He’s good at what he does, and that happens to be being predictable.
you do know that is not really combofiend online??? Maximillian has a video exposing that guy. Combofiend doesn’t play online
on another note I can’t seem to continue combos after I pick up the opponent after a diagonal wire grapple. Anyone have any pointers?
Um, we were talking about Detremantix.
Assuming you’re not in the corner, and if you just did a standard air series, all you can really do is Bionic Arm once you hit the ground at that point I think, unless the spacing happens to be really really nice (sometimes they’ll fall just the right distance for you to dash and recombo, but it doesn’t seem too frequent to me). There are some good full and midscreen bnbs in the first post of the combo thread though that will allow you to do longer combos, you just have to set up the combo differently before getting to the diagonal wire grapple otg in order to be able to combo/relaunch after that.
If you catch them off a Diagonal wire grapple midscreen I would suggest zipping df as soon as you recover from the grapple. They’ll end up landing onto the grapple and you can land and s.M s.S. into whatever.
Another easier option is to do the same thing but when you land s.L xx Armor Piercer xx Bionic Arm (doesnt work if you’re too far from the corner/wall)
When you’re in between midscreen and the corner (or in other words, not quite at the corner where you can just falling j.S zip forward zip diagonal s.S) what you want to do is wait a split second and then zip DF (what I try to do is actually hit the opponent with the zip as if it were a DF projectile). When you recover you’ll still be airborne and just j.H as you fall to the ground, land, and then Up wire grapple. What happens is that you hit the opponent with the zipline, Spencer zips and will stop where your opponent is in the air, allowing you to j.H as you fall to the ground.
thanks Van and Laurence!! Im gonna try the things u posted. Sorry again I thought yall were talkin about combofiend oops again. lol thats twice Van
How do you beat this character? Is it just playing it lame and running away while shooting the only way to beat Spencer?
Alternatively, if you use fast characters you can close the gap and force your (probably quicker) normals to beat his (probably slower than yours) normals.
What would you guys say is the best solo Spencer mixup on an incoming character?
I like jumping at them with a far j.H they can’t air throw, :f:zip, j.:s:. They land almost exactly when j.:s: comes out, so they eat an overhead. If it hits, this all combos and you can land and hitconfirm to whatever you like. Of course, you have time to confirm before you do j.:s:, which means that if you see it blocked, you could also time the j.:s: late so it doesn’t hit and all and you land and low/throw. This is generally pretty effective. Doesn’t work if you’re in x-factor, though!
I wouldn’t mind hearing some ideas too. I honestly don’t have many setups against incoming opponents.
[LIST]
[]You can do an ambiguous downwards grapple from super jump height.
[]The classic dash under then anti-air cr. into whatever.
[]Jump :l: into anti-air command grab (use X-factor to get around pushblock if you want).
[]Call a projectile assist then zip over or under as they come in.
[*]Once they land, I like blocked j.:s:xx zip forward, j.:s:xx zip forward, j.:l:. They usually won’t expect 3 overheads in a row.
[/LIST]
I can’t mix anyone up with this fool. Overheads are too slow, normals are meh, zipline crossups are still working ok with an assist, I haven’t got a command grab off in a long time. What am I missing here?
Spencer is overrated?
^ exactly why I started practicing Doom last night?
I mentioned my plan to drop Spence for Doom and Honzo called me a tier whore… had a little cry…
I love this, this is exactly the kind of answer I was looking for. I’ve been doing a lot of what Duck posted but have been looking for something else, and this seems fairly similar to something I try to do often with Wesker on incoming characters. That last one you posted sounds pretty cool though Duck, haven’t tried that before either. How well does that work on short characters? Also, just to make sure I’m reading that all right, j.:s:xx zip forward, j.:s:xx zip forward, j.:l: is all done without hitting the ground, right?
Honestly zipline in to an L jawbreaker works against people who haven’t really seen it a lot, you are minus on block for the zipline so if they spam cr.L you will probly get hit out of it but it works so well if they just sit and block after your zip in. If they jump back you can obviously H jawbreaker them to snag them out of the air. They can also normal throw you out of this because of the frame disadvantage but most people you come across will get hit by it a few times atleast before picking up on it.
Speaking of jawbreaker in general, i don’t see a lot of people kara canceling his jawbreaker. Standing medium and crouching heavy are both rediculous in the length that they can add your jawbreaker.
:eek: I just prefer dashing into it or using it out of a Bomber reset.
I find when I try to kara things in this game, most people are slamming their faces into that c.:l: + :a1: and getting hit in this game is totally not worth it, so I quit bothering with that.
Breaking guards is definitely Spencer’s second biggest hurdle to climb in a match. He’s got the tools to break guards, but most importantly, he’s got the tools to be creative enough to break guards. Finding new ways to sneak in command grabs and to hide behind objects on screen for the command overhead is always going to be an ongoing journey with this character.
Alternatively, as long as you can condition your opponent (good luck with that in this game) to fear your overhead enough to keep blocking, but also fear your grab enough to not want to block (you must get consistently high damage after command grab to instill this fear), just piling on pressure becomes much easier and then you can focus on 4-way mixups and trip guards and things Spencer normally doesn’t get the luxury to use.
If you do a low DF Zip close enough to the player you can immediately enter a command grab and there nothing they can do about it ( Maybe X-Factor). Also dash in Jump H into Down Zip ( on block or hit ) you can go into a command grab they can’t do anything about either. ( Still not sure about xfactoring it )
Wwwhat
There’s always stuff you can do about throws, except counterthrows
Most characters can poke you out of something like that. Or counterthrow you. I mean, yes, you can work mixup on them. But “always command throw” is not mixup.
Um, this really depends where your grapple is hitting, how far away spencer is, etc, but there really is no situation where they “cant do anything”. For example they can just hold forward during your zip ( depending on where spencer is going to land, in most situations you dont need to hold forward ) if its too low to air normal out of and you’ll just get grabbed out of it every single time if you try to command grab.
Is it me or does OTG Doom Missile assist > UVG in the corner just straight up not work against Hsien-ko when facing left? I’ve tried this with other characters and everything works fine, facing both sides.