Get it? "Speedy" instead of.. ah, forget it.
Do a punch-kick-punch combo.
As he gets up, do another punch-kick-punch combo (the first punch will miss), then back off.
Start mashing as soon as you skip the cutscene. If done correctly, you will skip the flee animation.
In case the last combo doesn't beat him, you can try to squeeze one last hit.
You wallrun by TAPPING the grab button instead of holding it.
This wallrun+jump only saves ~3 seconds. It's fine to just jump from rooftop to rooftop.
To swing fast, release the swing button early on and immediately doublejump to gain extra boost.
You can also hit the boost button and release swing in a very specific timing to have an even greater speed.
Since I can only do it once every few swings, I choose to only boost-swing in a few specific spots.
Whichever way you choose, always hold the climb button.
(Hitting Shocker doesn't change a thing)
Stay close to Shocker to make him shoot faster. If he rolls, he will shoot faster by half a second or so.
Spidey keeps stacking damage by altering punch-kick-punch-... combos AND by constantly changing targets.
Morever, you can do extra damage on the first hit if you hold the direction towards another target while hitting the first one.
Before the transition, point Spidey and the camera to the west to have him looking at the desired direction of the next area.
Is it even possible to lose this race?
Guess it's a good time to talk about a few things.
Unlike any other major Spidey game, this is the only one where wall crawling isn't affected by the camera.
Up will always make you go up, right to the right etc etc...
The only other game I know that does that is the PS2 version of Spider-Man 3.
While I like this mechanic very much, I don't think it fits the other games as well as this one.
People often criticize this game for being "a dumbed-down version of SM2". I agree with that to some degree, but I also think the devs created content that compliments these controls so much.
For example, the races. They are so fun to play, dare I say more than the actual story.
Look North-East at the last checkpoint to point the camera to where you need to go.
Entering this race quick enough to skip a dialogue box about city goals.
Here I'm doing a move called "Swing Cancel". I interrupt Spidey from shooting a web by doublejumping.
By doing so, I get to keep the momentum from the leap.
I only collect Comic Book Tokens to avoid more dialogue boxes.
It also makes it easier to keep count.
Falling people is the best city even I could wish for.
The worst city event you can get is hospital carries, unless it's close enough.
In total, you need 17 tokens, 6 race medals (the Johnny race also counts), 5 combat tours (including the tutorial) and 20 random city events.
Death-warping to my destination. You do it basically all the time.
Make sure to point Spidey at this angle to have the camera point at this direction when respawning.
I do an attack at the start of the leap to gain extra hight and distance.
LET'S EAT MY PROFILE PIC
Venom has 2 attacking moves: one is tendrils that deal [1] damage, have great range and and have a 5-hit combo.
The other is punches/scratches, they deal [2] damage (or [1.75] not really sure) with smaller range and have a 3-hit combo.
I also use jump attacks, both deal the same damage as punches.
Wolverine can be stunned when pushed against a wall. Until you manage to push him, do 4-tantacles combos to keep him stunned.
Once he's pushed against a wall, do 3 tendrils+2 punches combos.
Lose the mashing contest, it's faster this way.
When entering combat tours, you can already move before the dialogue box appears.
Finish combos with bounce attacks, they will keep stacking damage.
I like this combat style alot. Instead of learning patterns that end up as mashing fest, you only need to know its rules to get its maximum potential.
However, I don't like the lack of a dodging button, but I also don't mind that too much.
Completing city goals, such as collecting tokens and completing races, seems to spawn random city events more frequently.
For that reason, my route spreads city goals throughout the whole story.
You don't have to tie thugs that fall off a building. (let's face it, Spidey just murdered that guy)
It's faster to grab pedestrians while in the air, since you skip the grab animation.
Web-zip+doublejump in the right timing will allow you to reach him in one leap.
It's impossible to lure him directly into the concrete ground, you have to do it in 2 steps.
Wait for the second punch before you jump on his back. Jump only when he charges his second punch.
This allows you squeeze 5-6 additional hits to the cycle.
Don't jump off his back, just take the hit. There's a slight chance you'll get to extend the combo even more.
In rare cases, you'll even stay on his back as he stands up.
The usual fight is supposed to take 4 cycles.
Jumping around him in circles prevents him from making an attack.
Rhino takes 61 hits to defeat. You need to get at least 49 hits in the first 3 cycles to finish him in the 4th.
The 4th cycle is the shortest one. You can only hit him up to 12 times in this one.
Since 12 hits in this cycle is so tight, it's best to land as many hits as you can before.
Cars have either 10 or 20 health points. Try to squeeze at least 7 hits before dodging the bullets.
You dodge bullets by pressing the opposite direction of where the shot comes from. If it comes from the left, dodge to the right and vice-versa.
In this mission you need to kill a certain amount of soldiers in each area.
In this area, you need to kill 9 soldiers.
I could swear this area requires 8 soldiers, perhaps I was wrong?
12 here.
You should probably play it safe any only proceed when the arrow appears.
Leftover enemies from the previous area don't count towards the next one.
