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Marvel Rivals’Spider-Man is a powerful dive Duelist in the right hands, with some of the best mobility in the game paired with an engaging playstyle revolving around melee combos and displacement. One of the most powerful possibilities in the entirety of Spider-Man’s kit is his ability to pull enemies off the map, forcing them to fall to an environmental death.
This is possible through theGet Over Here ability. With clever positioning and precise timing, players will learn how to master the Get Over Here ability for different scenarios, such as stunning enemies out of cooldowns, displacing them from their team, and pulling them off the map, of course. Find out everything you need to know about how to pull enemies off the map asSpider-Man inMarvel Rivals, across all skill levels, in the guide below.
How to Pull People off the Map As Spider-Man in Marvel Rivals (All Combos)
As Spider-Man,Marvel Rivalsplayers can pull opponents off the map by combining his movement abilities with his Get Over Here pull. There are a series of different pulls, each of which has varying difficulty. They have been broken down into steps below. However, you will also need to ensure you have toggled on or off some key Hero Settings for Spider-Man before attempting to learn these pulls.
Beginner Pulls For Spider-Man
Ledge Pull
This is an easy place to start, and is the first learning point for newer Spider-Man players looking to achieve their first pull. Simply target an enemy within range with your pull to force them off the map, and then time your double jump input to land back on the ledge. A great map to practice this is theHell’s Heaven Super-Soldier Factory.
Web Swing into Pull
Next up is a regular web swing into a pull off the map. Build momentum with a web swing, enabling you to fly past your target within range, and then use your pull as your momentum carries you past them. If you hit this, you should drag them along with you. Just keep in mind that if you’re looking to pull off a map edge, you will need to save extra swings or an uppercut to ensure you get back to safety.
Advanced Spider-Man Pulls & Movement
Bhop (Bunny Hop)
To start getting into some of the more complexSpider-Manpulls, you will first need to learn the movement tech known asBhopping, or bunny hopping. To do this, your Hold to Swing must be turned on, as this enables you to control the duration of Spidey’s web swings. This also enables you to ‘web-zip’ — to tap the Swing button instead of holding it to zip in that direction. This is great for dodging and quick adjustments in combat, as well as a staple that you will need to learn for Bhop timing.
To Bhop, web zip in the direction you’re looking to move in. Tight before the zip animation ends, you will need to hit a spider tracer on the ground and then jump, all within a very short span of time. Once you get the timing right, you will notice how much momentum and control you may get across multiple Bhops, which opens up new possibilities for other Spidey gameplay — such as pulls.
Using Bhop in a Pull
For example, B-hopping from a high ground onto the other ledges or between platforms enables Spidey to get more dynamic with his pulls. He can use them to skip off the ground and land on elevated surfaces, therefore saving himself from death whilst also dropping his foes. Sometimes you get more control from a B-hop pull compared to a swing pull, so it’s a good one to master.
Uppercut Animation Cancel
The next movement step is the animation canceling your web zip with an uppercut. As seen in the video above, Spider-Man gets serious distance with his B-hop. But, he can fly even further when an uppercut is thrown in. To achieve this, you need to animation cancel the second part of your B-hop sequence. Right when you would go to tracer + jump for the B-hop, you will instead need to Uppercut, then jump at almost the exact same time, very rapidly. This will send you flying through the air, creating the first step of the cross-map pull.
To pull this off, you may need to change or add a few keybinds. It is recommended to select keybinds that you will be able to pull off in one sequence, such as the buttons on your mouse. you’re able to also secondary assign keybinds to your mouse for Amazing Combo (uppercut) and Get Over Here (pull) to not interrupt your usual habits, and instead just use them in scenarios where you are going for pulls or these movement sequences. Once you can get down the main section of the Practice Range in one or two ‘combos’, it’s time to start adding in the next steps.
Putting it All Together: Bhop Uppercut Animation Cancel Pull (Cross-Map Pull)
If you’re feeling solid on the uppercut animation combo, you can start practicing the second half of the combo. During the initial animation cancel b-hop uppercut, use the momentum to swing into range and past the enemy. When you enter a range, hit a second animation cancel combo by tapping the swing button, and then immediately canceling it with your pull. If you do not animation cancel, your pull cooldown is locked for a couple of seconds after using your Uppercut; using swing again negates this.
In full, the combination goes:
Use Practice Range Bots to Perfect Timing
The underground firing range of the Practice Range is a brilliant place to practice these pulls, as you can set up stationary bot targets for Spidey to pull to the other side of the room. To begin, choosing a big target likeGrootis a solid choice. Once you have this down, you can then go in and customize the targets to have movement rather than being static, making them harder to hit. You can also gradually reduce your target hero size from Groot to the likes of Moon Knight, then do something like Hela.
This will enable you to practice threading your pull to hit targets of all sizes, and ultimately become much more consistent with these drive-by cross-map pulls. Furthermore, you can apply the animation cancel with swing + pull from this combo to other Spider-Man combos, swings, and collisions, for a quicker grab. With brilliant timing, you can even hit your Uppercut on your target as you zip past, then take the easy animation cancel grab on them when they’re punched into the air.