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Part 31
Marvel vs. Capcom 2: New Age of Heroes

Part 31

Master Spider-Man and Spiral's movesets in Marvel vs. Capcom 2: New Age of Heroes. Learn combos, assists, and special techniques for Part 31.

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Master Spider-Man and Spiral's movesets in Marvel vs. Capcom 2: New Age of Heroes. Learn combos, assists, and special techniques for Part 31.

Spider-Man

Moves:

  • Web Ball: H qcf + P (air)
  • Web Swing: H qcb + K (air)
  • Web Throw: h hcb + P (tap in any dir + P / K rapidly)
  • Spider Sting: H f,d,df + P, press P again if it hits
  • Sankaku Tobi: Jump ub against a wall, press uf / f
  • Kuuchuu Dash: In air, tap f,f / press PP
  • Maximum Spider: qcf + PP, direct d / f / u (air)
  • Crawler Assault: qcf + KK
  • Ultimate Web Throw: qcb + PP

Partner Assists:

  • a: HP Web Ball
  • B: HK Web Swing
  • y: HP Spider Sting

Variable Counter:

  • HP Web Ball
  • HK Web Swing
  • HP Spider Sting

Variable Combination:

  • Crawler Assault
  • Crawler Assault
  • Crawler Assault

Chain Combo Type: [Ground 3] [Jumping 6] [Super Jumping 6]

A.Rave Launchers: [Standing MP], [df + HP / HK], [Standing HK (vs. an airborne enemy)]

A.Rave Finishers: HP,HK

Flying S. Ground: Web Throw

Ground Throws: When close, b / f + HP / HK

Mid-Air Throws: When close, any dir. but d / u + HP in air

Flying Attack: Standing HP / Crouching MK

Knockdown Attack: Crouching HK

Variable Attack: Maximum Spider Kick

Snapback Attack: Standing HP

Notes:

  • Web Ball encases opponents; stronger buttons mean longer encasement. A second Web Ball won't re-trap.
  • Web Throw range is limited. Damage is increased by rapidly tapping a direction and a button.
  • Maximum Spider can slightly home in; direct it with up/down/forward.
  • Spider-Man's standing HK launcher can initiate Super Jumps. For both Spider-Man and the opponent to be airborne, hit them with HK while they jump, or launch with crouching MK into standing HK.

Spiral

Moves:

  • Six-Hand Grapple: f,d,df + P, then d / u (air)
  • Dancing Sword: hcb + P, throw swords with LP / MP (air)
  • Tsurugi Tobashi: Forward: H qcf + LP after Dancing Sword (air)
  • Tsurugi Tobashi: Upward: H qcf + HP after Dancing Sword (air)
  • Tsurugi Tobashi: Circular: H qcf + LK after Dancing Sword (air)
  • Tsurugi Tobashi: Six-Way: H qcf + HK / LK + HP after D. Sword (air)
  • Teleport Dance: qcb + LK, then hold (d +) P / K (air)
  • Kyuukouka Dance: In air, qcb + HK
  • (triple arm strike): In air, d + MP
  • (lower punch): In air, d + HP
  • Stampede Sword: qcf + PP
  • Power Dance: qcf + KK (air)
  • Speed Dance: qcb + KK (air)
  • Metamorphose: qcb + PP, grab w/ P (air) (Level 3)
  • Hyper Metamorphose: Done during a (y) Variable Combination

Partner Assists:

  • a: LP Tsurugi Tobashi
  • B: HP Tsurugi Tobashi
  • y: Standing HP

Variable Counter:

  • LP Tsurugi Tobashi
  • HP Tsurugi Tobashi
  • Crouching HP

Variable Combination:

  • Stampede Sword
  • Stampede Sword
  • Hyper Metamorphose

Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6]

A.Rave Launchers: [Crouching HK], [df + HK]

A.Rave Finishers: HP,HK, Lower Punch

Flying S. Ground: Metamorphose

Ground Throws: When close, b / f + HP

Mid-Air Throws: When close, any dir. but d / u + HP in air

Flying Attack: Crouching HP

Knockdown Attack: None.

Variable Attack: Jumping MK

Snapback Attack: Crouching HP

Notes:

  • Six-Hand Grapple is an anti-air; can throw opponents up or down. Mid-air throw also allows directional throws.
  • Dancing Sword creates spinning swords that can be thrown or used for Tsurugi Tobashi moves. Swords are lost upon being hit or performing a throw.
  • The difference between Tsurugi Tobashi: Six-Way (HK) and (LK + HP) is unclear.
  • Teleport Dance warps Spiral to different locations based on input.

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