Combat, for the most part, relies on spamming light attacks with jumps.
Sometimes there are specific combos that I perform against certain enemies.
For example, here I press heavy attack after my jump to perform "Missle Drop", which hits all enemies nearby.
The game expects you to dodge an attack in the previous wave, but I prefer to do it here instead.
Having this dialoge here seems to align the next wave better.
Sometimes, the other thug will throw a grenade at you instead of going melee. It makes you lose a few seconds.
This small cutscene can actually be skipped, but only with jump, as the start button will pause the game.
Sometimes the thug at the right will throw a grenade at you. Thanks to friendly fire, this will instantly beat any of his friends hit by that grenade.
You can hold the Spider-Sense button, and the game will activate it in the first possible frame.
Do a charged jump to hit the cieling and get a boost from it.
Spamming swings with leaning against the wall unlocks Swing Speed 2 faster.
Not sure if this actually works, but until I unlcok Web Swing Boosts, I try to do this as much a I can.
Staying in this area to trigger the next part immediately
Backtracking here to avoid the the game loading me to the next spot.
In rare cases, you unlock Swing Speed 3 here.
To swing fast, boost at the start of the swing and immediately let go of the web, then doublejump to stay in the air.
I should make a video explaining how to swing fast in more detail one day.
The game blocks your jumps while on the ground to hold you until finishing the tutorial, but thanks to cloud swinging, you can already move to the next part.
It should be noted that for the most part, webs do attach to buildings, but it cheats this way when you're next to a tree or a pole.
Unlike, say, Web Of Shadows, which prefers giving you better handling and controls over "realistic web physics".
Immediately save this person to avoid waiting for him at the end of the mission.
Of course, do your best to make sure they don't reverse the crane's direction again.
2 Missle Drops defeat regular Apocalypse thugs, use them wisely.
Air tricks, as said in the description, are far more useful than I thought. You will see them being used later in the run.
I've already said in the past that memorizing the location of each mission was quite easy for me. I should and will make a video guide explaining where every mission starts.
Beating the thugs up here first, because they like to shoot at you from afar.
Trying to hit them with Missle Drops as much as I can.
Swinging in this narrow tunnel is harder than you think, due to the small twists and turns, combined with the obstacles in the way .
After some combos in the air, I grab him and mash heavy attacks to charge the Pile Driver move.
The heavier Apocalypse thugs block your 3rd hit onwards on ground, so jump and keep the combo in the air after 2 hits.
Web Super Attack has the potential to be useful, but I find it rather inconsistent, so I ultimately avoid it.
I already know where to go, but you're forced not to go too far away from the cops, otherwise you'll fail the mission.
The max distance you can go away from the cop varies. Here, you can be 100-120 ft. away.
Every time the cop is about 90 ft. from me, I web zip to keep the distance again.
You can go yolo and try to keep the distance at the max, but I find it too risky for such a little pay-off.
Going from behind the van to avoid the cops' bullets.
Here the max distance is capped to 150-170 ft.
When the marker disappears, you're no longer restricted to the cop car. Go wild.
Holding the attack button instantly beats the passenger thugs.
Web-Zip before the cutscene starts.
Spamming the reflex button can mess the physics of the game really bad. Here, I do 2 light attacks, jump then spam reflex to keep him rising up, hoping to drop him into the water.
From here it's just dealing with the thugs. Drop the heavier ones to the water and beat the weaker ones.
It is possible to toss all of them to the water with Web Super Attack, but again, I find it rather inconsistent, even more than this physics breaking trick.
Ar tricks can change your projectory and, as shown here, give you a boost when moving foward and upwards.
spidybawlz found that the trigger to a further part of the mission is already loaded, just not shown by the marker.
Sadly, I didn't find an early trigger of a later part of the mission.
If you're fast enough, you can catch this lizard before it goes to the pile of garbage in the right side.
I hit them in the air to avoid the bottles they throw at you when first approaching them.
