pillar of energy,
    he should bounce off it(like if he tries to do it on Chun Li's Super
    Kikousho).  Of course if Onslaught is doing a row of ED's, you may be in
    trouble.  The same goes for if Spidey is caught in the middle of an ED
    before it is formed.  You can change the time that you reach it by changing
    the angle which he takes off at... straight for getting to Onslaught quicker
    and down or up for a tiny bit more time... don't forget that if you aim up
    Spidey has to reach the ground before he is safe again(and Onslaught can
    juggle you with two ED's if you are high up!).  Super Jump over the Hyper
    Gravs(web swing or dash to get well away from them). If Onslaught says "FEEL
    MY MIGHTY HAND" and dashes away, then super jump to avoid his hand and air
    dash to where you think he's going to reappear.  Use MP.Web Throws and
    taunts to amuse spectators and if you have a teammate with a good super then
    you may want to use them on him.  Ryu's Shinkuu, Chun Li's Kikousho super,
    War Machine's War Destroyer, Shadow Lady's Big Bang Laser and Galaxy
    Missiles, Megaman's Hyper Megaman and Morrigan's Soul Eraser are fairly good
    VIII. --==< Strategy >==--
    - Spider-speed.  For a guy who can dodge bullets, fighting these amateurs is
    no problem.  To ensure that you take advantage of his speed, try to dash
    alot.  Once it becomes familiar, you will be able to counter many attacks
    that you ordinarily wouldn't be able to and people will be afraid of you.
    Dashing around is an essential part of fighting with Spidey.  An example is
    when fighting the Hulk... if you try to attack him but he attacks you before
    you can get close enough and you block his attack, you can often immediately
    dash in while he's recovering and land a painful combo on him.  If you don't
    dash, you may be jumping around all day and have to take a lot of chances.
    As most of Spidey's attacks are fast as well, you can usually beat people to
    the punch... so to speak.
    - Spider-strength.  He normally has to pull his punches so he doesn't kill
    people.  He does the same in the game but don't worry... his attacks are
    some of the strongest in the game.  Five hits in the Maximum Spider and half
    of an opponent's life is gone.  Learn how to do his air combos.
    - Spider-agility.  Ok it's a bit like speed but what I mean is that you
    should try to avoid attacks instead of blocking them.  Good examples of this
    include fireballs and supers.  If you see a fireball or the starting
    animation of a super, try and get out of the road if it's possible.  The
    Web-slinger can usually do it easily and if you jump around like a jumping
    spider then it's another psychological blow for your foe, knowing that
    you're very hard to hit and he/she's never safe.
    - Spider-sense.  Know what each character can do.  As you don't have the
    real Spider sense in the fight, try to anticipate what your opponent is
    going to do but don't rely on it.  It's fairly easy to abort an attack so
    go for gold.
    - Web Fluid.  Since this stuff's so expensive, your best bet is to use it in
    moderation.  It's fairly slow and is hard to connect with and leaves you
    vulnerable especially against fireballers and people with super armour like
    the Hulk.  Nevertheless, it is a plus and you should use a bit of webbing
    here and there to win your fights.
    - Spider-stamina.  Ok, ok, he doesn't really have stamina like he does in
    the comics so you should make your own.  How?  Well as you are attacked your
    energy goes down(duh!) but it leaves behind a red part which can fill up
    with energy when you're on the sidelines.  The thing about this is that
    after you lose about a third of your strength, there's quite a lot of red
    and then if you keep on losing strength, the red remains and a little bit
    more may add to it but you can lose alot of potential energy(sounds like an
    electrical course huh?) if you don't give your partner a chance.  Be smart
    about it if you do... don't change out as soon as you need to as your
    opponent may be waiting for you to so he can hit your partner with a super
    or two.  Try pressuring your challenger to switch out normally and then hit
    them with a Crawler Assault after they come in.  Good ways to switch out are
    to do a launcher and then switch(your partner will jump in and hit your
    opponent out of the air), do a team counter(anticipate when somebody's going
    to hit you while you're blocking and go from back to down with the switch
    buttons(FP + RK), team supers are good if you can get them to connect but if
    you can't then you may be in a lot of trouble as Spidey stands around doing
    nothing after he finishes his attack and your opponent can waste you and you
    won't even change characters.  Try to keep at least one level charged at all
    - In the comics, Spider-Man makes fun of his opponents to put them off
    balance.  Taunts in this game don't nearly do the same thing but to land a
    lot of his supers and special moves you need to play with their mind.  Try
    to do the move quietly and correctly when you want to do it.  Many people
    slam the controls for a super and this is a dead giveaway and won't connect
    unless they're recovering from something.  They often still need to do a
    move before they can be hit by one but tricking them helps immensely.
