[Friendly fire. Sadly, it doesn't save time here]
Combat consists of mostly spamming light attacks and jumps afterwards.
Although in many times, I also use specific combos, like here.
Pressing heavy attack after a combo-jump results Missle Drop. It's weak, but good for crowd control.
I assume you were supposed to dodge an attack in the previous wave.
But for some reason, waiting with the dodge message here aligns the next wave better.
2 light attacks+charged attack.
(The camera transition can be skipped. Only use the jump button rather than the pause button)
This is the worst super attack. I'm only using it here because I'm forced to.
I managed to crawl on the ceiling before his voice line played.
Which makes it play when I touch the ground again.
Fire - the #1 bitrate killer~
Charged sprint jump with damage boost from the ceiling is faster than double jumping.
Admit it, part of you wanted me to fail this QTE on purpose.
Spamming swing against the wall unlocks swing speed 2 faster, for some reason.
Waiting around this spot to immediately trigger the next part.
Spamming swing+double jump to maintain altitude.
Once again, waiting around this spot to trigger the next part immediately.
Swing>boost and release swing>double jump>repeat in a fast rythm.
After SM2 and USM, they brought back cloud swinging.
Ever since this game, webs have never actually sticked to objects anymore, they're only projected to the general area in hopes you won't notice.
(Yes, even in *That* game)
Pulling the lever in advance so I don't have to wait after I beat the thugs.
Apocalypse thugs die in just 2 Missle Drops. I use as many as I find necessary.
Air tricks are useful to maintain moumentum and to change directory if needed.
I know where every mission is without the help of the zoom map. Learning them wasn't easy with this junk mini map.
Spider-sense-path leads you to the left, but the right path is faster.
I deal with these 2 thugs first, because they like to shoot at you from afar.
I mostly just spam Missle Drops, hoping to hit as many thugs.
Not the best fight, but I've had worse.
Pile Driver is a good finisher to combos.
Staying close to the cop car. I'm swinging around to unlock the next swing speed sooner.
I suspect the car slows down if you're too far away from it to let you catch up with it (a.k.a. rubberbanding).
Here you can be up to ~120 ft. away before failing the mission.
Here you can be 150-160 ft. away from the car.
The distanceis before failing the mission inconsistent. I sometimes failed at 150, sometimes at a higher number.
Once the marker is down, you can move freely.
Holding the attack button to OHKO the passenger.
Turn left when ~400 ft. away from the marker.
Web-zip before the camera transition. I also got some speed boost for reason I don't know.
Mashing the reflex button breaks the game's physics.
I mash reflex during and after doing a jump after a combo.
Pulling the stronger thugs into the water, which instantly kills them
You can't pull the boss like his thugs.
I unfortunately only succeeded to knock him into the water on my 3rd attempt.
Alongside air tricks, simply spamming attacks help maintain your speed and even boost it.
I barely used attack boost now, but I'll use it more later.
I'm going to a later part of the mission. The marker doesn't point at it, but the trigger is still there.
Keep in mind the marker from the beginning, it's relevant for later.
You need to wait at this spot to trigger the next part.
The marker next to the thugs must disappear to load the next part of the mission.
(Wait for Spidey to narrate)
You can bet up to 500 ft. away from the original marker before failing the mission, which conviniently is next to this checkpoint.
So you just need to fail the mission on purpose and load to this checkpoint.
That's a great picture of that lizard. What do you mean it's not in there?
This skip was found by spidybawlz. I don't think I'd've ever discovered this myself.
(Notice the 2 men in the left corner)
The right path is faster.
I'm not using the reflex to not slow the trains. This is important for later.
(Skipping this camera transition with the jump button)
Trains work in a global cycle, so every slow down you did prior to this part with reflex will affect their position.
Breaking this wooden door for later.
Now I'm waiting for the train from earlier to catch up.
Perfect timing.
(Skipping this camera transition with the jump button)
Entering this bomb puzzle before Spidey's line confuses the game, so when the line is supposed to play, you're kicked out of the pzzle.