It's important to eventually trigger this dialoge to progress the mission further.
You can be 500 ft away from the first marker that you never went to before failing the mission, conviniently far enough to hit the checkpoint here. Make sure to wait for Spidey to start his line before failing the mission.
When restarting, make sure to touch the little marker on the floor to trigger the rest of the mission.
Appreantly, a picture of nothing is "a great shot!".
I suspect that the lizard is in the frame, but is blocked by the building to my left, and somehow this counts.
Like in the previous mission, you don't actually have to follow the marker. Here, it only allows for a small sidetrack which leads to the intended spot anyway.
When I recorded this run, I thought that slowing down time will also delay Tobey's line, but all it takes is to beat the bombers as fast as possible.
This is another small cutscene that is skipped with the jump button.
Trains work in global cycles. Here, I slow down time to make I catch this train later.
Punching this wooden wall because virtually, you don't lose any time due to the cycles.
If you fail to catch a train in its cycle, the game will eventually spawn one for you.
I actually slowed time too much, leading to the train arriving lately.
♪ Darth Vader's Theme ♪
Yet another small cutscene skipped with jump.
Entering this bomb defusal early to speed things up, no need to start until re-entering this.
Don't want to go too technical, but I think it has something to do with 2 dialoges interrupting each other.
You can actualy overshoot yourself above the trigger to this cutscene, so watch out for that.
Another trick found by spidybawlz. You can clip to this small gap, grab the small wall to the left, let go of it to clip inside the train and proceed to the bomb.
There's a small chance a bomber will manage to clip as well, being close enough to interrupt the defusal sequence, but also being out of reach, resulting softlocking the game and failing the run.
♪ THAT beat everyone knows ♪
There's a small chance a bomber will manage to clip as well, being close enough to interrupt the defusal sequence, but also being out of reach, resulting softlocking the game and failing the run.
Thanks for the boost, pal!
*Actually tilting my controller in a way each button matches its corner*
Using this autoscroller to swing for a bit. This helps to unlock Swing Speed 5 faster.
Also trying to hit a wall for swag, which I obviously lack due to me failing. Twice.
And, of course, due to the fact that I play Spider-Man 3.
I don't remember the max distance you can be away from the car, should be ~200 ft.
Take the picture only after they're positioned like that, it's only then that the shot counts.
Mashing reflex also messes with the AI, in this instance, causing this guy to turn too much to the left.
Not exactly what I had in mind, but it somewhat wroked.
After you beat driver, you can proceed to meet Dewolf.
I cannot stress enough how grateful I am for learning about air tricks, and it's all thanks to Evan Filarca. Check his channel, he has some good Spider-Man content.
Sadly, you can't perform air tricks while carrying someone or something.
It should be noted that you later unlock boosting for web zips, but only after completing enough races or - check this out - completing the second MJ Thrill Ride. WHY?!
(You also need to swing for a while before actualy unlocking this skill)
Still havn't fully figured out how to manage the heart count. If you're not sure either, play it safe and collect as many hearts as you can in your way.
Taking this short-cut instead of following the hearts.
THAT'S THE IDEA *hahaha*
(shoutouts to anyone who gets the reference)
There's a spot here can allows you to go out of bounds, which even leads to the end of the mission, but due to some triggers not spawning until later in the mission, it's useless.
On the other hand, even if it was possible, you need to be very careful no to go back in bounds, that it's probably just faster to do the mission as intended anyway.
It's quite hard to his the goo wall with the left barrel, so I just toss it to spawn the right one again.
If the lizards' heads touch the water, they're instantly defeated, but I'm not always sure to to set that up.
I mean...
It's faster to let him grab you.
opps
Mashing reflex while spamming light attacks keeps him stunned for the most part. Usually he manages to sneak an attack on you, but after you dodge that, you can repeat the combo.
>Physics
I didn't really lose time, there was a typo when adding times to the splits.
