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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