Doing this makes the line start faster.
Be careful not to swing above the trigger for the cutscene.
Another trick found by spidybawlz. You can clip to this small gap, grab the wall to the left, let go of it to clip inside the train and punch your way to the bomb.
There's a small chance a bomber will clip as well, being close enough to interrupt the puzzle, but also out of reach, resulting softlocking the game and failing the run.
The pattern is random, but always ends at a certein point.
Punching the air to get some upward speed boost. I didn't get the mega speed boost however.
Stay as close as you can to the car because of rubberbanding mechanics.
Failing to slam into walls cuz im a n00bz
Take the picture when they get to this position.
Just beat the driver and you're good to go.
THAT'S the attack speed boost I was talking about!
The speed from the boost is higher than swinging, but the setup is slow and you're not guaranteed to get it every time.
I reserve this boost to clear gaps I can't otherwise with by just swinging.
You might prefer to use air tricks over attack boost to have more control.
Follow the route that I take. I usually end up with 250 hearts right before the end of the mission.
While carring MJ/other people/objects, you're unable to wall crawl (but you can wallrun), attack or use air tricks.
There are 2 additional MJ Thrill Rides, the first of which unlocks boost for web zip.
You can also unlock web zip boost by completing enough races.
Neither are part of the run, so I have to manage with out this skill. Not a terrible loss, but it's a shame I don't have it.
Taking a shortcut instead of following the hearts.
I mean, that's  the point of speedrunning...
There are many ways to get out of bounds in this mission and in many others, they even lead directly to the end.
However, due to how missions are structured, some key parts don't load unless you completed the previous objective, making this useless.
This lizard made me drop the barrel...
I only throw the right barrels to the right at the goo wall. I toss the left barrels away to spawn the right barrels faster.
Water instantly kills enemies. I drop the lizards' head into the water to instantly kill them.
It was never explained well, but turns out that this drill was set by Kraven.
This was explained properly in the PS2/Wii/PSP version.
Letting him grab you is faster.
Mashing reflex while spamming light attacks keeps him stunned for the most part.
Sometimes he may sneak an attack, but after you dodge that, you can repeat the combo.
Sneak attacks are more common when he's pushed against a wall, so you might want to position yourself to push him away from walls.
That was unfortunate.
Goblin attacks you 2-3 times, then you attack him 2-3 times.
Press the same button twice to deal more damage.
Idealy, each one of you attacks only twice per turn.
This fight is heavily relied on RNG.
Light+heavy+heavy+jump>repeat, combined with well-timed reflex may keep him stunned forever.
Nailing this combo down is really hard.
Alternatively, you can keep him stunned on ground the same way you stun the Lizard.
But you have to be aware that he might be knocked upwards.
Stop attacking and only then press the button to start the QTE. Otherwise, you will just keep attacking him.
Pile Driver OHKO them, but the animation is too long. In this case, it's better to do some combos instead.
There are two waves of enemies. I think that beating the hammer girl first triggers the second wave sooner.
Have+heavy+light (or light+heavy+light) to lift the hammer girl in the air.
Hammer girls dodge most light attacks and with a few exceptions, don't let you web pull them.
Until the second wave is coming, I'm trying to avoid using reflex.
Unlocked power boost to Air Super Attack, which now can OHKO Arsenic Candy thugs.
Oh man that was so satisfying
Not sure if there's rubberbanding in this chase, but I stay close  to the helicopter just in case.
Not sure where are you located during the cutscene, but you can move around as your can hear.
I ended up overshooting away from the opening in the ceiling and the game doesn't let me web zip over there *sigh*.
Who needs the bridge when you can just fist your way to the other side?
Dragon Tail thugs don't die in one Pile Driver, you need to hit them twice before for enough damage.
Sadly, I'm just a hair from fully charging the super meter.
Even if you have a faster route, you will fail the mission if you're too far away from the statues, so you have to follow them.
