Spider-Man
Mosse
13

Spider-Man Peter Parker

Gauge unicaSistema oggetti

Spider-Man (Peter Parker) è presentato come parte di Amazing Guardians in MARVEL Tōkon: Fighting Souls, insieme a Ms. Marvel, Star-Lord, Peni Parker. Questa pagina copre la sua identità, la sua squadra, i sistemi specifici del personaggio nel suo record del motore e la sua lista mosse.

Stile di gioco e archetipo di Spider-Man

Archetipo

Mobility Rushdown / Web Traversal

Spider-Man travels. Web Zip gets him across the screen from any angle, the branches off it decide whether he arrives attacking or repositioning, and the opponent has to defend a character who is never where they last saw him.

Web ZipFastest approachEvasive reversalAir mix-up
Difficoltà

Every MARVEL Tōkon character has an approach. Spider-Man has a traversal system. Web Zip is not a dash — it is a web fired in a direction you choose, followed by a pull toward it, and what happens when it connects is a separate decision. That two-stage structure is why he is harder than he looks and better than he looks: the opponent has to react to the web, then react again to the branch.

His defensive tool is also unusual. Spidey-Sense does not counter and it is not an invincible rising attack — his senses flare and he evades the attack outright. That means it beats things a normal reversal loses to, and loses to things a normal reversal beats. It is a read, not a panic button, and understanding that distinction is most of playing him correctly.

Pro
  • The best approach in the game — Web Zip reaches anywhere from anywhere
  • Web Zip branches into three different follow-ups, so the approach itself is a mix-up
  • Spidey-Sense evades outright, beating attacks a trading reversal would lose to
  • Web Bomb restrains whoever walks into it — free setup for his own pressure
  • Command Normal is a two-hit attack whose second hit lands as an overhead
Contro
  • Spidey-Sense evades — it does not have armour or invincibility, so it loses to throws and to waiting
  • Fragile, and the shared Vital Gauge means his mistakes cost the whole team
  • Web Zip commits to a trajectory; a good anti-air punishes a predictable one
  • Web Hang is stationary — a genuinely bad place to be against a zoner
  • Needs constant decision-making; there is no "hold this button" version of Spider-Man

Piano di gioco di Spider-Man

Spider-Man's round is a series of arrivals. The question is never "how do I get in" — it is "which way do I arrive, and what do I do when I land".

After the web connectsInputUse it when
Zip KickUnique (hold)They are blocking low or standing still
Web Slam / Web SnareBack + Unique (hold)You want the knockdown and the setup
Web HangUp + Unique (mid-air)You want them to commit first
The three branches off Web Zip — this is the mix-up, not the Skills

Neutral. Web Shot is the poke, and note that every version except grounded Light throws several webs at once, so the Medium and Heavy versions cover meaningfully more space. Use it to make the opponent hold still, then Web Zip in from an angle they are not watching. Web Bomb plants a bomb in front that restrains whoever walks into it — plant it, then attack from the other side.

Approach. Web Zip is the primary, but do not neglect Arachnid Assault — the grounded version lunges in and kicks backwards off the opponent, which repositions you behind or away, and the aerial version rises and works well as an anti-air. Mixing a Web Zip approach with an Arachnid Assault approach keeps the entry unpredictable.

Offense. Once you are in, the high/low comes from Command Normal — a two-hit attack whose second hit lands as an overhead — and Spider Crawl, which crawls forward along the ground and threatens low. Combine those with the Web Zip branches and Spider-Man has mix-ups at three different ranges.

Defense. Spidey-Sense evades the attack outright. It is excellent against a committed single attack and useless against someone who simply waits — and because it evades rather than strikes, it does not put the opponent in a bad position afterwards the way an invincible reversal would. Use it on a read. Outside of it, use Guard Cancel Dodge and get back to the range where Web Zip is a threat.

Mosse chiave di Spider-Man

Thirteen entries, and four of them are the web traversal system that defines him.