    The Maximum Spider, Ultimate Web Throw, Web ball and Web throw all have a
    fairly large start-up delay.  Try to use them only when you'll think they'll
    connect.  The Maximum Spider is good to use when your opponent is in the air
    as, more often than not, by the time that they land they will not have time
    to retaliate.  Of course, it is not always wise to do the Maximum Spider
    when somebody's in the air as they can sometimes fight back very well.
    Examples of people not to do the Maximum Spider on while they are in the air
    include Spidey, as he can do the MS himself, and possibly anybody else with
    a relatively instant super such as Chun Li's air demon and Ryu's Shinkuu
    Hadouken.  So if you want to try it, be sure to do it as they are on their
    way up from a jump so they don't land and hit you while you're still
    somersaulting from the blocked MS.  Make sure to watch their super bar as
    well... people can only super you if they have a level of super y'know.
    But some moves like a Venom Fang may also be able to hit you before you
    recover... if you want my advice, don't do it unless you are certain that
    you won't be counter-attacked.
    You should only use the Web ball in midair.  If you decided to use it while
    on the ground, it's a good idea to do it only when you use a LP or MP one or
    if you're not visible or your opponent is helpless(like if they super jumped
    and you shoot one before they land when you're offscreen or if they just did
    a move which leaves them open like a dragon punch).  Since it takes so long
    to come out, the move is often blocked and Spidey's quite vulnerable, you
    put yourself at risk when doing this move.  Occasionally if you're fighting
    a good Zangief player, you might want to jump in with a three hit combo and
    use the Web ball at the end of it if they block the hits.  Of course if
    they're ready for it then you're in DEEP trouble but if you're devious it
    can work.
    The Web Swing is a great move.  It looks fantastic if you do it in an
    air combo smoothly and is useful for other things too.  Oh, you want
    examples?  Well... if your opponent is one of those people who loves to dash
    in and hit you low, then do this instead.  Spidey hops up and back a little
    bit and then swings over their kick and kicks them in the head!  Or, if you
    want an instantaneous way of moving in the air, then use the lighter
    versions of it.  And if you sweep somebody but don't want to do that silly
    Crawler Assault, you can do a Web Swing instead to OTG them.
    Learn, Learn, LEARN how to do air combos!  Spidey has one of the best normal
    combos in Marvel vs Capcom!  Even the OTG Crawler Assault combo does a lot
    of damage(I heard one person say that it did 2/3 of a bar damage when linked
    with a jump-in combo.  If you do it quickly it will often catch people
    sleeping since it's not THAT easy to roll away from.  But don't make it the
    way you win your fights because once people learn how to roll you'll be open
    to supers and you won't have the experience that you should have with air
    combos.  Start with Spidey's dashing three hit launcher and then do the air
    combo.  If you are unfamiliar with air combos and launching, try to find
    Marvel Super Heroes vs Streetfighter.  Spidey can combo much easier in that
    game and the fights last longer as the damage level is usually lower.
    Combos are what set the experts apart from the amateurs.  When I played
    Xmen:  Children of the Atom, I used to be a fireballer with Psylocke, though
    Wolverine was a favourite of mine in the comics.  Then Marvel Super Heroes
    came out and Spidey was my character all the time because he is my
    favourite in the comics.  I could do about 8-10 hits maximum for his combos
    and often relied on the Web swing(it did a 1/4 bar of damage hehehe) but I
    lost a fair bit to humans who could do air combos.  Next was Xmen vs
    Streetfighter and I used to use Rogue and Wolverine but then I used Rogue
    and Akuma(once I became an expert with the Raging demon and the Rogue
    demon!).  Marvel Super Heroes vs Streetfighter came out after that and when
    I learned that Spidey was back, I was determined to learn how to do AC's
    properly as Spidey was my favourite and therefore he should kick everybody's
    butt.  Once I did, there was no stopping me.  So learn his air combo.  If
    you do, then other people's should be fairly easy as well and you actually
    become a threat.