Be careful not to swing too high above them either.
These 2 bombers die in one hit if they missed each other with their bombs.
My heart sank at this moment, I thought the bomb will land on the bridge.
PHEW
*Obligatory Bomb Squad joke*
Swing Kick doesn't have as much knock back as a charged heavy attack, but it's enough to land in the water.
Spamming attacks to boost downwards.
You're supposed to ride on the bombers and crash into walls 3 times, but it's faster to beat them with a combo.
For some reason, pressing the grab button magnets me towards the third bomber.
Is it even possible not to get spotted by the guards?
Right before the camera transition, I do a web zip with neutral stick.
This positioned me right next to the door.
Be aware of the guard above, he will try to shoot you when you open the elevator doors.
Good thing he aims like a Stormtrooper.
Instead of destroying the generators, I dodge the electric balls with reflex.
Spidey never fought Electro in the movie games (except for SM3 on GBA), this is not canon.
Dr. Andrews (this woman) is believed to be the same person you save at the start of SM2.
Let's talk about movie-game canon.
This is the same Scorpion for the first game, albeit he has a different design.
After the first game, Scorpion seeked help from Dr. Stillwell (who is female in this game), although she betrays him and installs a mind control device in his head.
She orders him to free Rhino, whom Spidey defeated in SM2. (Once again, different design, same character)
The aforementioned Kraven returns to NY to hunt down Lizard and Spidey, making the Xbox version of SM1 canon as well.
I take my time here on purpose, because if you leave the place before the announcer finishes are line, you fail the mission.
Check the link in the description for more details.
Multi Launcher: 5 light attacks+heavy attack.
Let the guards beat you, be careful not to grab any health pickups.
Wrong super attack, oops
This happens sometimes, the boss insists on dodging all your attacks.
I'm not sure how I was able to fix that, but I'm glad I did.
The pattern here is to do 4 heavy attacks, taking a small pause between the 4th and the 1st attack while holding reflex.
Stay close to Scorpion, because of rubberband mechanics.
He takes the same route every time, but his pattern (when he jumps) is a bit random.
Around here, start to swing high to skip the trigger of the QTE.
Do the same here to skip the second QTE.
Makre sure not to knock Scorpion off the bridge and keep him close to the generators.
Same pattern as before, but only 3 heavy attacks instead of 4.
Did you know you can hold the button to charge his laser? I sure didn't for a long time!
My strategy is to release a charge shot at one generator while shooting regular laser at the other 2.
Perhaps you will find it easier to release 6 charge shots at each generator.
Thanks to this new strat, 1 cycle is now much easier to do.
Pull them with a web and knock them down.
I'm sure they're still alive, don't worry.
Who am I kidding, they're dead.
This mission is actually called "When The Bell Tolls", but I thought it's called "Tail Of The Dragon", wrong splits name smh.
How did the third thugs dodged me?
You can mash all the buttons without being punished.
Here and only here, the camera shifts to a different position, allowing you to feel how fast you actually are.
You might say "but you spam so many swings to make up for his lack of speed", but this is also how you swing fast in Spider-Man 2 and WOS.
I can never call this a GREAT game, but I'll argue that it's a GOOD game.
Many of its flaws include unintuitive controls, general clunkiness and of course, WAY TOO MANY QTES.
Once you have a solid grasp of the controls, you may find this game fun like I do.
Going back and forth to despawn the bombers.
Sprinting towards the bombers causes them to hurt each other.
I'm not pulling the needle all the way to the left, just enough away from the red.
Nah you're on your own pal.
This web yoyo was done on purpose to position me closer to the door after the QTE.
Apperantly, there are missle that you're supposed to fire at this storage tank, but it's faster to punch it instead.
You shouldn't do a second super attack on the tank, you need toreserve it for a later mission.
A bounch of QTEs and bomb puzzles. The puzzles are now harder.
Skip to 1:08:10 or keep watching if you want to see me mess up the puzzles more than usual.
