Bionic AAAAAAAARRRRRRRRRMMMMMMMMM! MvC3 BioCom general discussion

I wanted to share this. An awesome Spencer combo using Tron’s rock throw assist and KFC with Bionic Arm

1UP x IPW Marvel vs Capcom 3 Combo Video - iPLAYWINNER - FIGHTING GAME NEWS STRATEGY & MEDIA

It starts at :41

Bionic Aaaaaaaarrrrrrrrrrmmmmmmmmmmmmmmmm looks way cooler, but I think hand combo will be better if you plan to DHC to another character afterward.

I very much anticipate using Bionic Arm super as a full screen punish to blow through people’s zoning and hopefully punish their assists as well. I have no doubt it will work cause that shit looks super fast. I think it’s almost as fast and Dorm & Ryu’s beam supers.

EDIT:
Question–do I have this correct regarding the followups to his qcf+attack grab?
A: Pulls opponent toward you and Spencer does a dropkick-looking attack that leads to a wall bounce
B: Pulls opponent toward you and Spencer does a punch that causes the opponent to roll across the screen
C: Pulls opponent toward you and leaves him/her in front of Spencer

I’m pretty sure those are all the followups to the ground version of qcf+attack grab. Does the air version have the same followups? I’ve yet to see him perform an air version of the B followup list above.

Speculation:
I dont think he can combo after the C version followup at all. I re-watched his reveal vids and never saw the Capcom guys combo after it. Instead they followed it up with his DP+A command grab, or a ground magic series. The magic series didn’t combo so my guess is that Spencer simply gets a decent amount of frame advantage after reeling the opponent in with the C followup. However, maybe it’s possible for him to combo with it if he calls an early assist? i.e. qcf+A–>C followup–>assist–>launch, etc.

He may be able to extend alot of his combos if the assist will help in that fashion. DEFINITELY something to test.

I also think he’s gonna be a beast when it comes to resets. Seeing as he has so many OTGs I’m wondering if he’ll have alot of opportunities to fit in his anti air grab (DP+C) after he’s hit the OTG limit in his combos. Even if his anti air grab doesn’t work, I think he’ll still be able to keep the pressure on by using his A+E 8way dash to hit the reset opponents, and pull himself to them.

@Bronzefist
You’re almost correct. Exchange A and B and it’s done: A punch, B dropkick+bounce, C attract. During air hooks there are no followups, though, as it triggers automatically after landing the hook. Only dropkicks here, no punches nor attract hooks.

@Hawkingbird
That video is awesome. It’s funny because yesterday I was wondering how a Bionic Arm KFC Bionic Arm would work… And then saw this combo. Just to note it, not every hyper can be cancelled into KFC, for example I was unable to cancel Super-Skrull’s spinning fire hyper.

You can definitely combo after hook C followup! I don’t know if there’s footage of me doing it, but I did it.

Edited those notes into the OP, tell me what I have wrong though.

Oooooohhhhhh thanks Zellorz and David! Those quesions & speculation were annoying me, because I’m still trying to develop some theoretical combos/resets/etc for this dude. Nice to have that stuff cleared up. Being able to combo after the reel-in sounds awesome!

I’ve seen people searching for a 3rd hyper, but no one has found it yet. Has anyone tested out a Level X hyper as a followup to his grapple? A hyper after grapple confirm would just make sense to me.

Anyone know the command for Spencer’s roll? I want to find out how usable it actually is when I play tomorrow. I figure it must have some projectile invincibility or something like that

Actually that roll is just his ground forward dash

edit: nvm, Ultradavid sniped it.

No one I’ve spoken to has been able to find a third hyper at all, the working assumption seems to be he doesn’t have one in the current public builds. Granted it could be a weird motion or a modified raging demon style hyper.

Oh lol. Thanks. Here I was thinking it’d be something like Abel’s roll

Sir when you go tomorrow, would be please try testing his f+A+E 8-way dash while on the ground. Spencer should pull himself toward the opponent when it hits him/her. I’m mainly interested in the properties when the opponent blocks it–whether Spencer can be punished, or whether he can continue his offense. Also, please see if Spencer will still pull himself toward opponents if they are stuck in block stun from an assist (i.e. if they are blocking Chun legs, will Spencer still pull himself toward them).

Huge thanks if you can find that stuff out.

Check this vid at 1:06 (I time stamped it):

[media=youtube]2NsQD-9ncSM&feature=mfu_in_order&list=UL&t=1m06s[/media]

Spencer hit MODOK with the A followup to his qcf+attack grapple. As a reminder the A followup is the one where Spencer punches the opponent across the screen. What’s interesting is that it looks like MODOK was on the ground for so long that Spencer possibly jump and OTG him with a qcf+B grapple + followup. What do you guys think?

I believe it should be possible, and would actually give some value to the grapple’s punch followup. I guess Capcom wants to give Spencer multiple options–he can OTG with the punch followup, wall bounce with the dropkick followup, or magic series with the C reel-in followup. Still though, if he can in fact combo with the reel-in (as UltraDavid reported), then why bother with the other two options?

Of course this is all still speculation until someone can test. :wgrin:

EDIT: I also wouldn’t be surprised if he can “Tiger Knee” his jumping grapple, making OTG combos a little easier to land.

