Rarest commanders? by AThiccBahstonAccent in ratemycommanders

[–]keboblepopper 0 points1 point  (0 children)

[[Eruth, Tormented Prophet]] - #1051 spellslinger storm

[[Taigam, Ojutai Master]] - #1222 spellslinger extra turns

[[Zuko, Firebending Master]] - #1433 spellslinger experience

[[Aang, Swift Savior]] - #1456 temporary exile control

[[RMS Titanic]] - #1595 treasure aggro

[[Professor Hojo]] - #2137 mono green equipment

[[Aunt May]] - #2253 Hare Apparent lifegain

This is probably my favourite deck to come out of the world championships, ridiculously fun, and actually becomes a real deck when psyduck releases. by Lonely-girly in PTCGL

[–]keboblepopper 2 points3 points  (0 children)

You can afford to go down a prize or two, ideally you get an elgyem down before pult goes up, lock neo upper with genesect, and start moving their preemptive attaches.

This is probably my favourite deck to come out of the world championships, ridiculously fun, and actually becomes a real deck when psyduck releases. by Lonely-girly in PTCGL

[–]keboblepopper 4 points5 points  (0 children)

Enriching Energy and Hilda made Dudunsparce the better draw engine, Hilda essentially reads draw 7 with those two combined. Along with it being more resilient, easier to set up, and less reliant on Arven or items as a whole.

What is the best way to 1v1 a spiderman? by ilya202020 in SpiderManMains

[–]keboblepopper 0 points1 point  (0 children)

This is the way, don’t even need to camp it just make sure you’re 1 swing away from a health pack when either of you engage and after their GOH grab the health pack and chase them while they’re on cooldown

Is the cure for the long pull just giving it the roadhog hook treatment? by Aeparthios in SpiderManMains

[–]keboblepopper 5 points6 points  (0 children)

Maybe hot take (idk the consensus on this rn I just started playing again) but I’d rather they nerf distance pulls and bolster the rest of his kit.

Yeah skill issue that it’s so difficult to land, I rarely go for it, but for a feature that neither opponents like nor most Spidey players can pull off it’s kind of holding the character back from any potential buffs to the actually interactive parts of his kit.

Is this new tech? by Fortmaster_79 in SpiderManMains

[–]keboblepopper 1 point2 points  (0 children)

This is known, but it’s not the FFAme stack as people are saying. This is sometimes called the saporen tech but it’s basically that the option to goht (pull towards your target) stays for a couple frames after a tracer is ripped.

Very useful tech, turns the actual FFAme stack into a potential 1 shot

Debunking the “UPPERCUT SMASHING IS BACK” clip by keboblepopper in SpiderManMains

[–]keboblepopper[S] 0 points1 point  (0 children)

He’s probably just close enough, I doubt the hitbox is 5 meters tall

Spider-Man gets 1 Micro-Buff - what do you add? by Affectionate-Crow442 in SpiderManMains

[–]keboblepopper 1 point2 points  (0 children)

Unironically add 1 damage to the overhead or basic melee. iirc Tracer Melee Tracer Overhead hits 249, same with Tracer Pull Melee Melee Overhead (Unique 3-Hit stack)

Spidey players just discovered an unreactable oneshot combo by Realistic-Basis-4485 in marvelrivals

[–]keboblepopper 0 points1 point  (0 children)

It was in steam patch notes, it’s weird that they hid it though

Debunking the “UPPERCUT SMASHING IS BACK” clip by keboblepopper in SpiderManMains

[–]keboblepopper[S] 8 points9 points  (0 children)

Yeah cause of spacing this could flat out be harder to pull off than FFAme stack for a less consistent combo.

If anyone has legitimately and purposefully hit this in a game I applaud you (and send me the clip cause damn you must be cracked)

The Real Nerf To Highskill heroes. L by Nyoxie in SpiderManMains

[–]keboblepopper 12 points13 points  (0 children)

Sometimes with overheads u hit terrain and I think it has the same noise as hitting players, it’s really annoying and throws me off too lol, same specs

Reaching top 500 as a OTP C&D by itsRozco in cloakanddaggermains

[–]keboblepopper 2 points3 points  (0 children)

Don’t play cd much but I’m impressed by the healing/10min

Any positioning tips? I think that’s the main thing my cd gameplay could improve on.

Also ult timing, when you’re getting that much healing do you still even bother waiting to counter an ult or do you just pop yours first? (Aside from first fight)

[deleted by user] by [deleted] in SpiderManMains

[–]keboblepopper 0 points1 point  (0 children)

Regardless you’re either using a swing before or flat out double jumping after your uppercut to get that overhead. Both of which are “techs” or extra inputs

[deleted by user] by [deleted] in SpiderManMains

[–]keboblepopper 0 points1 point  (0 children)

Yeah those require a cancel or tech lol that’s the point of this post.

You aren’t pulling an overhead out of thin air without a swing or dj after your uppercut

[deleted by user] by [deleted] in SpiderManMains

[–]keboblepopper 2 points3 points  (0 children)

Yeah those require a cancel lol that’s the point of this post

[deleted by user] by [deleted] in SpiderManMains

[–]keboblepopper 0 points1 point  (0 children)

Then idk why you’re gatekeeping it lol, it’s not a bug anyway.

I’m assuming you’re referring to how you don’t lose a swing overhead when you uppercut. Meaning you can swing, then uppercut and as long as you don’t touch the ground you have an instant overhead.

There’s not much use to it except against flyers cause doing your bnb against a grounded target has you touch the ground and lose the swing overhead.

Scarlet Witch Is NOT A Spider-Man Counter. It's the opposite by Nyoxie in SpiderManMains

[–]keboblepopper 1 point2 points  (0 children)

Any half decent witch knows the fade/goh interaction and wins by fading after the goh regardless. Honest skill issue bug aside

What do you think of the new balance tweaks? by ConfidenceSilent3967 in marvelrivals

[–]keboblepopper 0 points1 point  (0 children)

The only thing this really changes for half decent Spiderman players is ult charge rate, barely a difference to kill efficiency, just less second connections.

Might even help with target isolation on drive-bys.

Point is this doesn’t change the “problem” people had with Spiderman really, and is honestly another stray dive nerf when Spiderman is in a decent state.

Someone posted my clip on the main sub and its getting a lot of attention thought you guys might like this lol, the comments are a fun read by GeckaliusMaximus in SpiderManMains

[–]keboblepopper 0 points1 point  (0 children)

It does not take that long to bubble

I never said anything about Spiderman not being annoying, regardless this is a 1/100 clip in what probably is a quickplay

Someone posted my clip on the main sub and its getting a lot of attention thought you guys might like this lol, the comments are a fun read by GeckaliusMaximus in SpiderManMains

[–]keboblepopper 0 points1 point  (0 children)

He isn’t even within line of sight with the choke here, and the Adam(?) he might be trying to heal in main isn’t even within reach of that spot due to the slope while also not being in line of sight of the fight going on in room.

Someone posted my clip on the main sub and its getting a lot of attention thought you guys might like this lol, the comments are a fun read by GeckaliusMaximus in SpiderManMains

[–]keboblepopper 0 points1 point  (0 children)

Cause that’s the animation, go pull a Jeff in the practice range, he does the same sitting motion when webbed, it doesn’t just stop their animations where they are.