Oh yeah, you can dual-swing, it controls worse than normal swings..
Not sure it there's rubberbanding in this chase, but I stay close to Carlyle just in case.
You want the helicopter not to travel too much and pick spots that are close to the noth-west side of the building.
This fight is somewhat relied on RNG.
Dodging the missles help charging the super meter, so last chance to fully charge it if you havn't already.
Carlyle always shoots spreading missles from this spot.
Camera mode negates the missles.
It's possible to redirect 2 missles in on cycle, but it's inconsistent and risky.
The fight goes on for 5 more cicle. skip to 1:13:00 if find this fight boring.
Lost alot of time because I essed up the bomb puzzles quite alot.
I was keeping the super meter for this instance. The van starts moving only after these 2 are defeated.
Not sure if there's rubberbanding with the van.
For the rest of the mission, I will not use reflex, so the van won't slow down.
Collect all secret tokens to get a reflex meter boost.
Got here just as the cars spawned.
There are some thugs around the area, you need to beat them to finish the mission.
I was hoping to beat them both with one attack, it's a shame I missed.
I also messed up the inputs for Pile Driver, but it could be worse.
Like Lizard and Goblin, mash light attacks and reflex to keep Sandman stunned.
The rails raised me a bit, so I did some attacks in the air, which broke the stun.
When he makes a shield, all you can do is wait for him to drop it and attack again.
This is a long animation, but the damage is pretty big.
I also charge the rage meter throughout by mashing the reflex button.
While in rage mode, the 3rd heavy attack deals huge damage. This is quite broken (in a good way).
If you keep the combo going, you can still damage him as if you're in rage mode.
Managed to squeeze enough damage before he hit me, leading to the final QTE.
While wearing the black suit, you sprint faster, jump higher and (probably) swing faster.
Some combat moves have slightly changed, but the main difference is rage mode.
I overshot from my destination urgh
Somehow this was still a gold split.
Slowing down the van to catch up to it.
make sure to stop before you're above it, because reflex messes up with the mechanic that allows you to land on the car.
Web the helicopter that guards the van 3 times then head back to the van.
Charging the rage meter during this cutscene.
I know where to go, but you can only be ~230 ft. away from the helicopter before failing the mission.
Harry's mansion.
I have some spare time to show this easter egg before heading to my destination. :)
I'm glad to miss some thugs with the super attack, this allows me to charge the rage meter before the next wave.
How did he warp there?...
These thugs are more annoying than their boss. Unless you're in rage mode, they dodge most of your attacks.
Light+heavy+light to lift them in the air, them spam light attacks a few times and finish with Pile Driver.
The boss is very dodgy, but you can find opportunities to hit him with Pile Drivers until you can enter rage mode.
( ͡° ͜ʖ ͡°)
Charging the rage meter on my way to fight Kraven.
Sprint against this corner until you clip inside the dirt pile.
Once you're on the other side, Get inside the room with the health pickup to load the rest of the map.
Spidey says this line because you didn't push the trains in the first room.
Keep attacking the Real Kraven, the duplicates should not interrupt you.
Light+heavy+light+spam light attacks. Best combo to charge the rage meter.
This cutscene is skippable. I've only known about that not too long ago.
This one is also skippable.
It's worth wasting rage super attack on these lizards.
You can't use the same combo from the previous fight. You can instead do the same combo you do on Scorpion.
Anyone here played Mario 64? You're gonna get deja vu right now...
Immediately use web after this cutscene to blind him.
It's possible to make him hit 2 generators in one throw, but it's highly inconsistent.
I spam attacks in the air to A) charge the rage meter and B) to MAYBE skip some phases in the cycle.
I skipped one phase where he charges at me.
Now I skipped the acid spit.
He was BARELY touching the generator, but that's enough to drop him off my grip.
This is a huge time loss, but I insisted on continuing the run.
With the last generator gone, I can finally damage him.
Dealing some damage before he starts jumping around.
After the 3rd cycle, assuming you've dealth enough damage, you can enter the QTE.