Just got back and I did attempt this but my opponent either got hit or just evaded it when I tried. I’m going back in a few hours with my friend so I’ll try again

Quick first thoughts: Everything seemed decent so far, his c.A has good range to start up his combos and the overall range of his magic series was so great I don’t think I whiffed a single combo. His grapples (qcf+A/B/C) when whiffed are more punishable than I had thought. I ate Deadpool bullets after missing one of my grapples. The mixup after reeling someone seems as good as I had imagined, I managed to Reel someone in then use the command grab, I did get slight followups but didn’t end the combo properly. Second time I Reeled him in, I just did a regular combo and he fell for it. Only problem I had was catching people with the hook. I did punish a few whiffs but just throwing it out is out of the question

As for his combos, I did a few of the basic ones zellorz mentioned. I couldn’t seem to find a way to combo into his hypers with the regular A>B>C>E. The damage of his normals I guess made up for it. A>B>C>Armor break>Bionic AAARM!!! timing is as tricky as mentioned and timing does change depending on distance to the wall. It’s pretty much just a case of judging your distance and their falling speed. I’m a bit sketchy about the projectile invincibility of his Bionic Arm, as in I’m not sure if it’ll go right through Shinkuu Hadoken and other huge projectiles, but I did make it go straight through Joe’s boomerangs for a full screen punish.

Sorry if this stuff is kind of minor, with all the game hype it was kind of hard to take note of any specifics, everything happens so fast. I was using a lot of people as well but when I go back I’ll just stick to Spencer and my 2 other mains

Hey Criminal, thanks for the info. No problem if you don’t get to test that stuff. I don’t know if the Bionic Arm super will go through other beam supers, but I hope it goes through all normal projectiles.

Spencer impressions from the recent Brit fightclub. Shamelessly stoled from Neo Empire forum member Carpet:

Neo Empire Forum - View Single Post - The Official Marvel vs Capcom 3 Discussion Thread

[Quote=Carpet]

Spencer

Spencer is some heavy duty bastard for someone who moves around so quick. Some notes

Zip line - A+E

Borrowing Hazama’s bit. Spencer can zipline from the ground or the air and moves in. You can reel in on an opponent or any wall. While in the air you can do infinite zips in all directions, allowing pretty much bizarre mind games. If you hit the “ceiling” while in the air, you do a swing rather than a zip.

If you hit an airborne opponent, they will be stunned for long enough to land a hit. Sadly, I didn’t work out any proper combos with it, but there’s some definite potential there. Adversely, however, if you hit a blocking opponent on the ground, there’s a strong chance you will get hit in the face for your trouble.

Grapple line - qcf+A

Very high projectile priority, but painfully slow. I think it might be unstoppable by things that aren’t supers, but I’ve not really tested it heavily. A version is horizontal, B is at about 35 or so degrees (45 my ass), and C is straight up. If it hits, you can have a followup. For the followup, hit a button. A twats them very hard for a knockdown, B wallbounces and C leaves you point blank.

Not really fast enough to hit anything on reaction, which is probably for the best considering the inane damage you can do off a wallbounce or mixup.

Air Grapple Line - qcf+A(air)

The directions are the same as the ground version, only upside-down. This is a great OTG, and while you have to do different combos depending on where you are, they’re all gravy.

Mid-screen you get free Bionic Arm, nice and simple. If you are closer to the corner, they’ll hit the wall earlier and you will have to hit them with jC on the way down, garnering you a free hit upclose when you hit the ground. You will probably want to do bionic arm, or launch.

Grab dp+A

Command grab. Range is naff. dp+A and B grab off the ground, if you are up their nose. Free air combo if you do. dp+C grabs out of air. Is not that fast, and will get hit in the face. Pretty much only for people jumping away or catching slower tri-jumps.

Armour Breaker - qcf+E

I totally forgot to give this a good try. It’s quick enough to combo out of C and gives you a wallbounce i.e. Nothing that you didn’t know already.

HyperGrapple - qcf+AA

I have an entertaining video of this beating a spammed beam from Iron Man. The beam gets negated but stays on screen, while Spencer patiently winds out his arm.

Same issues as the normal version. Always horizontal. Didn’t use it much because…

Bionic Arm - qcb+AA

… this does everything the above Hyper does and better. It covers the entire screen very fast, and it is invincible for about half of that. Unique, because invincibilty on hypers is rare in this game. Combined with the long forward hitbox, it will pretty much be hitting anything that has been done within half to 3 quarters of a screen, and will hit anything short of full jump height off the ground for most characters.

Supreme punisher, combos like a dream, easy to DHC off of (Early and they’ll still be right infront of you, and they’re in a long reel stun in the air after, so you can DHC late and catch them coming downtoo). One of the best hypers in the game by a mile as of this build.

PS: His assists are completely shit. Point or you’re wasting him.
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Comboing after A+E zipline hits someone in the air? Yes please. Also, he reinforces what Zellorz has been saying: Bionic Arrrrrrrrrm super has good invincibility. Also sounds like DHCs after it won’t be a huge problem. Sucks about his DP+attack command grab being slow. :sad:

Spencer looking more amazing every day. Bionic Arm does do a lot of hitstun since you can also KFC out of it and do another Bionic Arm. Too bad Hyper Grapple is useless compared to it… One Hyper character.

That’s unless he has a level 3 that has yet to be discovered.

I’m somewhat disappointed with the lack of special moves he seems to have. I would think that his “death from above” ground pound would have made it in. Still very promising point character. Now I need to re-arrange my team formation since his assists apparently suck.

I’m still holding out hope for his assists, despite what the guy said. I plan to play him on point anyway, but I think his Armor Breaker assist will be great for extending combos via wall bounce. I also think that his grapple assist (ground, not the anti air version) will be useful for pulling opponent toward you, or giving you the opportunity to advance while the opponent blocks/avoids it. Who knows though…

I’m hoping his ground grapple assist isn’t complete ass. I plan on using him on the same team as Haggar or Hulk. Reeling the opponent in could be a big help for those guys.