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Marvel Rivals is a 6v6 hero shooter featuring over 30 Marvel characters on its launch roster. Among big names like Wolverine, Spider-Man is perhaps one of the most iconic Marvel heroes, making him an obvious pick for the roster. While Spider-Man’s popularity might attract people to pick him up, his abilities in Marvel Rivals make him one of the more complex Duelists in the game, asking for your full attention while playing him. Here’s what you need to know about playing the amazing Spider-Man in Marvel Rivals.
Spider-Man Overview
Spider-Man functions like an assassin in Marvel Rivals, diving on teams, taking out an enemy player, and quickly retreating before starting the process over again. He has a pretty simple-to-understand combo for taking out enemies, shooting them with a web-cluster, pulling himself in with the Get Over Here ability, before using the Amazing Combo ability to knock them up and finish off with a basic punch. The reality of executing this combo is a little harder, since you need to master the web swinging to get yourself quickly into fights, and you need to execute this combo quickly, otherwise you’re going to find yourself pulling an Uncle Ben more often than not.
Spider-Man abilities and team-ups
Spider-Power (primary): Swing fists forward to strike, deals extra damage to enemies with a Spider-Tracer.
Web-Cluster (primary): Shoot a Web-Cluster that deals damage and attaches a Spider-Tracer to the hit enemy.
Web-Swing: Shoot web at part of the environment to swing.
Get Over Here!: Shoot webbing to pull an enemy in, if the enemy has a Spider-Tracer on them, Spider-Man will be pulled to them instead.
Amazing Combo: Launch an enemy upwards, dealing extra damage if they have a Spider-Tracer on them.
Thwip and Flip: Do a double jump.
Spectacular Spin (ultimate): Launch Web-Clusters all around to damage and stun enemies.
Spider-Sense (passive): Receive a warning of nearby enemies.
Wall Crawl (passive): Press a button to crawl on walls, hit another to run.
Suit Expulsion (Venom team-up): Use spikes in an area of effect attack dealing damage and pushing enemies back.
Extra Web-Fluid (Squirrel Girl passive team-up): Spider-Man gives Squirrel Girl a web bomb, which she can use to briefly trap enemies.
I got you for three minutes
Spider-Man excels when taking on a single opponent, especially if they aren’t a tanky Vanguard character. In close-range, most other heroes, even other melee Duelists, struggle to deal with Spider-Man due to his chaotic movement abilities. You can double jump and web-swing constantly, making you hard to hit. You should be diving on the enemy team’s backline constantly, looking to take out anyone who wanders too far from their teammates. If there is a Strategist around healing their teammates, you want to focus them. Not only is taking out the enemy healing a huge advantage, but if they heal the person you choose to attack, you might not be able to take them out before running out of abilities.
Swinging around town
Spider-Man’s best ability is his web-swing, of which he gets three charges on a pretty short cooldown. This allows you to attach to pretty much any part of the environment and quickly swing yourself across the map. Not only is this a fast way to get around, it makes Spider-Man really difficult to shoot. You can quickly fling yourself in and out of combat, and you can flank the enemy team without wasting too much time getting in position. This also allows you to get high into the air, letting you take out flying enemies without too much trouble, despite Spider-Man being a melee-focused hero.
Spectacular Spin
Spider-Man’s ultimate ability is a large area of effect attack, dealing damage quickly and stunning enemies that it doesn’t fully kill. The ultimate is best used as a break glass in case of emergency move if you bite off more than you can chew in a fight. If you find yourself surrounded, or there are a couple of enemies you can finish off, it’s great for dealing that final bit of damage. Spider-Man is also harder to hit while using it, although you can still get taken out, so don’t wait until you have a sliver of health left before using it. Since most of Spider-Man’s abilities require a lot of cooldown management, having an extra ability to drop can be a nice crutch, so you should hold onto it once it’s fully charged.
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