For the Snapback trick, would either of Spencer’s Command Grabs work? Or would it just be the ground to ground one?
Also, I hope this doesn’t sound too stupid, but is it possible to plink the overhead>Armor Piercer somehow?
For the Snapback trick, would either of Spencer’s Command Grabs work? Or would it just be the ground to ground one?
Also, I hope this doesn’t sound too stupid, but is it possible to plink the overhead>Armor Piercer somehow?
Nope, Armor Piercer is a special move done with the launcher button. All it takes is practice, it’s not very hard after a bit of practice.
:360: Regarding grabbing incoming characters, you can use either.
Depending on their height from the ground, you can use the air grab if they’ve been out of blockstun long enough. You can also choose to wait until they land and then ground grab them. Of course, they can jump as soon as they land, which means you won’t snag them. Likewise, double jumpers will be able to get out of your air grab.
P.S. - Overhead into Armor Piercer is super easy, just take some time with it and you’ll be fine. It escapes you at first, but it’s all a matter of some lenient timing and once you memorize it and grind it out, you’ll very rarely drop it.
Thanks for the tips, friends. Gonna try this stuff in the lab right now.
Also, another most likely noobish question (sorry, just picked up Spencer recently), but can you score the DHC glitch off Bionic Lancer (:qcb::atk::atk:)? I ask because Lancer puts the enemy in the same state as Bionic Manuevers when you DHC into it… I think.
no cinematic for lancer and its a physical hit, so no DHC glitch
I feel like it’s nearly impossible to get spencer’s command grab in. If I pull myself across the screen and try to grab, of if I pull them to me and try to grab, they can always get a jab off and start a combo first. Am I being too slow on the grab?
The timing is slower than you think it should be. Right as the opponent is about to shake off hitstun is when you should fire it. Too quickly and you’ll whiff the grab. I haven’t tried moving in with Zip Swing into grab but I imagine there’s too much airtime+recovery to pull it off, or they may move out of range. It works off of Zip Pull :h:, but the timing is late and because of Spencer’s recovery+startup frames they actually have enough time to block, teleport, or jab you if they know to react to it.
If you’re really dead-set on learning it, just try :qcf::l: > :h:, xx :dp: for now.
Once you can pull that off reliably, add Jawbreaker followup :h:, :qcf: > :l:. It’s fun.
Generally speaking that command grab shouldn’t be an offensive tool. Don’t travel right up into somebody’s face just to grab them.
Well said. The risk / reward ratio in this game is (especially) terrible for Spencer’s command throw since he can’t get massive damage off of it. I’ve found the anti air version much more reliable considering that a huge portion of each match takes place with characters air born. I’ve been most successful landing the anti air version when I force air recoveries by not relaunching off wall bounces and going for it before they land. While the risk still greatly outweighs the reward, I’ve found it’s important with Spencer to get your opponent to try and worry about something other than his air wire cross up game.
The hardest part about the move is refraining from using it incorrectly. There will be instances when every fiber of your being tells you to stop your block string early and dash in for the throw. While your “being” may be correct strategically, the grab simply comes out too slow and lacks range. 19 out of 20 times you will get A attacked out of it which in this game can mean a dead character.
If someone I’m playing is pretty good at blocking I start using the block string 2LMH 6H 236S. They see the overhead and expect to punish for it, then Armor Piercer comes out and I combo into Bionic Maneuvers. If/when they know/start to block it, after the 6H I go for the command grab since they’re expecting the Armor Piercer. Pretty risky throwing out Armor Piercer for a while, but the command throw setup is kind of worth it against a player who can block. Good way to open them up.
Actually he can pretty much do all his ground and launch combos off this move. Just dash in after the wall bounce and you can do a magic series juggle into launcher/super or you can also combo into his either supers from across the screen which lead to OTGs or a DHC.
I wouldn’t attempt it off of blockstrings because of advancing guard pushing you back. I usually do it against overly defensive players looking to advance guard when you get in. Offensive players are more prone to claw grab and zip line mixups.
You’re right, the damage you can get off of it is as good as his regular combos. What I meant to say was that the damage Spencer can get off of a combo is significantly less than the damage you’ll receive from most of the current top characters if your throw whiffs.
I’m using Spencers throw pretty selectively at the moment. Its good against some of the cast, like Wolverine and X23 as they’re trying to get close. The H version works great against these 2 as well because of their low jumps. Against a bunch of the cast (Sent springs to mind) I wouldn’t even consider it against as it’s too big a risk if it misses and Spencer has better options against those characters.
yeah i love the anti-air grab it’s great for using it against people like spidey.
I agree it would be good to use this tool (command throw) as a mix-up with zip wire crossover. But How are you supposed to get close to your opponent without relying on assist and zip wire? What do you do when your opponent knows this is what Spencer does and prepares accordingly?
Well, getting in with wire + assist is Spencer’s game. Doing so as carefully and quickly as possible is what gets you wins. In terms of landing the command grab with zip wire cross ups, normally the best thing to do when coming off of a zip wire is an air :s: as its hit box is huge and crosses up with comical ease. Try coming off zip wire with something that doesn’t cross up, like air or air :h: , then throwing once your attack whiffs and you hit the ground. If you called your cover assist before the wire grapple, blocking the projectile will push them into range of your command grab once you whiff your air normal and land.
Works somewhat consistently, but always take risk / reward into account when attempting command grabs in this ridiculous game.
Air :h: can cross up sometimes so be careful with that
I’ve been playing around with Spencer’s throw for a bit. Cr.H is his best move to kara the throw with.
The best way I’ve seen to implement this is within a string. Jump-in H, Cr. L, and use Cr. H to kara the throw. It gives it great distance plus it looks like you’re continuing the string, so it’s a nice little mix-up setup. Best thing is that it works on both hit and block. So you don’t have to watch to see if the combo hit or not.
Bad thing is, the timing is very fast. You almost immediately have to input the grab after the Cr.H. Best one IMO to use is the medium grab.
Someone else try this out? I’m still experimenting myself with it.
Seems like it should also kara off of :f: + :h: for a shot at a mixup or reset.
You can’t kara with his overhead. It won’t let you cancel the animation at any point. But the Cr.H gives you plenty enough of a range increase for it to work even when doing a raw kara grab.
^this.
if you want to be cute, what you can do is do st. :l:, st. , (delay quite a bit), kara st./cr :h: into Jawbreaker/PARTY TIME.
the idea behind this is to tick them into the throw, even though in this game you cant be thrown for a 3-4 frames after block stun, good thing Jawbreaker is a 5 frame start up lol.
otherwise his dash is a nice kara in itself. :f::l:+:m:,:d:,:df: is the motion you should do.
also, if you’re in the corner and accidentally get the Critical Hit follow up on the command throw, best thing to do is to do Bionic Lancer once they fly past you. that alone is like 420K. of you could Team Hyper combo. lol