Bionic AAAAAAAARRRRRRRRRMMMMMMMMM! MvC3 BioCom general discussion

“How can i lose? I got a bionic arm!” - The Spencer Thread

So i don’t know if this is onyl knew to me, unique to spencer etc not really bother tested it. So i find I can get multiple ground bounces in one combo with aerial exchange. So i start with wolvie and do his standard combo that includes a ground bounce then instead of ending with fatal claw super in air i do aerial exchange, in comes spencer magic series land otg hook into j.s into s into air magic series in airinto whatever i want, i can’t seem to connect a third bounce of another aerial exchange. Can it work the same with spencer as point? eidt*actually been testing this it will NOT work if spencer is point, only if you aerial exchange into spencer, i guess maybe it would only let me do two ground bounces then

Does this work with all characters cause it seems like you can do some devistating combo’s with this, yes they can counter it but its only 1/3 chance to get it each time, even after just 1 exchange it does a lot of damage. Also if you get them spamming S to try and stop aerial exchange you can just block after your heavy attack and then go into a new air combo after they wiff their attack.

Interesting, I’ve heard Dante’s transformation super resets wall bounces too. Air exchange might be pretty useful to extend combos.

You can link armor piercer after no follow up command grab on sentinel. What’s really irritating is that jcc H grapple stuff doesn’t work on him except from XFC bionic lancer.

Consolation: Spencer can punish hyper sentinel force from fullscreen, even if sentinel super cancelled from a blocked spit beam, by superjump>M grapple>bionic lancer>(XFC combo or otg grapple finish)

You can also link his overhead with armor piecer, just needs some timing but ya.

You’ve always forgotten to read the first post in the combo thread before posting things, Cruxis. :wink: <3

Is there some sort of varying property for the wire grapple wall bounce? Seems like the opponent will bounce high and low randomly. Sometimes I can land a hyper afterward and sometimes not.

Is there strict timing for the armor breaker in this combo? Corner wire grapple wall bounce --> j.S --> armor breaker --> hyper. Or am I inputting j.S too early?

lol…just read it now. Whoops. Well it never hurts to see visual aids no?

Hitting the :l: from his overhead is very weird though. You have to hit the opponent with the tip of your attack, where with overhead to armor piercer you need to close in (which is what it does)

The timing is fairly strict and at least slightly character dependent. On semi-large characters like captain america I can hit this fairly consistently, on smaller characters like morrigan I haven’t had a lot of luck in matches. In general though you should be hitting the j.S about as late as possible.

Spencer is so under-rated… I gotta pick him up as a Sub >=D

I can’t really see spencer being any good unless he has sent ground. He’s just too slow and wire disadvantage on block or hit is dumb. Nothing really replaces drones, all the other beam assist knock them too far (re: Storm).

I’m rocking Spencer/Storm/Haggar, but that’s gotta change. The only thing really awesome in this is Bionic Lance -> Hailstorm. Puts the hurt on people who do unsafe shit but think it’s safe.

Doom rocks is a decent substitute for drones, but nothing can replace Sent.

not even DF hsien-ko?

Side note on spencer/sentinal combo, if u go assist jump zip straight across. It the zip line hits him, just zip line two more times then j.m and it combo’s and gives enough time for sent’s assist to hit them, then jump heavy special, have to be quick the hitstun on drones is short in the air. Also i’ve started to discover that spencer can just heavy command grab alot of air jump in attacks, also since it hits in 360 should be able to use it to stop wake up ambigious cross over attacks, its very high risk high reward. Though being able to dash command grab when they go to block a projectile assist is becoming a huge staple in my game with him as people just start block the zip line into assist combo.

I’ve also come to the conclusion you can not be on defence with spencer, he can’t punish anything with his dreadfully slow jab. Important thing to note is that his command grab is faster than his jab, its a more reliable punsih against alot of rush down liek tron/felicia/wolvie etc. I hope I can start using his anti air command grab to stop the so popular jumping approach rush downs.

Edit* I also discovered for first time today that sent’s hyper armor beats bionic arm, ya thats right standing E for sent beats bionic arm, good thing I have a great DHC in wolvie’s speed super for stupid shit like that. Btw what is your basic strat for dealing sent/doom combo, I got raped by a sent/doom/pheonix player today that wasn’t even good, but hidden missle + crazy random hyper armors/supers is dumb. Wolvie can time berzerker barrages correctly to hit both, but spencer can’t get anywhere close projectile spam shuts down assist usage so ya…

Just finished another session using Spencer/Storm/Sent. With 2 meter, you can punish all sorts of dumb shit with pushblock -> Lance -> hailstorm. Just another derpy thing in this game.

Sent drones is honestly too much. I usually Call Sent -> Jump -> Tarzan Swing (UB, U, or UF zip line) -> whatever. Using the straight zipline doesn’t seem to work for me, it pulls too fast and sent drones are too slow to give you adequate cover. Using the Tarzan swing was pretty good because it put you at just the right speed for complete drone coverage.

Spencer builds meter really slow.

I used the stupid corner zip reset to anti air grab pretty good against people without awesome air mobility (hulk, hagger). If you do the reset low enough to the ground, I think you can use it on more characters, but I’m not good enough with it yet.

Yea it’s true, but the thing is sent’s E doesn’t get armor till like frame 12, so it’s not like he can mash E on reaction to superflash. Either you were getting greedy trying to punish a normal that he ended up canceling into E or something. Its a good thing to remember but it’s not a problem in the long run.

For teams that keep away but stay on the ground, you can find holes and punish with lance. I have a friend that plays deadpool/zero/doom and he uses a lot of gun + hidden missiles, but there are holes where you can just super through that shit and hit both characters. I dhc into hailstorm for huge damage. Usually kill Deadpool on point with it.

Also, Spencers down A is 6 frame start up, it’s terrible. For comparison, Chun’s down A is 4 frame start up.

I have a question about Spences’ :s::l:/:m:/:h: zip line. On grab, is there a diminishing hitstun that, at fullscreen, puts you on the losing end of attacking when you arrive?

I’ve found that I seem to have an easier time following up when I arrive at the opponent when I’ve use the zip at midscreen and closer. Any distance further and it seems like I’m always getting destroyed when I stop in front of them.

Same question for when I use :qcf::l:,:h:.

Actually Zpencer’s standing A is 6 frames, his crouching A is 7 frames which makes him one of the slowest jabs in the game for chars without super armor. This is one reason i think he loses on pull in lines and zip lines, not that he really has a frame disadvantage he’s just slow.

Edit* Think I’ve finally started to figure out the phoenix mathup. Super jump light grapple hook is your only method to stop super jump heavy tk shot spam. Also you can on reaction normal grab her teleport, thought its 10x easier in the corner. This normal grab bypasses the orb mixup that stops the jab punishs for her teleport. She can teleport above you, but they will dive kick afterwards, note she will be in front of you still and the dive kick is NOT an overhead. Against dark phoneix same tricks work but you will be chipped to death if she just ground spams fireballs, of course this is what we want for BIOOOOOOONIC ARM!!! Note she can beat spencer’s super with her own super, but a lvl 3 xfactor bionic arm solo kills dark phoenix, so can be worth it to xfactor cancel block stun into super if it comes down to 1v1 or 1 v 2. You actually want to stay away from phoenix so you can punish her proj with grapple hook or bait the teleport. Without a useful assist like hulk AA or hidden missle, this is about all spencer can do.