I try to keep the fight in the air as much as I can, but you can do the safe strat that I end up doing anyway.
Like the Lizard, the Goblin is stunned when mashing reflex and light attacks.
The ETQ will only start if you hit X while NOT in a combo.
Against the stronger girls: 2 heavy attacks+light attack (or light,heavy,light with the black suit) to lift them to the air.
In general, they only block your light attacks.
This was done before I realized this: Try not to slow time too much until the 2nd wave of girls is coming.
This upgrade increases the damage of the Air Super Attack, which is just enough to kill the girls in one hit.
I don't remember how close and how far you can be from the copper, it doesn't matter anyway.
A side mission/event might happen if you don't enter the next mission quick enough. If this happens, go away until that mission is gone and return.
Multi Launcher: 5 light attacks+1 heavy attack.
You must follow the path of the statues even if you know where to go.
Another side event might pop before entering the coming mission, which is unskippable. Either deal with that event quickly, or reset the run.
It should be noted that the side events are likely not to happen, but there's always danger that they do.
They're each defeated in one hit. Rarely, they get hit by their own grenades, saving a second or two.
Yeah yeah, bomb squad jokes etc etc etc
You can also beat them regulary instead of riding them, and lately, I've been starting to think this is the faster method.
It's definitely faster for the black suit.
♪ Mashing Buttons ♪
This slingshot spot is here only in this mission.
You can go out of bounds here as well, and once again, it was found to be useless.
I think the devs knew this was possible, so they put a bounch of triggers between sections to make sure you don't break the game too much.
I found out later that the guards are beaten by Pile Driver even with full health.
There's another guard that shoots at you. With good timing, you can open the door between his shot, so you don't need to beat him.
He's also bad at shooting.
Avoiding these plasma shots is a bit challenging sometimes. Still faster than destroying the generators.
Correct me if I'm wrong, but Spidey never actually fought Electro in any of the movie tie-ins.
Unless Ultimate counts? But then, you need to explain Venom's appearance in that game.
Enter Electro can't be canon either, because Sandman and the Lizard were there.
While we're at it, people like to assume Dr. Andrews is the same woman you save in the beginning of Spider-Man 2 and what she carried had something to do with the Scorpion Project.
People also question whether this game acknowledges Rhino's appearance in that game, due to the different designs. I think it's just inconsistency in his design because story-wise, his inclusion makes sense to me.
The game maps wall grabbing and web yanking to the same button, so try avoid pulling an enemy by hitting the button only when touching the wall.
If you attempt to exit the building too quickly, you'll probably fail the mission. Take your time for a bit to avoid that.
Watch my video "So Fast For The Game To Handle It" for a demonstration.
Why is this stupid mini-game here and why can't you revisit it later?
Really?
In this section I do 4 heavy attack combos. It is important to pause a bit between each combo, otherwise, he'll dodge your next attack.
Soon there're supposed to be 2 QTEs, stay as high as you can to avoid the trigger to them.
QTE #1
QTE #2
(Ignore my failed attampt) In the secion, I only do 3 heavy attack combos.
Fun fact: Scorpion can actually fall to the water, causing the mission to fail. It probably will never happen to you, but you should know anyway.
Neat one cycle!
Doing this in one cycle is very hard, but I've been improving to the point that I can do it evey 2nd or 3rd try.
This saves almost a minute, but sadly, you can't really rely on doing that. If you fail, you should just accept it.
I would rather throw them off the building, but sometimes they refuse to cooperate, so I just combo them until they're defeated.
If done right, this should beat all 3 ninjas, but I missed one.
Another slingshot appeared just for this instance.
There's no penalty to hit the wrong buttons, so I just mash everything without care.
There's a slingshot on the Bugle's roof, which is not too far, but it's faster to get there manually.
Who said Spider-Man 3 is slow?