    Spidey's Roundhouse attacks have great range and priority as well.  You may
    hear people talk of his jumping roundhouse version alot.  Why?  Well the
    thing is that if you jump in at somebody with this, the worst that can
    happen to you is that you may trade hits with your opponent unless they do a
    move like a dragon punch or something.  If you want my advice(which you
    probably do since you're reading my FAQ), then try to never use it unless
    you think you can't win or if you're fighting another Spidey who does and
    you need some priority.  Pete's punches pound people permanently, putting
    purple parts proximate to pink.  Dammit, I was trying to use all "p's".
    Anyway, what I mean is that if you jump in at somebody trying for a few
    punches instead, you get more hits, it looks cooler and it will usually do
    the job... plus you can "dial" away Hulk's super armour very easily and do
    something else at the last minute if necessary.  The RK is best used as a
    - Stay in the air as much as possible.  When it comes to fighting in the
    air, very few or none can beat the webslinger.  Also, by staying in the air
    alot, you can often avoid many attacks such as Wolverine's dangerous ground
    combos and Ryu's Shinkuu Hadouken if he's on the ground(don't forget you can
    Maximum Spider anybody when they get too busy trying to hit you than to
    worry about their safety!).  When attacking, watch out for people who have
    good air defense supers like Jin, Hulk, , Ken-Ryu, War Machine etc.
    Spidey's air priority is only great when he's next to or above his opponent.
    So stay in those areas.
    - Offense.  Use the C.Short whenever you try to start a combo from the
    ground as if it hits somebody who isn't blocking low then you've got them.
    If you add a dash to it I think it increases the priority of the move and it
    definitely takes people by surprise so dash!
    - The Web Throw is a great, unexpected and a quick surprise anti-air
    attack move that makes you look like a legend if you use it right. What you
    want to do is to get your opponent when they're not blocking, and to do
    that, you have to be sneaky.  The only definite ways to combo it that I've
    seen in MvC is to do a S.MP when you're below them and then do a FP.Web
    Throw, or to call a helper and then do it, or to do a really big MegaBuster
    and switch to Spidey and then do it.  So the sneaky methods... well one way
    I love to do it is to do a dashing ground combo or air combo and then to
    call in Psylocke(or Collosus or somebody) after they block the RK or FP of
    the last hit.  So it's LK, MK, RK, Psylocke(All blocked).  How does that get
    them?  Well the thing is that you do it once or twice, depending how alert
    your opponent is.  Then, you do it again but this time don't call in 'locke,
    but start the motion for a Web Throw instead and finish it with MP, using
    exactly the same timing that you did before.  What this does is your victim
    sees and hears you repeating the same combo and figures out that you're
    vulnerable to attack from above while you're calling your helper, so
    anticipates you doing it again and leaps at you without realizing the
    possibility that you might not do that again.  If you think that they're
    wise to your little ambush, then jump up and throw them out of the air.
    The jab version is occasionally useful for dashing opponents, but they can
    quite easily jump while dashing and make your spider sense tingle.  The
    strong version is also useful for those opponents who like to stay away
    sometimes with high priority moves which you can't get near... a good
    example is computer Chun Li when she does a jumping Wind Kick... just
    position yourself 45 degrees to her and fire away!
    If you're going to use the FP version, try to launch them with MP first.  It
    looks cool to see it combo and it's safer to do that first as it gives you
    time to abort the move if they block.  If you're up against people like
    those Wolvie players who like to jump and then do a Head stomp, anticipate
    and do a FP.Web Throw.  Don't forget that you can stop the Hulk falling out
    of the sky with a big rock, so the power is on your side.  Try to be quiet
    while doing this as well... if your press the controls firmly but lightly,
    your opponent has less of an idea of what you're going to do and has to rely
    on their sight almost completely.  Seriously, it makes a difference.  It's
    very easy to know what somebody's doing by listening to the way they press
    the buttons.  I mean, if you slam on the buttons for a super when you're
    offscreen, it kinda ruins the element of surprise if there's a startup
    delay, and the Web Throw isn't very different.