Web Zip

Unico
UUnique (Air OK)
Air OK
PSR1XboxRB

Fires a web and pulls himself toward it, in whichever direction is held.

The move the character is built on. Fires a web and pulls him toward it in the direction held — the best approach tool in MARVEL Tōkon.

  • It works in the air, so your approach angle is genuinely free.
  • What you press after it connects matters more than the zip itself.

Zip Kick

Unico
UUnique (Air OK) (Hold)
Air OKHold
PSR1XboxRB

After the web connects, he flies in with a kick.

Branch one. After the web connects, he flies in with a kick — the aggressive option and the one that keeps pressure going.

Web Slam / Web Snare

Unico
U← + Unique (Hold)
Hold
PSR1XboxRB

After the web connects, a second strand slams the opponent into the ground.

Branch two. A second strand slams the opponent into the ground, which is your knockdown and your setup for Web Bomb.

Web Hang

Unico
U↑ + Unique (Mid-air)
Mid-air
PSR1XboxRB

Shoots a web upward and hangs from it.

Branch three. Hangs from a web overhead — the option that makes the opponent commit first, at the cost of standing still.

Spidey-Sense

AbilitàBarra abilità 25
LMH→↓↘ + Light/Medium/Heavy
PSXboxXYB

His senses flare and he evades the attack outright.

The defensive read. His senses flare and he evades the attack outright — not a counter, not invincibility, an actual evasion.

  • Beats a committed attack. Loses to someone who just waits, and to throws.

Web Shot

AbilitàBarra abilità 25
LMH↓↘→ + Light/Medium/Heavy
PSXboxXYB

Fires webbing as a projectile. Every version except grounded Light throws several at once.

The neutral poke. Every version except grounded Light throws several webs at once, so Medium and Heavy cover real space.

Web Bomb

AbilitàBarra abilità 25
LMH↓↓ + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB

Plants a bomb in front that restrains whoever walks into it.

Setup. Plants a bomb that restrains whoever walks into it — plant, then attack from the side it does not cover.

Command Normal

Unico
HHeavy (Hold)
Hold
PSXboxB

Two-hit attack whose second hit lands as an overhead.

The overhead. A two-hit attack whose second hit lands high, which is your grounded mix-up alongside Spider Crawl.

Radioactive Spider

Ultimate SkillBarra abilità 100
MH↓↙←→ + Medium/Heavy
PSXboxYB

Web-assisted lunge whose follow-up hits much harder from close range.

The Ultimate, and it rewards commitment — the follow-up hits much harder from close range, so do not throw it out from mid-screen.

Combo di Spider-Man

First combo to learn

1L
2M
3H
4Arachnid Assault
LMH↓↙← + Light/Medium/Heavy
PSXboxXYB

The universal opener into Arachnid Assault. The backwards kick creates space, which is a fine place for Spider-Man to be.

Web Zip approach into pressure

1Web Zip
UUnique (Air OK)
Air OK
PSR1XboxRB
angle in
2Zip Kick
UUnique (Air OK) (Hold)
Air OKHold
PSR1XboxRB
3L
4M
5Arachnid Assault
LMH↓↙← + Light/Medium/Heavy
PSXboxXYB

The standard Spider-Man entry. Learn this, then learn to swap Zip Kick for Web Slam on the same read.

Slam into setup

1Web Zip
UUnique (Air OK)
Air OK
PSR1XboxRB
2Web Slam / Web Snare
U← + Unique (Hold)
Hold
PSR1XboxRB
knockdown
3Web Bomb
LMH↓↓ + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB
plant while they recover

Trade some damage for a Web Bomb on screen. Their wake-up options are now considerably worse.

Overhead confirm

50 Skill Gauge
1Command Normal
HHeavy (Hold)
Hold
PSXboxB
second hit is overhead
2M
3H
4Web Warrior
MH↓↘→ + Medium/Heavy
PSXboxYB

Web Warrior finishes by throwing the opponent with webs, which gives you the knockdown to reset the whole loop.