You might say "but you spam so many swings to make up for his lack of speed", but this is exactly how you swing fast in Spider-Man 2 too.
Now by any means I can't argue that this is a GREAT game like 2, USM and WOS, but I think this is at least a GOOD game.
Many of its flaws include terrible collision, unintuitive controls for newcomers and of course, WAY TOO MANY QTES.
But if you can looks past its flaws, you might find it fun to play like I do.
Going back and forth to despawn the baddies.
This happens quite often.
Just as Bruce said, you just need the needles out of the red, no need to pull them all the way to the left.
Actually pulling a needle all the way can make another one go back to the red zone.
NOPE
Make sure to keep the combo meter fully charged, this will be useful for later.
mmh.
No, it isn't fun.
If you pay attention, you'll noticed the entire city is completely empty.
Terrible boss. So boring and uninspired.
From what I've seen, the PS2 version of the fight is at least more... involving.
It is possible for him to shoot 2 missled in once cycles, but it's mostly luck depended and any attempt to force that will probably result you losing time.
Just be glad whenever it happens and make sure not to waste the opportunity.
A side event might pop here. If it starts, fail on purpose by going away. This costs you 30 seconds, which is annoying.
I was keeping the combo meter for this. You need to be somewhat precise, but it's not too hard to pull off.
Throughout this mission, I avoid slowing time to make sure not to slow the van.
This is rather boring, but I find it more interesting than the escort missions in Web Of Shadows.
Truth be told, I prefer this game's missions over Web Of Shadows', which most of them are just chores and to-do lists.
This part is rather scary, because the van might get stuck behind and lose all its health. I do my best to clear its path.
Worst case scenario, There happens to be a checkpoint here just in case this happens.
Maybe the devs knew this could happen and added this checkpoin instead of fixing the AI?
There are 3 rocket ninjas alongside 2 ground ninjas in this area that you need to beat to complete the mission.
It's so satisfying whenever I beat them both in one hit.
You know what's coming now.
Once again, mashing reflex and light attacks keeps him stunned.
You can also charge your combo/rage meter by mashing the super button.
The 3rd heavy attack deals tons of damage while in rage mode. Don't waste it immediately on a super attack.
While he uses his shield, all you can do is wait. In the meantime, charge your rage meter.
He will counterattack you if you attempt to attack him while holding his shield.
It is very important not to get hit by a train, especially when mashin reflex. Just like the Apocalypse boss, this will shoot you too far away from Sandman, failing the mision as a result.
If you fail the B+A part of the QTE, you will still proceed to the next section, though in slower animation.
You can slam his head against the trains, but it doesn't deal much damage.
The black suit is slightly more agile with higher jumps, faster sprints and faster swings(?).
And aside for the slightly different combos, the main difference in combat is of course the rage mode.
You can't destroy the car until you get rid of the chopper
Web it 3 times and you're good to go.
You can be up to ~230 ft. away from the chopper.
I usually jump to this building when the chopper is ~150 ft. away from me.
You can go to the trigger before the chopper arrives.
These thugs are more annoying than any boss in the game, as they block and dodge most of your attacks.
Unless, of course, you're in rage mode.
What I like to do against them when not in rage mode is light+heavy+light, some combos in the air and finish it with Pile Driver.
Their boss also likes to dodge attacks, by I find him much more managable.
This fight went horribly.
Juesus Christ I lost 40 seconds to this.
Here I try to clip throgh the pile of dirt by sprinting against to corner.
It's important NOT to grab the wall, because you'll get out of bounds.
oops
Don't overshoot yourself, because you might get stuck in a small gap and it's gonna take forever to get out of there.
Entering the room with the HP pickup to load the rest of the stage.
Even with the sloppy execution, it's much faster than pushing the trains as intended.
Stair Steps Fury [light+heavy+light+mashing light attacks] fills the rage meter quickly.
Stair Step Fury won't work this time. Instead, do 3 heavy attack combos with a small pause in between.