Not sure, I think 15 here. From here on, every area requiers 14 or 15 soldiers.
If you throw a car with soldiers inside, they all count as kills.
You don't have to go inside each area (a.k.a. make the arrow disappear), you can already kill soldiers that are in there.
I don't know how many soldiers you have to kill in the last area, but does it really matter?
When entering combat tours, the camera points to where Spidey looked at.
For reasons hard to explain, point the camera in the same direction. (You can do it during the fade out)
You can only enter 2 combat tours of each gang (except thi gang, which you can only enter 1 of their tour).
Once you reach the max number of tours for a gang, the rest disappear until you unlock the next level of combat tours.
The stacking mechanic applies to air attacks as well.
I can never tell if they carry the person's bag or not, therefore, I move a bit slower here.
Bounce attack kick+punch>punch-kick-punch-kick>bounce punch+kick. Afterwards, back off.
You can either hit him 8 times or up to 25% of his health.
If you know you're gonna be eaten, immediately start mashing to cancel the flee animation.
Now I'm preparing death warp to Peter's house.  You want to stay with no more than 3 health bars.
Depends on where you die, you spawn in one of 3 different locations: Peter's house, The Daily Bugle and Empire State University.
Since there's no building tall enough to kill me in Queen's, I have to lose health beforehand.
Stopping gang wars with this health is a bit dangerous, but I have to take the risk.
Be careful not to collect the health pickup after the event.
The top of the bridge is high enough to drop the remaining health you have.
I'm doing a save warp, conviniently leading me to the Bugle.
Depends on where you are in the story, you spawn in different locations when loading a save file.
This however, might not be as useful on console, since loading times are much longer.
You also risk crashing the game when loading the save file.
I'm doing this combat tour that I used to do right before the 2nd Beetle mission
Another save+load which spawns me right where the next mission starts.
This is the only time it's useful throughout the whole story.
You can make Electro skip the stop+explode sequence. Not exactly sure what causes that.
I usually go to a stopping point before him, or hit him before he's supposed to stop, or both.
Each stop takes about 7 seconds, so you save plenty of time with the skips.
Here and in every other chase, stay close to him as much as you can to make him move faster.
Even if you outrun him, the more far you are - the slower he moves, to let the player catch up.
People often fail the mission in this part. Memorize the route and do your best not to fail here.
Got 6 skips, that's pretty good.
Go berserk on him until he's about to explode, then proceed to destroy the signs.
The hitbox of this sign is a bit more inside the wall rather than the sign itself.
There are 8 signs to destroy. It's best to destroy them all before the 2nd phase.
Stay next to a car before this phase ends.
Wait until he stops and then throw the car at him.
I didn't expect him to get wet, I was lucky.
When he's about to explode, you can either back off or risk it by throwing a car at him. Sometimes, the hit doesn't land.
If you don't finish the fight fast enough, he will dodge your attacks more often, dragging the fight even more.
Until now, this race was affected by an obstacle right inside the sphere checkpoint because of the damage Rhino caused.
It is gone once you finish the Electro Mission.
You can wib-zip on the top of the tunnel. You have to visualize its shape in your head.
As far as I know, it doesn't matter how far you are from him in terms of hight.
Beetle busts through the windows in the 4th row above the platform-thingy.
If done correctly, you'll be exactly on the windows he busts.
Web-zip and doublejump in a way you'll hit the ceiling to drop faster.
Fun fact: You can't steer at all when web-zipping from a standing point until you doublejump.
Stay above the obstacles and move slowly until he sets both traps.
Do air attacks to push him into the roof then do as many wall bounces (kick+punch) as you can.
Wall bounces deal more damage than air attacks. Do your best to land as many as you can.
Once he reaches this amount of health, the fight is over and you need to wait from him to run away.
This fight could've dragged even more, but I saved it.
But could he please get lost already?!
There's another closer combat tour you can do, but it ends in an area I don't like.
Mash tendril attacks during the cutscenes to have a chance to attack Sable before you gain control over Venom.
I'm not pressing anything at the moment, the game does it all by itself.
You can only hit Sable 3 times in a row. Then you need to let her stand up and make a move before you can hit her again.
I'm trying to chain 3 jump attacks (you could see me doing that earlier in the run), but no luck.
You can do 3 punches instead, but it's kinda tricky for me to get it right.
If you hit her right after the 3rd hit, she'll just be invulnerable for longer.
I'm not sure what to do exactly to proceed to each part. I just go in the general direction of the trigger and kill as many soldiers in my way as I can.
Health is pretty tight, it's OK to eat pedestrians if you need to (which give you more health than soldiers for some reason).
There's a theory the game despawns soldiers by killing them. Manipulating that somehow will save alot of time.
This is easily the least optimized mission in the whole game.
If you're not sure how many races you did, After the last race you need to do, the game tells you about another race against Johnny you can do now.
You can still climb your web while carring people, you just won't see the animation.
People often fail to dodge the fireballs. Jump sideways right before the ball is about to hit you.
If you're fast enough, you'll end lifting the last sign before Goblin hits you again with his fire balls.
It is possible you end this fight in 4 cycles (2 for each phase).
