Bionic AAAAAAAARRRRRRRRRMMMMMMMMM! MvC3 BioCom general discussion

[media=youtube]Dee49bv5UN8&feature=feedu"[/media] :rofl:

Oh wow. This is too hilarious. Definately not something I’d like to use, but I love seeing the combos you can get away with this.

Just did this starting with Haggar:

j.:h::s: > :m::qcf::l: > :l::m::dp::l: > superjump > j.:m::m::h::d::h: > land > :qcf::atk::atk: > :qcf::atk::atk: (dhc to spencer) > wait til they’re free from the glitch > :h::s: > superjump > j.:h::s: > OTG grapple > j.:s::qcf::s: > :qcb::atk::atk: > :qcf::s: > :qcf::atk::atk: > OTG grapple
for 1,492,700 damage

Not directly related to spencer but you can see some set-ups and useful-ness for his beta assist here: [media=youtube]B9xd0CX150g[/media]

I don’t know if it’s been posted here since I haven’t been on the internet for about 5 days, but whatever.

I’ve been going to the lab with Spencer some more to figure out the best team dynamics with him. Spencer absolutely NEEDS an assist that puts the opponent in hit/block stun for a very long amount of time. The best ones that come to mind for this are Chun, Ammy, and Skrull against larger opponents I guess. This is especially important to help Spencer mix up, extend combos, and basically completely shut down the opponent from doing anything. Longer range assists like Ammy’s will also help him get in, making it multi-purpose and very effective.

Now that the formalities are out of the way, time for a very nasty midscreen mixup I found after adding Ammy to my team that should work on everyone that isn’t Sentinel since he’s so god damn tall:
2:l:, 2:m:+:a1:, :h:, 9:s:+:atk:, j.:s:, 2:l:, 2:m:, :h:, 6:h:, Armor piercer/command throw mixup

Low into cross up into low into overhead into possible command throw. If you go for Armor Piercer make sure you use your assists to make it safe if they block it.

These moves just have a set amount of hitstun. Both moves work differently:
With the Zip Line -The fact you have to travel to them eats up the hitstun, giving you less and less advantage the farther you are.

With Wire grab H, the move incapacitates the opponent them for however long it needs to as the move drags them to you, then the ā€œletting goā€ gives the opponent a set amount of hitstun, which is why you are always at +2 whether you grab them from up-close or afar.

who knows? the Zip line may act the same way as the wire grab.

Does spencer have longer reach with his normals than other characters? I landed a few ground combos at distances that would otherwise whiff.:confused:

His normals aren’t long per say but he kind of steps into them, so he ends up moving toward the opponent even if you started from pretty far.

My main problem is the fact that I get grabbed constantly when I arrive or when they arrive when pulled.

Why have such a slow gimmick that can’t, at least, be safer on block or allow for more hitstun after arrival?

We should be able to reel it in whenever we want if it can’t be made safer in general.

The zip line seems to do about the same amount of hit/blockstun as an L attack. Keep that in mind when doing zip from far away, because beyond a certain distance it more time than the stun lasts for you to zip over, meaning you can get punished. There are three ways to get around this.

a) Only use ground zip close. Basically the only times I use ground zip are after I do close L M, verify that the opponent is blocking, and then do zip instead of H to keep myself close, or when I think the opponent is going to pushblock me. At that range Spencer still has frame advantage after zip and you can get an actual mixup after it.

b) Use a cover assist whenever you zip. Call the assist just before zipping so that it will hit right after you zip, effectively increasing the opponent’s hit/blockstun and making yourself safe. There are lots of good assists for this. Personally I like Doom rocks, but I think things like Sent drones, Taskmaster horizontal, or really anything else that moves horizontally with you are useful too.

c) Use air zip instead of ground zip. If you place air zip right on the opponent, behind the opponent, or air to air, you’ll be able to attack on the way over. Timed right, your attack on the way over will start hitting just before the zip’s stun wears off. This is good enough to actually beat some armored attacks like Sentinel cr M.

I really try to limit my ground zips to when I confirm that I’m being blocked, when I think I’m gonna get pushblocked, or when I have my assist coming with me. The vast majority of my zips come from the air so that I can attack on the way over, and even then I still try to have my assist backing me up.

Another thing to note about the zip to know is that it can be pushblocked so that you don’t end up close to the opponent if you start it from far away. This can make using a naked zip from far or without an assist backing you up an even worse idea.

I’ll just leave this here.

[media=youtube]iKypQEfORvc[/media]

Because then you end up with Hazama from BlazBlue.

On an unrelated note I noticed something weird in training mode: Spencer can dash (i.e. roll) through certain characters but not others. In this case doing a dash while adjacent to Storm will, outside of the corner, put Spencer on the other side of her whereas with Magneto it just pushes him back. Sorry if this is already known but it seems like it could be useful in the applicable match ups for the whole call assist attempt to cross-up shenanigans.

Storm just has weird ass collision.