Ultimate up close

100 Skill Gauge
1L
2M
3H
4Radioactive Spider
MH↓↙←→ + Medium/Heavy
PSXboxYB
close range for the big follow-up

Radioactive Spider's follow-up hits much harder from close range. Do not spend 100 gauge from mid-screen.

Sinergia di squadra e assist di Spider-Man

Ruolo come assistFast-approach assist

Spider-Man's value as an assist is speed — he arrives before the opponent has finished reacting to the point character. On point he is one of the few characters who genuinely does not need help getting in, which frees the rest of the team to be setup or damage rather than approach support.

Because Spider-Man is fragile and the Vital Gauge is shared, put something durable behind him. He is a natural point character in MARVEL Tōkon — he opens rounds well and needs nothing to function — but a team that is all speed loses the first time a Hulk lands two hits.

Matchup di Spider-Man

Spider-Man loses to characters with reliable anti-airs and counters. Against them, stop leading with Web Zip — use Web Shot and Web Bomb to make them respect the ground, approach with the grounded Arachnid Assault, and save the zips for when they have stopped anti-airing on reaction.

Spider-Man closes distance faster than anyone in MARVEL Tōkon — Web Zip pulls him anywhere on screen, and it branches into a kick, a slam or a hang depending on what you press next. Spider-Man è un Mobility Rushdown / Web Traversal, con difficoltà 3 su 5. I suoi tratti distintivi sono Web Zip, Fastest approach, Evasive reversal, Air mix-up.

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FAQ su come giocare Spider-Man

How does Web Zip work for Spider-Man in MARVEL Tōkon?

Web Zip fires a web in whichever direction you hold and pulls Spider-Man toward it, and it works in the air as well as on the ground. Once the web connects it branches into three options: Zip Kick flies in with a kick, Web Slam sends a second strand that slams the opponent into the ground, and Web Hang leaves him hanging from the web overhead. The branch is the mix-up, not the zip itself.

Is Spidey-Sense a reversal in MARVEL Tōkon?

Not in the usual sense. Spidey-Sense makes Spider-Man evade the attack outright rather than countering it or striking through it with invincibility. That means it beats a committed single attack cleanly, but it loses to an opponent who simply waits and to throws. Treat it as a read rather than a panic button — it does not leave the opponent in a bad position the way an invincible rising attack would.

What is Spider-Man's best combo in MARVEL Tōkon?

Start with the universal chain — Light into Medium into Heavy into Arachnid Assault. The route that matters more is the approach: Web Zip in, Zip Kick, then Light, Medium and a Skill ender. Learn to swap Zip Kick for Web Slam on the same read, because the slam knocks down and lets you plant a Web Bomb while they recover.

Is Spider-Man good for beginners in MARVEL Tōkon?

He is a reasonable mid-difficulty pick but not a first character. His moves are not hard to perform, but every Web Zip is a two-stage decision — angle, then branch — and there is no simplified version of him that works. Captain America or Wolverine teach the game more directly; Spider-Man rewards a player who already knows what they are trying to do.

How do you beat Spider-Man in MARVEL Tōkon?

With a reliable anti-air and patience. Captain America's Soaring Justice answers air approaches with one button, and Blade's Daywalker Deflect counters a blocked leader attack automatically. Hulk beats him differently — armour absorbs the first hit and Hulk needs far fewer touches. Against all of them, waiting is strong, because Spidey-Sense evades attacks rather than beating an opponent who does nothing.

Where should Spider-Man go on a MARVEL Tōkon team?

On point. He is one of the few characters who needs no help getting in, so putting him first frees the other three slots for setup and damage rather than approach support. Because he is fragile and the Vital Gauge is shared across the whole team, pair him with something durable — an all-speed team loses the first time a Hulk lands two hits.