Worst bossfight in the game.
I don't know how to consistently hit 2 generator with one hit. I'm already glad whenever I don't miss any.
Sometimes, spamming light attacks in the air makes him skipping a phase in the cycle.
See? I made him skip his roar.
It takes 3 cycles at minimum to proceed to the QTE afterwards, make sure to drop his HP until then.
Barely made it to the 3rd cycle.
Widowmaker is extremely useful.
Trigerring this part early.
You can move during this cutscene, so try to hit someone while in it.
You only need to beat the stronger girls, they're the ones blasting the skeletons.
These stronger girls don't resist your web yanks. Also, the heavy super attack isn't fully upgraded yet, so it doesn't beat them in one hit.
Kreygasm
I rather just take them down with super attacks nstead of comboing them in rage mode.
Make sure to enter the bossfight with rage meter charged.
You can kinda tell when is the last wave coming, so don't activate rage mode then.
This is the route I always use for collecting the cameras.
It's better to activate spider-sense, since they blend so well with the environment.
Stick to the left, there's a small cutscene that triggers in the doors to your right.
I don't know why this didn't count.
Better.
Depending on the attack, the rage meter is charged after only 4-5 hits.
However, this only applies to this mission.
I guess this is supposed to imply how Spidey is super pissed at the moment.
I rather having the rage meter chagred here, but it's not the end of the world of it isn't.
Fisk can only be hit with counterattacks and when in rage mode.
Lure him by attacking>he blocks and tries to counterattack you>you counterattack him.
Trying to instantly charge the rage meter with Tornado Fist Counter.
While slowing down time, heavy+2 light attacks, then counter with light attack.
If you can't do it properly, you can instead let him block every 1st and 3 heavy attack and counter every 2nd and 4th heavy attack.
Fisk is pretty easy if you actually pay attention to how he works instead of mashing for your life.
He's my favorite boss of the game.
For some reason, I decided to keep the rage meter for the later fight. What a dumb decision.
The cutscene triggers only when you collect the health pickup of the 3rd boss.
"It's probably a bird, it will fly away..."
You know, the thing that scientist said before starting the experiment that made Sandman? Ah, forget it.
noooo i don't wanna lose the suit please have mercy i have a wife and three kids please don't
MJ in a nutshell amirite
Paddleball instantly beats every thug, too bad you only unlock it now.
No, this isn't bad splicing, this happens every time after this mission. Not sure why it happens.
I planned to take damage from the disappearing gate and web zip before the cutscene.
Scorpion should beat a guard once in a while in one hit.
Movement strats in the tunnel by spidybawlz.
Camera mode makes you immune to most attacks.
Here the game expects you to dodge his spinning attack and do a small QTE, but it's faster to let him throw the boulder. Again, found by spidybawlz.
He's stunned for longer this way.
Scorpion's struggle with Rhino extends his stun. It's better to ignore the QTE.
Last mission
Venom enters rage mode after 6 hits.
In a few instances like this, it takes more hits for him to ender rage mode.
The combo I like to do once I stun him is 4 light attacks+1 heavy attack+1 charged heavy attack.
You can either wait for the pipes to respawn or draw him to another pile. I don't find any way faster than the other.
Entering Harry's section while spider-sense is on will glitch the audio until you're back to Spidey's section.
Mashing X/Square while holding the super button throws 3 bombs that deal lots of damage.
I'm not sure exactly where to aim, I aim to his head and hope for the best.
From here it's just a minute of me throwing bombs at Sandman. Skip to 2:15:05 to go right into the QTE.
The sandstorm can actually hit you, so be careful. Hit Venom as much as you can and wait for him near some pipes.
He doesn't usually go up there...
As you see, I try to reach him, but the storm keeps knocking me down.
That was close, almost died here.
If you'd like to run it, give it a shot. All ports are pretty identical, even loading times are similar.
Thanks for watching!
