Gonna switch my team order from spencer (breaker), sent (drones), ironman (smart bombs) to iron man/spencer/sent.
Dunno why i didnt think about it before. Ironman is tough to play for me as a last character, and spencer gets better uses of meter. Besides, IM’s otg assist doesn’t need to be fresh since i use it exclusively in combos. I lose early dhc damage from spencer/sent, but if iron man gets killed i get it mid-game.
I’ve beed running Spencer since day 1 but kinda had a hard time finding a good team. Right now my team is Chun(legs)/Spencer(breaker)/Arthur(daggers). I thought the whole team covered pretty much everything, but Arthur is… not so great as my last character against good players. Chun and Spencer I think work pretty well together, they dhc well, so I wouldn’t change that. My Spencer isn’t that great against pixies so Chun covers that. But after seeing combofiend using Taskmaster, I might switch Arthur for him. He’s a good assist and can zone pretty well, but also won’t die in close range.
A lot of players sugggested that, I might give it a try. Although I wouldn’t switch for Haggar, as Arthur/Haggar/Spencer might be a little bit too slow, unless I’m missing something. Looks like a super fun team though.
I thought more people would see it because of it being its own thread, but I guess everyone’s just subscribed to old threads as opposed to looking at the new ones.
I don’t really see the point of resetting after so little damage, especially since you take the guy to the corner. Might as well add a jcc H grapple after the air combo into an otg assist into manoeuvers, then dhc glitch for 100%.
Another thing is the number of hits increases the difficulty of Spencer’s corner combos.
Can’t the same thing be said about any reset? I’m not really sure when to use resets and what a good reset looks like. I’m trying to incorporate them into my game.
No. What makes a reset good, and pretty much defines a reset is when you put the opponent in a position when they’re unsure of how to guard. In the situation you’ve set up the traditional “hold back” gets them out so not much is being accomplished. Also since they’re pretty low to the ground and Spencer’s free after a blocked grapple it’s more trouble than it’s worth. You can actually use that exact same setup, but replace the grapple with his anti air throw. The only way to escape it would be a front tech, and if they do you’re still safe because you should recover before they can it you.
Can other people please test whether they can still do the DHC Damage/Hitstun reset glitch with Spencer? I can no longer get out my usual j.S, MHS, j.MMHS, otg grapple, qcf+S, qcf hyper, DHC to Devil Trigger, S, j.MMH, qcf+L, S, j.MMH qcf+H, qcb+L, mash H, Million $$$'s. All my tests make the opposing character fall out at the same point: before the j.qcf+H, they always recover and manage to block. This did not happen before the glitch, and the damage doesn’t seem to be reset either.
But I can do a DHC damage reset with Storm c.LMHS, j. MMHS, Elemental Rage to America’s Favorite Dante Combo and the damage appears to be reset as well.
So can anybody test this? If this is true my team just took a brutal blow together with Sent nerfs…
I tried the above Spencer/Dante combo and it worked for me. But I notice some of the times I do the same combo, they do recover before Dante’s qcf+H. Not sure why as I don’t really play Dante. My Spencer/Zero DHC combo works just the same as before (as far as I can tell).
For me doing j.MMH -> qcf+H was inconsistent BEFORE the patch… and as such I just did j.MH -> qcf+H and that appears to still work… Same damage too… It doesn’t really matter in the scheme of things since whoever is hit by that is dead either way.