    - If you're on the ground and your opponent is doing a late jump-in attack,
    use the Spider Sting to out-prioritise them.  Careful, because if they
    block, your webslinging days could be over.  Also, if you hit them with the
    second hit of the Spider Sting, they can roll to the other side of you and
    pummel the crap out of you!  Spidey's main air defense should be his S.RK
    launcher.  If you hit them with it and don't trade hits(they don't hit you),
    then super jump quickly after them like you would with a normal air combo
    and do... a normal air combo!
    - Spidey's supers are funny things.  If you're fighting a human, be sure to
    do them only if you're pretty sure that they'll connect or that they'll kill
    his opponent or you're in for a world of hurt.
    - Spider-Man now has an air dash in MvC.  This is pretty useless except for
    a few exceptions.  Use it when you don't have a super level and you are
    above a super that you would normally fall into.  Otherwise, do the Maximum
    Spider.  The air dash has a pause when you do it, so sometimes you may like
    to jump at somebody, then "dash" and start attacking after they expected you
    to come down.  Since you can block after you do it, it is useful for the
    times that a Web swing normally wouldn't cut it... I use it a fair bit after
    super jumping over Onslaught's second form to catch up with him on the other
    side of the screen.
    - Spidey can't play keep away very well, not that he needs to.  Webbing just
    doesn't instill the fear that a fireball or a gun can.  However, if you use
    a relatively light version at different times, you can often snare somebody
    and distract them long enough so that by the time that they've shaken out of
    the web cocoon, they aren't prepared to defend themselves against an attack.
    If you are low on life and can't change, then attack or try to use your RK
    to air combo defense as it does a lot of damage.
    - Spidey is thin and light. This makes him harder to combo than many other
    characters.  He's pretty tall but isn't stupid enough to stand up when he
    fights; his low fighting stance makes it harder to hit him with jump in
    - Don't get predictable.  If you do the same thing over and over, not only
    can it become boring, but it often leaves stable holes in your defense
    which an observant fighter may exploit.
    - Learn how each person plays. Fireballers tend to fall into patterns of
    repeating moves over and over again.  They're vulnerable to jump ins and
    well timed Maximum Spiders.  People who jump in may have high priority
    attacks which will trade hits with your S.RK.  An Ultimate Web Throw will
    out-prioritise them.  If they leave the attack for too long, then jump up
    and throw them.
    - Choose a good Helper.  A good helper should be somebody who comes out
    quickly and stuns your opponent long enough for them to be hit by a super
    or does a lot of chipping damage.  Look in the "Best Helpers" section for
    advice on who I think are good helpers for Spidey.
    =-=[ Change character Line-up: ]=-=
    -> hold 3 punch buttons until the round starts
    This is very useful for putting your best fighter first.  Then you can
    increase the energy that this character has by strategically switching out.
    After all, it is better to have your best fighter have the equivalent of one
    and a half bars of energy than your other partner.  Also, if you've got
    somebody like Gold War Machine or MegaZangief on your team and you want to
    start with them, have your other teammate start the fight and then switch.
    X. --=< Other Stuff >==--
    =-=[ Best Partners ]=-=
    1. Wolverine
    -> I used to be unbeatable with Spider-Man and Wolverine.  Now I am just
    unbeatable with Spidey... and sometimes a reasonable partner.  Wolverine is
    a good choice for beginners.  He can combo his supers very easily and Spidey
    charges the meter for him.  Their team super is the Crawler Assault and the
    Berserker Barrage X, which is good because they both go forward.  Due to a
    delay however, it's not as effective as it could be.  The Duo Team attack
    can be fairly devastating though.  Wolverine has high priority, speed,
    stamina, a healing factor when he's on the sidelines, and damage.  People
    won't be impressed with you if you stay with him forever so you should
    abandon him for a "fairer" fighter if you have any honor(unless you just
    HAVE to win and don't care who you step on to do it!)  Be afraid if you're
    against them in the comics, be afraid if you're against them in the game.
    2. Strider
    -> I hate this guy.  He looks cool though.  Strider's like a cross between
    Wolverine and Spider-man... except he's got a big sword instead of
    adamantium claws and can't combo his supers.  The range, priority, damage
    and speed on this guy are such that you need to good or very good to beat
    humans familiar with his attacks.  Since he's so "good", he's a good partner
    for Spidey.  I've fought(and beaten) quite a few Striders now and I am not
    impressed with him.  Use him if you must but he takes damage a little worse
    than average.