The grab animation can cancel the knock-back, allowing you to immediately hit him.
Do punch-kick-punch-kick-punch+wall bounce kick+punch and repeat.
Sometimes, you can keep stacking damage in the 2nd combo. It has something to do with holding a certain direction before hitting him again.
Unfortunately, I wasn't able to do it in either cycles.
I have a back-up plan which I like to call "the half cycle".
When the 2nd phase starts, Goblin isn't on fire yet. immediately do jump attacks and try to do another combo.
This allows me to skip another cycle of dodging.
Cycles in the 2nd phase are shorter.
If I could keep stacking damage in either combos, I could end this fight in 4.5 cycles.
Sadly, that didn't happen.
Each cycle takes more than 15 seconds, so there's a timesave for you.
It is speculated that even 3.5 cycles is possible. To this point, the shortest fight took 4 cycles.
Collecting the 17th token. I was keeping it for this part of the run, since I'm done with all other races and combat tours.
We're done with all city goals at last!
Make sure to actually meet Beetle in every stop point...
Chain as many jump attacks as you can before he explodes.
Do the same afterwards, do your best to catch him before he starts to fly around.
After 8 total attacks, Beetle will fly around and throw grenades at you. Wait until the 2nd phase starts.
2nd phase is very similar. Watch his patterns and try to catch him in the air.
Sable can only be hit twice in a row before she starts to block your attacks. Let her charge at you 3 times OR hide behind a car and wait the same time.
I chained a combo on her soldiers and finished with wall bounces on her. Look how much damage that caused!
Once her health is below half, she'll flee away from you.
You have to beat the soldiers before you can hurt Sable again. Her health won't drop below 2 bars.
Since you don't have web shooters, you can't swing, therefore you can't do swing cancels.
This wall run+jump is a bit tricks, but once you know how to do it, you'll nail that jump most of the times.
On the 2nd and 3rd mashing bars, don't mash too hard. Keep the arrow around the middle of the green bar.
Last chase, time to talk about general stuff.
The game has much more depth than people realize - both in movement and combat.
The simple swing controls allows for everyone to have at have least fluend movement.
For Venom, movement is super simple and it's just a matter of knowing where to go.
Combat-wise, as Spidey, you need to plan how you'll stack the most damage you can. As Venom, you need to choose between better range and less damage or vice versa.
I don't like the chases very much, but it's nice that you can actually affect how long will they last.
They're also very convenient for reading donations *wink* *wink*.
Bossfights are OK, but very clunky (like most of the combat).
The worst fights are the cycle-based ones.
In general, I hate this style of "wait for a while until he cools down and squeeze as much damage as you can"
The other bosses, for the most part, allow you to hit them as much as you want, but keep you on your toes for attacks they try to sneak.
Combat tours are also OK, except for the Mei Hua Bang tours. Their stronger thugs block every 2nd attack you do on them and are just cheap in general.
I'm so glad they can be avoided in Any%.
People often criticize this game for being very short. The current world record for Spider-Man 2 is under an hour, just saying.
...Which probably says more about me than the game...
But yeah, there's less variety in content than its predecessor. But the content that does exist is focused and well designed for the most part.
I wouldn't mind having more costumes though. There are only 4 different costumes with 2 slight variations of existing ones.
AND FOR THE LOVE OF GOD, I CAN NEVER HAVE TOO MANY RACES!
Oh yeah, web-zips are also used to gain great hight. Better say it now than never...
Do punch-kick-punch-kick-punch+2jump attacks then back off. (I usually do the jump attacks first)
If you you keep doing that this way, you probably won't get stunned by your spider-sense.
If you're near a car, try to extend your combo with wall bounces.
Be prepared for Carnage as soon as the mission starts.
You need to deal  amount of damage, then he throws tendrils all around him.
Carnage is knocked back after 4 hits. 4 tendrils won't deal enough damage.
You can try to chain 4 jumpattacks or try 3 tendrils+2 punches combos.
After he's down to 2 health bars, he'll escape to the next rooms.
Bust through the doors as fast as you can to prevent him from healing too much.
After he's down to 3 health bars, he'll escape to the final room.
You can hit him before he enters the room.
This allows me to get what I call "early kill". I beat him before he starts to flee and regenerate health.
This happens because Carnage will flee and heal only after he loses half amount of health, rather than when his health drops to X amount.
The security guards also hurt him, but nothing too significant.
Let this... thing, hit you to make Venom jump to the helicopter immediately.
Do punch-kick-punch-kick-punch+wall bounce kick-punch combos.
The problem is you have to go all-in and you can acutally die any time in the fight.
Stunning him is random. If you get that, you get a bit of an edge over him.
When he chases you, do a few attacks and back off or risk it and try to squeeze the whole combo.
It is also possible that he roars and returns to the chopper. The next time you hit him, he'll attack you without warning.
CLUTCHED THE LAST COMBO BABY!
IGT is is so inaccurate, but I check that anyway.
For newcomers, I recommend doing "School's Out" category, where you only do story missions with all required city goals completed beforehand.
Peace Out!