Widowmaker is a very powerful attack. It doesn't deal much damage, but it's great for crowd control and charging the rage meter.
A single web zip is guaranteed to catch him.
Immediately entring this room to start the cutscne.
You can move around during the cutscene, so I try to perform Widowmaker.
In this mission, you CAN web pull the hammer girls, with ot without rage mode.
Defeat all the hammer girls and the mission is done.
Super attack doesn't kill the hammer girls, but I still rather do it than spam heavy attacks.
I try not to use reflex too much. I suspect it delays the next wave to spawn.
I accidently did Annihilator (3 light+heavy). It's a great move, but not for this situation.
Maybe it is and I need to look more into it.
I try not to use Widowmaker here in order not to spread them around the place.
I knew this was the last wave, but I should've kept rage mode to the bossfight.
She blocks your attacks, but I managed to miss the first hit on purpose to do the combo for Widowmaker.
Charging the rage meter from here is a piece of cake.
This mission went terribly. The fight with the girls dragged forever and the bossfight was just as bad.
I've used this exact route from the very beginning and I'm yet to find a faster route.
Activating camera mode during the cutscene allows me to keep it active and move around.
It's useless, but it looks funny.
This also creates this disorienting effect.
Take a picture when his face shows up.
Spidey is super mad in this mission, so the rage meter charges extremelt fast.
Make sure to leave this room with fully charged rage meter.
This is why.
I don't know what that move was, but I overshot because of it.
Annihilator instantly kills all of them.
There's a way to instantly charge the rage meter, but I failed throughout this mission.
An alternative is to counter attack with the 2nd and 4th heavy attacks.
I'll leave a link in the description for a run with a successfull attempts.
While not in rage mode, Kingpin blocks all your attacks and immediately strikes back.
The key is to attack him and immediately counterattck him.
I usually dislike cycle-based fights, but this one is designed well.
At least I succeeded once.
If anyone wondered, this mission is why swingless is impossible.
There's also the swing toturial, but you can skip that in NG+.
This is where web zip boost could've been useful. I could keep zipping about this building instead of dropping over here to swing again.
This is the biggest change in the run.
The game always freezes like that after this mission, it's not a splice.
I'm making Spidy face the wrong direction of the wall, then hold a charge jump with neutral stick to hopefully clip inside the building.
Now I web zip into the trigger that loads the interior of the place.
Now I'm wearing the black suit again!
This costume swap only works only if you played all the way from the Sandman mission. Otherwise, it loads the res suit again.
This detour costs at least 20 seconds, but the time save im comparison is huge.
There's much more to explain that I can't do with captions, read the description for more details.
Take damage on purpose, then web zip before the cutscene starts.
Scorpion OHKOs the gaurds (if he actually hits them), but that's nothing compared what what I can do.
Wallsprint ignores the lasers.
You still get damage, but you don't drop down.
This was found once again by spidybawlz.
Camera mode ignores Rhino's attack.
Camera mode saves time here because you don't need to slow time with reflex.
Instead of dodging the spinning attack that leads to a QTE, let him spin around until he throws the pole.
This is another great find by spidybawlz.
This fight takes at least 4 cycles with the red suit. Now, I'm done after just 2.
Multi Launcher: 5 light attacks+heavy attack
Venom enters rage mode after 6 hits (12 in some cases).
Franco time!
This is the only QTE with LT (sprint).
I'm honestly not sure where exactly to aim, I aim for the head and his torso and hope for the best.
From here, just spam spreading bombs (RB+X/special+light attack) until you can enter the QTE.
He recives "critical damage" If the bombs manage to drop his arms or knock him off a bit.
There's not much else to see from here. Skip to 2:07:10 when the QTE starts.
You're back to the red suit unfortunately, but it was well worth it for the first phase.
4 light attacks+heavy attacks+charged heavy attack.
Not a great run, but I'm glad I managed to pull off all the important tricks, even if some had poor execution.
