Bionic AAAAAAAARRRRRRRRRMMMMMMMMM! MvC3 BioCom general discussion

Is Spencer’s zipline, the atk + s, an OTG?

nah, just the air M grapple and air H grapple.

each one depends on the position of spencer.

Hey there, just wanted to post this vid of me at a launch tourney.
[media=youtube]kFNhMMzcWuQ#t=5m58s[/media]

My terrible playing aside, I wanted to point out something interesting that happened at 5:58. Basically I accidentally did an aerial exchange (instead of land, armor piercer) which caused a second wallbounce in the combo. I assume it’s because Spencer landed immediately after the exchange hit. Although i didn’t do anything, it certainly looks like you can combo afterwards.

Anyway it strikes me as being something that maybe only Spencer is capable of, since as far as I know, he’s the only guy who can be comboing so close to the ground after a superjump from launch. I hope this unlocks new potential in Spencer!!

I see. I was hoping that it was so that, after an air combo knock down, assist plus aerial zipline otg would continue the combo. Since it’s not though I suppose I’ll just stick with air grapples. Another question then, can spencer call an assist on his way down after the kick in his air grapple?

I’ll be using this combo. Supers and even DHCs aren’t always enough to get a KO, so it’s good to have a high-damage, meterless combo to wear down the Senti–I mean opponent.

In the corner after any of spence’s wire grapples that cause wall bounce, you and your opp will fly through the air in close proximity to each other. Many ppl use this opportunity to do j.:s: land :s: relaunch.
But you can also use your air wire pull to continue your combo, and create some potentially confusing setups for your opp.

Here are a few I’ve found so far:
(after wire grapple wall bounce in corner)

:d::atk::s: can be done twice, this puts you on the ground before your opp. You can land :l: into :qcf::m: or :qcf::s: into :qcb::atk::atk: (this one is worth nearly 600,000 damage with a decent BNB leading into it). :s: seems to whiff :sad:

:df::atk::s: will cause you to cross through your opp. placing you in the corner but also creating a mix-up. this can also be combo’d into normals/specials, but I have not tested much.

:df::atk::s: twice will cause you to land infront of your opp. keeping them close to the wall.

Ill do more in training today and see if there are some midscreen combos as well.

(I think if ppl mess around with this we may find some neat stuff)

Not sure if anyone knows, but Spencers overhead can in fact be linked to his armor piercer move, which should make that overhead much more dangerous.

Nannie, is there any way you can post a video of what you’re talking about right there? It seems interesting.

How do you land Bionic Lancer after an air combo?

L>M>H>S>j.M>j.M>j.H>j.S>Land>TK qcf+M>Bionic Lancer (qcf+H>Bionic Lancer if in the corner)

Ah thanks. Didn’t know you could do that midscreen.

What do you mean by Spencer’s overhead?

His Forward + Hard Attack one.

If you time it perfectly, I’ve been ending with Maneuvers instead by doing

ground series > air series into corner > :qcf::h:, wait till just above the ground, j.:s:, :qcf::s:,:qcf::atk::atk:

If you have an assist like Sent Drones to juggle off of, it’s way easier, but if you don’t that’s one way for Spence to otg into the more damaging super.

Or, you can use the same timing as the above to do:

ground series > air series into corner > :qcf::h:, wait till just above the ground, j.:h:, :qcf::h: reel in with :h:, :qcf::s:,:qcb::atk::atk:

OR, throw reset:

ground series > air series into corner > :qcf::h:, j.:h:, land and wait for the recovery flip, :dp::h: into :h: followup, :qcf::atk::atk: off of the wallbounce

Best part is, you can turn any of these into a CKC by DHCing into something nice like Hyper Sent Drones to relauch for over 1m damage.

Yes, I love his overhead. Can be chained from any normal and combos from :h:, Armor Piercer follow up leads to ridiculous damage. It’s what I use for unblockable setups with Wesker low assist. Also goes like 3/4 screen, I think you can anticipate pushblock and catch an opponent off guard with it.

I am having trouble landing the j.:s: into :d::df::f::s: when you are in close proximity after the OTG grapple, after the air series. is it right as you are both about to hit the ground? Also, is using the Wire Grapple (:d::atk::s:) down to the ground into the Armor Piercer instead easier?

That’s actually pretty interesting… I will mess with it tonight and see if anything weird and crazy can be done as a follow up. Good find.

Yes. What I do is wait until you’re about to hit the ground, (the closer the better as you make the most out of the hitstun) press :s: and right as you hit start doing the motion for Armor Piercer, then press :s: again as soon as you land. It becomes pretty easy as you get the timing down.

Also, is this SaharaDrac the Starcraft commentator? If so, keep up the good work man.

So far I haven’t found a good use for it. With the wallbounce aerial exchange, all I could do after the exchange was
st.:h:>:qcf::s:>super>otg grapple,
which is the same combo ender I do after a corner otg grapple>air :s: so essentially all I was doing was adding 1 more hit to the corner combo I usually do and getting only an extra 1000 damage. Anything else I tried was recovered out of. With downward aerial exchange, I only tried another launch combo into otg grapple that didn’t do much more damage either, and I never tried the upward exchange attack.

Just a random thought I have at work, so unable to try it out on the XBox:

So you’re defending Sentinel’s HSF with Spencer on Armor Piercer assist as not your point character. You block the first two waves with your point character, then crossover counter into Spence and cancel into Bionic Falcon Punch.

Does this work? I realize it’s not full screen though. If this does, then this would rock since you can just Xfactor into whatever.

Yep. Thanks! For both the advice and the recognition! I’ll practice that timing now.