Spence’s Zip Swing any direction + :atk::s: seems to reset when they’re in the air against the corner. There’s potential for a nasty zipline juggle here, I think, but it involves some crazy good execution and awareness of where your opponent is spaced. It might work better on big characters, I’m not sure. Decent Sentinel harassing techniques? All I know is that if you hit them while they’re falling with the zipline, it stops their fall and lets you get a few extra hits in. It also stops falling opponents in the corner if you’re under them.
If you’re on the ground and your opponent is falling down up against the corner, I could see :d: > :atk::s: (repeat) turn into a stupid corner juggle.
Experiment with assists to compliment that reset opportunity while they’re pulled to you during :qcf::l: >:h:
Has anybody been able to find out this precise timing needed for the command grab’s other :h: follow up? No matter what I do all I ever seem to get is the kick with the wall-bounce.
I’d say you have to press it roughly 4-5 frames after you hear Spencer punch the guy in the air. It’s the same kick attack, but there’s a longer pause when it hits to know you did it right. I have a bit of an easier time doing it with his antiair command throw, probably because I’m going by sound.
I’ve been fiddling with Spencer’s basic combos to get around damage scaling. Right now I’m finding :h::s: after a launcher undesirable in any of my BnBs. I’d either just do a slightly delayed :h::s: for max damage or :h::s: for easier midscreen spacing. It also makes it a lot easier to land:
[combo into knockdown] > j.:qcf::atk: > j.:s: > :h: > :qcf::s: > Bionic Maneuvers > TK:qcf::h:
which does over 700k.
I don’t know why, but when you dash at Storm, you cross up. If you press down right before you finish dashing, you don’t. This is unbelievably godly mixup against her mid screen, they never see it coming, so after a knock down, pressure, dash behind them, then 2L M H 6H 236S into whatever. Might work on other characters who’s standing animation is them “floating.”
I’m having trouble coming up with a decent third character for Spencer. Currently my team is Spencer (armor piercer), Doom (hidden missiles) and Haggar (lariat). I’m thinking of dropping Haggar as I haven’t needed to use his lariat assist that much and his hypers don’t lend itself well to DHCs. I’ll try out Iron Man or Thor to see if they make better teammates.
I got Spencer and Hagger on my team as well. I use haggar’s lariat to land the juggle after zip lining to the other side. I need a 3rd member to protect the two against bullets and beams. I’m thinking of using MODOK’s barrier. It seems to work well. Haggar lariat will also be useful to MODOK when people try to get in on him. I just wish he came in camo.
Speaking of fancy mixups, just before a new character comes in, call doom assist then jump air zip just under where the opponent is going to land to create a fancy crossup/fake crossup mixup that’s safe because doom is backing you up.
Yea I’ve been trying to work with this for awhile, command throws can be so so so dirty especially when you kara-command.
This works really well in the corner too, since you can wall bounce them for some extra damage before mixing up.
For a psuedo cross up instead of grappling again go for zip line towards the opponent. It won’t do so much damage and you probably don’t get so many set-ups, but your resetting them anyway.
ummm… is it just me or does this guy say "**** sucker*? cuz if he does that is friggin hilarious… i was laughing when I heard him say that… oh man that just made the game 10000x better
Just to answer your question, it’s “So long, sucker!”. Can’t tell if you were being sarcastic.
Anyhow, to make this post worth something, I’ll just say that I am REALLY digging Spencer. I’ve got him running with Haggar and Hsien-Ko, Haggar with lariat, and Hsien-Ko with pendulum. DF pendulum is a great cover for Spencer to get in and wreak havoc. Only problem I’m having right now is that it’s hard to time the followups after an aerial B&B in the corner using zip-kick.
The timing is weird for Zip-kick follow up, since it can change depending on the spacing. I like using (j.S, Armor piercer xx QCF+2P) the most. Good damage, keeps them in the corner and can DHC pretty well.
Spencer works pretty well with Hsienko. With Hsienko on point, if she connects her sword wave super you can either DHC into Bionic Lancer and still be able to relaunch!!! OR you can just call Spencer’s slant shot assist and he will pull the opponent back to Hsienko! Sometimes you can even decide on which side of you they land essentially making it an ambiguous cross under!