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Monday
Feb072011

NORMAL MOVES

Damage #'s are (Standing/Crouching/Air)

L - LIGHT (43k/40k/44k)

Standing and Crouching L chain into each other.

M - MEDIUM (60k/57k/60k)

Jumping M will cross up. Standing and Crouching M have relatively little range and is only useful after chaining from L.

H - HARD (70k/67k/70k)

Jumping H will cross up. Standing and Crouching H have relatively little range is only useful after chaining from M.

S - EXCHANGE (80k/na/78k)

Jumping S can cross up. Can super jump cancel S into Maximum Spider.

Monday
Feb072011

SPECIAL MOVES

WEB BALL - QCF+ATK (10K)

Spider-Man's only form of projectile. If the web ball hits the opponent, they will be stunned for a short duration in a ball of web to extend or begin a combo. L Web Ball's startup is fast but the duration of the stun is low; H Web Ball's startup is slow but the duration of the stun lasts much longer; and M Web Ball is a combination of the two. 

SPIDER STING - F/D/DF+ATK (70K/80K/90K)

A very useless reversal, only use the Spider Sting in combo's and always follow up with Spider Bite.

SPIDER BITE - DURING SPIDER STING, H (50K)

Spider Bite is the follow up for Spider Sting to put the opponent in juggle status. You can follow up with any normal move to extend the combo even further.

WEB THROW - HCB+ATK (150K)

While technically not a throw, if Web Throw connects on an opponent, Spider-Man will toss them on the opposite side of where they were hit. L Web Throw shoots out horizontally, M Web Throw shoots diagonally in front, and H Web Throw shoots vertically above Spider-Man.

WEB SWING - B/D/DB+ATK (70K/80K/90K)

Web Swing is typically used to either help combo into Maximum Spider or extend ground combo's.

WEB GLIDE - DIRECTION+S+ATK (20K)

Web Glide is another form of travel for Spider-Man. He can cancel mid-flight to change his trajector and hit the opponent.

Monday
Feb072011

ASSISTS

WEB BALL

Shot - Front

Spider-Man shoots out a L Web Ball in front. 

WEB SWING

Direct - Front

The opponent will get knocked into the air. It is the L Web Swing. 

SPIDER STING

Direct - Tilt Up

This is the L Spider Sting and can be used to knock opponents up for combo opportunities. 

Saturday
Jan292011

HYPER COMBOS

MAXIMUM SPIDER - QCF+2ATK (271K)

Maximum Spider is Spider-Man's combo ender almost every time. It's fairly easy to connect to: from the ground, in the air after Web Swing, or even from Standing S.

CRAWLER ASSAULT - F/D/DF+2ATK (292K)

There is some invincibility during the beginning of the super and can be X-Factored to extend combo's even further. Crawler Assault can only be performed on the ground.

ULTIMATE WEB THROW - QCB+2ATK (300K)

Spider-Man jumps as he throws his webs to catch an opponent mid-air. Since this hyper combo can only be caught while the opponent is airborne, you typically want to create reset opportunities in order to make full use of it.

Saturday
Jan292011

COMBOS

Standing L, Standing M, Standing H, Web Ball L, Crawler Assault
Damage: 353,200

Web Throw, Maximum Spider
Damage: 382,700

Crouching L, Crouching M, Crouching H, S, Neutral Jump M, M, H, Web Swing M, Maximum Spider
Damage: 496,000

Crouching L, Crouching M, Crouching H, Web Swing, Mid-Air M, Mid-Air M, Mid-Air S, Standing M, Standing H, S, Neutral Jump M, M, H, Web Swing M, Maximum Spider
Damage: 551,300

Crouching L, Crouching M, Crouching H, H Web Sting, Spider Bite, Standing H, M Web Swing, Mid-Air, M, M, S, Standing M, Standing H, Standing S, Super Jump Cancel Maximum Spider
Damage: 571,600

(Corner Only) Crouching L, Crouching M, Crouching H, Web Glide, Mid-Air H, S, Standing M, Standing H, M Web Swing, Mid-Air M, M, H, Standing M, Standing H, H Spider Sting, Spider Bite, Standing H, Standing S, Super Jump Cancel Maximum Spider
Damage: 591,900

(From the corner) Crouching L, Crouching M, Crouching H, H Spider Sting, Spider Bite, Standing M, Standing H, Standing S, Super Jump Cancel H Web Throw, Maximum Spider
Damage: 640,600 

Saturday
Jan292011

TEAMING GUIDE