    4. Zangief
    ->  Zangief is a very good character.  It takes a lot of skill to master him
    but if you do, he can be a great compliment for Spidey.  If you're just
    starting out, stay away from him.  Gold in the 2 on 1 mode if you know how
    to use him.
    War Machine
    -> War Machine solves Spidey's chipping damage problem.  A unibeam or two
    can chip as much as the Crawler Assault.  Plus, WM is very strong and if
    people jump at you, just press S.RK for a high priority launcher.  Also very
    good in the 2 on 1 mode.
    ->  It may just be me, but I find Megaman is a good partner as well.  If you
    can charge the MegaBuster really well, and hit somebody with it, you can
    combo a 2 on 1 after it!  Then, when Spidey jumps in, immediately do an
    Ultimate Web Throw and have Megaman ready to waste the victim with a super
    right after Spidey releases them.  You can do the Maximum Spider but it
    takes a little longer so it's harder to get it to combo, but if it does,
    your opponent falls down and can't block.  Then, after Megaman has had his
    fun, have Spidey do another super and th-th-th-th-that's all folks!
    =-=[ Best Helpers ]=-=
    1. Colossus (start + Jab + Strong + Forward)
    ->  Everybody seems to pick him!  Colossus charges onto the screen almost
    instantly and he hits multiple times while pushing your opponent across the
    screen.  This attack is extremely easy to combo with almost any long
    distance super.  He covers your head as he comes in and also does good
    chipping damage as well as nullifying fireballs.  Use him if you need an
    2. Psylocke (start + Forward)
    ->  Psylocke comes out quickly too, but with a toned down version of her
    Psi-Thrust super from Xmen: COTA.  She comes out from behind you, so it's
    harder to get it to connect(Colossus can hit people jumping in easily) but
    I prefer her to Collosus.  Psylocke is almost identical to Collosus once
    she's past you; she hits multiple times, cancels fireballs and kicks butt.
    3. Rogue (Start + Jab + Strong + Fierce + Short)
    -> Do you notice how all these helpers are Xmen or have something to do with
    them?  Anyway, Rogue is very good too, although she doesn't appear to be at
    first.  You get about 6 or 7 of her and if you connect while she comes in,
    you can do the Maximum Spider and get them while they're in the air or just
    about to hit the ground.  She comes out instantly, but you have to know her
    4. Juggernaut (start + Jab + Forward)
    -> The Juggernaut is unstoppable... well almost.  If your opponent is an
    avid Psy/Col user, you can beat their helper with Juggy if you have time.
    He'd be the best if there were more uses... three run out too quickly.
    XI. --==< Credits >==--
    1. My brother Cedric.
    -> Ced, thanks for being one of my first sparring partners in Streetfighter
    2: The World Warriors and for introducing me to comics.  Thanks for helping
    me to hone my skills, being competition in all those video games we play and
    for a gazillion other things.
    2. Migs Rustia (squatter@iconn.com.ph)
    -> Hey Migs, what would we gamers have done without you?  Thanks for making
    your great websites which help everybody out and give us a chance to crap on
    about combos and victories and cheapness and all sorts of crap.
    For in depth information on ALL the characters, go to:
    Marvel vs. Capcom: The site!!:
    Marvel Super Heroes vs Streetfighter: The site!!:
    3. The people at my arcades.
    -> From all of you I have learnt new methods of fighting, new methods of
    surviving.  I couldn't have risen to this level without you guys.
    4. The regulars at Migs' messageboard
    -> All the new combos, ideas and funny stuff that you've all put up have
    almost always been interesting and useful.  Down with cheapness!  lol
    5. Robbie/Evil Bert
    -> Just when I think that there's no fight left in anybody, you turn up.  I
    hope you continue to learn quickly and become a threat that I take no
    chances with.
    6. Marvel Comics(http://www.marvel.com)
    -> You guys make the best comics!  I love them!
    7. Capcom(http://www.capcom.com)
    -> And you guys make the best 2D video games!
    8. James Chen
    -> Hey, you deciphered Marvel Super Heroes and put combos in a form which
    everybody could understand as well as describing how the game engine
    worked... How the hell did you do that?  Oh, and thanks!  =)
    9. ???
    -> Thank YOU for reading my FAQ!!  Make people fear and respect Spidey, for
    with great power comes great responsibility.
    ---===<  by Derek Chu(s349456@student.uq.edu.au) _>===---     

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