I think Armor Break will be the best assist. Spencer’s hook is hella slow and I personally don’t feel like having my assists get a QCFx2 laser to the face
Also, the reeling in part, people can block it. If you wanna reel in you’re better off using Magneto’s hyper grav, which will stun the opponent and keep them in place. We don’t know how much the opponent gets stunned off Spencer’s hook grapple yet.
–Biocom
-----justin wong made him look really good, so sick! mobile, damaging, good mixups, always in your face. dude better not steal my characterrrrrrrr
-----zip: E+attack
----------angle to any direction
----------ground zip doesn?t let you attack before reaching the opp, gotta get there first, don?t get much frame advantage after
----------air zip can follow with attack before reaching opponent, but opp can block the attack, not a guaranteed combo
----------air zip recovers much faster than ground, depend more on instant air zip because of better recovery and ability to attack before reaching opp
----------after up zip that grabs ceiling hold toward or back to swing like spidey?s web swing
----------in super jump can zip 3 times before falling
----------can land on other side after air zip for tricky crossup sometimes
----------after combo, can zip over to continue pressure
-----grapple: qcf+attack
----------ground grapple
---------------qcf+A horizontal, +B diagonal up, C+ up; after hit, A or B to hit or C to bring opp to biocom
---------------recovers pretty slowly
---------air grapple
---------------qcf+A horizontal, qcf+B diagonal down, qcf+C straight down
---------------air hook only has wall bounce ender, cannot bring opp to you like ground grapple C can
---------------recovers much faster than ground grapple, tiger knee grapple recovers fast
---------------tiger knee A will whiff over most standing opponents, B hits grounded people but have to space it correctly
---------------tiger knee B grapple is great for OTG
-----grabs (dp+attack)
----------A and B grabs: work v grounded opponents, free abce launch into combo after yay
----------C grab: antiair grab, also allows full launch combo after
----------does not have a command grab while airborne unfortunately
-----combos
----------combo: abce, abce, land, tiger knee hook+b, qcb+pp arm super
----------combo: abce, abce A or B hook, A or B hook, works midscreen but seems to be character-specific
Bandwagon brings a lot of bad players, but throwing enough stuff at the wall will undoubtedly leave a few people who stick, more people who stick means more people in the lab means a better spencer.
Who cares about bandwagoning, just play the characters you want to play. Whether that’s because you like the character, or you like their playstyle or you wanna go top tier, it doesn’t really matter anyway.
I do as well, but it’s a 3v3 game so I’m not too worried about that aspect. There should be alot of different Spencer teams during the early days, and I doubt he’ll be part of the MSP / MSS/ etc of the MvC3 generation.
I disagree. It’s not as useful, but hyper grapple is a great combo ender, it looks to hit relatively hard and is a good combo ender. Look at how it’s used in the reveal trailer: after Spencer has already ‘spent’ his one OTG and one wall bounce in the combo, you throw out hyper grab to catch them since there’s not much else you can probably do in that situation for real damage. It doesn’t have any followups, but you couldn’t follow up at that point anyways.