Sentinal can basically do the same thing with half the cast, fact he can super into launch into 2 supers means he does crazy damage from anything he DHC’s in from.

BTW anyone gotten good at consistantly command grabbing air attacks, based upong its hitbox it should be possible against alot of chars, for isntance my main is wolvie and I test it and spencer can airgrab all of his air attacks. The range is soooo short u can’t reliable do it against alot of chars but against ones like zero/tron/x 23/wolvie etc that go for constant ambigious air cross overs at short jump heights or predictable times this will be a huge tool. Remember his airgrab will grab opponents in the air behind him.

Also in case it hasn’t been mentioned. Spencer does have an instant overhead on sent/Hulk with jumping E. You need an assist to combo after it typically but u can zip line straight down 2-3 times to buy time for a assist to land.

Oh I know, I just thought it was funny that using the damage scaling reset glitch I managed to land such an easy combo that does exactly 1.3m

Is there any good footage of Combofiend’s Spencer from WNF?

YouTube - levelupseries’s Channel

Check back there when it is updated. Though they do straight raw feeds to youtube, so expect to sit through 40-60 minutes of match play before finding Combofiend matches.

Also want to chime in and say that I picked up Spencer after trying out his missions. The fact that he is in complete control of his combos makes him a pretty good feel for me. Also add in the fact that Bionic Lancer is super fast which makes for an easy punish, is also a huge plus.

Few troubles with him though:

-Out of the hundred or so tries, I have only pulled off his critical smash just once. I am wondering because of the timing if this is a move we won’t see often?

-After an air combo ending with E, I do his:qcf::uf::h: next I try for that air E to standing E (then follow up with air combo). Is that character specific? I can seem to land it against Captain America and characters of his size, but to Storm and smaller I can’t seem to hit it.

-The MvC3 guide says I can chain st.L after a fwd+H, is there an easier way to land this? In training mode I put the dummy in auto-block and advanced guard on, but I maybe landed its only once or twice after a good amount of tries. Also is there no record function in MvC3 training mode?

-3rd Character: This seems like a tough one from Spencer to really work well with (besides the obvious choice of Sent and Hagger). I got Trish as my secondary with anti-air trap assist. I know I need a projectile type assist to help Spencer move in. So far I have been looking at Chris, Taskmaster, Iron Man and Magento (low hp). I haven’t put much time into the fly characters on that list, so I am not to sure besides their assist how well they will work with one another.

Any help would be much appreciated!

/edit: So I was able to finish Spencer’s missions. In the end I was pressing the buttons to quick. Spencer needs less fierce button execution and more rhythmic approach. Totally dig his style, but alas he does need support if he wants to close the gap. Still can’t figure out his fwd+H chained to st.L

Critical smash seems to have a pretty strict timing, either that or I’m going for it at a completely wrong time. Does anybody with the Bible know specific data? It does pretty good damage so I think that if we can get it down we could find some use for it.

As for third character, I do Iron Man. His beam assist is pretty damn good, he does overall good damage, I can DHC all of my stuff into his hypers, and seems to be respectable on point if I need him there.

And about chaining into :l: from overhead, I think someone was talking about it before and said that it was spacing dependent. I haven’t tried it myself so I wouldn’t know, I’m more than happy with the Piercer follow up. :rock:

Critical smash is a just frame timing, and you can basically get the same damage out of his combo followups without it because it uses your wallbounce.

I struggled with this for a while. Against small characters, E land armor piercer is next to impossible after H ground hook because they will almost always cross you up. However, if you OTG with M hook you won’t crossup ever. The timing on the hook is harder, but its worth it since the combo you get out of it leads to lots and lots of damage.
Edit: Misread this slightly, but this same technique SHOULD help with the combo you are trying to do as well

st.L is like 5 frames and fwd+H is like +3 on hit. On a counter hit or late hit its a possible link, but I wouldn’t rely on it in a match by any means.

H OTG grapple works fine even on small characters provided you’re doing it properly; doing it while still in the air after a j.HS rather than a j.MMHS followed by a tigerknee’d grapple.

I just tried it on Joe, Ammy, and X-23 to make sure I hadn’t missed anything and it works fine. (Ammy timing is late though)

I’m sorry I believe I worded it improperly. I’m talking about, air Wire Grapple OTG (corner) then following up with air S and then standing S to regular air combo. It was one of his mission trials against Captain America. Was only asking about it because I landed it fine on Capt, but against Storm I missed it every time. Just wondering if the air S, st.S was a character specific move.

As for the Critical Smash, I’ve been reading the MvC3 guide, so all these questions are coming from there. I would say, if it wasn’t for the guide, I wouldn’t have known Spencer had critical smash.

I still new to MvC3, but I’m ready to learn. Been having fun with Spencer, but getting is sure is tough. Like everyone else, still trying to find that assist to back him up.

/edit: Just saw the combo thread. Spencer is going to be even more exciting to play as. Going to have to spend time in training mode to make some of them BnBs.