Bionic AAAAAAAARRRRRRRRRMMMMMMMMM! MvC3 BioCom general discussion

A friend of mine was for a long time playing Dormammu/Spencer/Sentinel, and would use Diagonal Grapple after OTGing with flame carpet to restand them and let him do a relaunch. Was more damage than he’d get using armor piercer and it worked anywhere. He also had a few other funky setups with it, it was pretty interesting.

The other assists are pretty good in the right setup. You can create beams that grapple with horizontal grapple and AA/resets with diagonal grapple. You just need to experiment.

:360: Armor Piercer is usually the go-to assist, but the others have pretty cool utility.

It depends a lot on your team makeup. If you’ve already got a wallbounce character on your team, Armor Piercer may not be the best choice, but the angled assist can set up with most OTGs for resets/command grabs/level 3 hypers.

Armor Piercer is good for the regular stuff, though. It actually has its own nasty setups as well.

Kind of a heart breaker seeing Combo Fiend lose to Ghengis. Wish he`d capitalize better on the mid screen grapples. Spencer can easily carry to the other end of the screen with a zipline combo and use She-Hulk to connect a bionic maneuvers.

He should have won.

Does the grab entry technique work when u kill someone normal, or does this only work for snap in’s

It says right on the video. A character coming in is a character coming in. Same state. Works on both.

yea, i guess so!!! I ask bec i didn’t see any with a character coming in from a KO…
OK after test a little, u are able to tech jump normal or we doing something wrong?

I used snap-in instead of KO because its easier to reproduce. I’m not quite sure what you mean by tech jumping the normal. If you are saying to change the direction of tech flip after eating the hit, then yea thats a valid way out (although you could guess it and dash in the correct direction anyways.

Basically the tree of guesses is

Think opponent will block -> j.lp, command grab
Think opponent will block and pushblock -> j.lp/j.s, dash, command grab
Think opponent will eat the hit -> j.s -> combo of choice

For characters without an air movement option or invulnerable air move of some kind, this covers all their possibilities. I never did get around to testing them attempting to airdash out, and the only air moves that come to mind are hard drive and morrigan’s level 3.

I did get around to testing this with a few assists to see if I could create a hit-confirm situation and prevent pushblock from effecting it, but the assists I’ve tried it with so far have too much hitstun to allow you to command grab before they reach the ground.

Not sure if this has been mentioned but anyone else notice that the :l: followup to the :h: grappling hook is glitched out and will always do 80k no matter how much the damage has scaled? Doesn’t happen with the :l: and :m: grappling hooks or any of their followups afaik.

Yeah… Spencer can use that to do some really sick damage with the right assists. Almost any OTG assist will do, but Dr. Doom’s missiles will give you two hooks instead of just one.

(Corner combo)
j.S, cr.LMHS, sj.(MM)HS, j.HookH (before landing), j.H (or S, depending on the character), land & immediately jump forward, j.MHS, j.df.S+Atk, st.S, tiger knee HookH -> L, call Doom shortly after you punch the snot out of your victim, one missile will hit on the way up at which point you HookH -> L, missiles hit on the way down, HookH -> L, call second OTG assist, HookH -> L, j.HookH

You can end the combo with st.H, Armor Piercer, Maneuvers or AAAAAAAARM instead of the last hook for more damage.

This combo will do anything from 850-ish to 930-ish thousand damage without using meter, depending on your second OTG assist (I think Shuma’s is the most damaging one; correct me if I’m wrong) and your choice of moves during the combo.

Do note that you’ll have to use st.HookL instead of H in some situations:

  1. Dr. Doom missiles-hit-on-the-way-up part on some of the small characters (I think I remember failing st.HookH on Zero, Arthur and Amaterasu). st.HookH works on the vast majority, though (on Wolverine, most importantly :D).
  2. In the left corner, it’s safer to use st.HookL when Doom’s missiles hit on the way up (because their animation isn’t mirrored or something; I’m not sure).

There’s a good (and fairly easy) midscreen combo that I haven’t seen players do on streams, which is a bit surprising. I’ll incorporate Dr. Doom’s missiles into the transcript, but it’s not required.

(Midscreen combo)
J.S, cr.LMHS, sj.(MM)HS, j.HookM (before landing), j.df.S+Atk, j.S, st.H, S+Doom, j.MMHS, one or a few missiles land on your victim if you timed your stuff right in the air, st.HookH -> L, second OTG etc.

do you guys have any tips on connecting the qcf S off of overhead. having a hard time getting it to work. do you cancel as soon as the move hits or later when spencer kinda takes that step forward?

You have to do it after the overhead animations ends.

thanks. actually hitting it now.

I was trying to do something similar…holy shit…this is much better!!! lol

BIONIC_ARM.wav

For your text/message alert needs

^Too dope. Hey good shit at the tournament last night Stark. Didn’t realize who you were for the longest time and was like “hey she’s going for stark’s amaterasu combo” and then I saw your team and I heard ‘stark’ on commentary and was like ohhhhh. Yep, true story.

So i sort of discovered on accident that spencers angle hook assist is also good for air throw guard break. The assist tags them when they come in, if they block it, they aren’t invincible anymore. open for air throw set ups.

oh spencer, you never cease to be my favorite

Man! I screwed up all my combos on Saturday. I blame me trying my damnedest to incorporate a bunch of new stuff in to my game over that week and not really practicing my basics enough… But by Battle for Seattle I’ll have it all down 100%, just you watch, haha.

Random Question: I know this works for Magneto’s standing A, but can someone tell me for Spencer? When Wolverine is dive kicking, can you just mash standing A to beat it out?

:360: I haven’t tested 5A, but 2B and 5S trade at least and beat it if you space very very well.

Of course, you can command grab it, but you pretty much have to get the stars to align to grab it on reaction without getting counterhit.