Cool. I have trouble doing the cr. off of that combo with Wesker though. If I could get a beam or another full screen assist that would otg with it, that would be ideal.
Question…, did you try this out with Wesker based off of what I posted?
Cool. I have trouble doing the cr. off of that combo with Wesker though. If I could get a beam or another full screen assist that would otg with it, that would be ideal.
Question…, did you try this out with Wesker based off of what I posted?
definitely trying this, but i can never combo of of OTG samurai edge when its not after the :qcf: :l:
It’s such a great coincidence that I’ve always played Spencer/Wesker. They work so well together.
I think I just figured out why it’s harder to do at some times then others. If you get too many hits before the OTG, hit stun deterioration will not allow the cr. to hit. But with this combo, it uses the DHC trick so the deterioration is reset. After the first otg relaunch, i believe you can actually call an assist for a second OTG relaunch.
I was at Final round today and was in the same pool as Neo who was maining spencer. He had an interesting midscreen combo that is deffinently worth picking up if you plan to point him. From what I saw/guessed it went something along the lines magic series into launcher into j.m,j.m,j.h zip straight into l.grapple hook into straight zip into diagonal zip into j.H land H piercer, or something like that the combo seemed to change every time but was using this double zip loop in mid screen. The damage on this combo i don’t think is any better, but it will push an opponent into a corner which is very benefical for spencer.
I just did some research and found that you’re not able to land a cr. after otg samurai edge if it’s after an air combo. It has to be after :qcf::l: for whatever reason.
This.
Bionic Lancer can start a lot of combos for Spencer. Don’t forget that you can DHC out to it from another character to punish something that normally wouldn’t be touchable by the original character.
Here’s a fun combo off it - let’s say your Bionic Lancer hits their main and an assist. Cancel it with X-Factor, then follow it up with j., j.:h:, j.:s:, (land), :l:,
, :h:, :s:, j.
, j.
, j.:h:, j.:s:. If they’re still alive, you can Grapple to Bionic Lancer I think, but it’s already done 850k+ damage before that point to one target. The assist will die somewhere during the the air series.
Doing all those extra normals at the beginning makes sure you kill the assist as well as the main, since Spencer’s Grapple combos don’t work on assists (and sometimes get ruined by the assist being in the way).
If your Bionic Lancer only hits the main? Just do the regular Grapple Hook follow-ups without needing the X-Factor Cancel. Another option is to DHC the Bionic Lancer into a super that’ll hit both the main and assist as well, depending on your team and meter situation.
In general, I think it’s worth popping X-Factor early if you can guarantee two character deaths.
I’ve just been playing around with Aerial Exchange combos that don’t require Spencer to be on point to get the full benefits of his easy DHC glitch. I started with Wolverine but found them 10x easier to do with Wesker from any position due to Wesker’s OTG assist.
Also that was just a sample Wesker ground combo that does decent damage. He’s got some other ones that may be easier with similar damage or meter gains. I like that one because it builds the extra bar of meter, even if it’s your first hits of the match.
Like Realyst said, cr. only hits after his :df::h: if it’s early in the combo or after the DHC reset glitch.
It’s also important to note that if you’re fitting a DHC glitch into a combo, you don’t really have to push the combo into multiple relaunches and tight timings. You can seriously just do magic series and kill 90% of the cast, since Bionic-Maneuvers winds up doing good damage since it’s less pro-rated.
Hi, I’ve been lurking the Spencer forums for a while now, and I finally decided to register to the site lol. I’d like to thank all you guys for posting all these awesome combos and whatnot! Also, whoever invented that OTG grapple to zip line relaunch is a genius.
Anyways, I have a coupla questions: first, for the DHC glitch, what’s “glitch” about it? I’ve read through this thread and can’t seem to find what makes it a “glitch”.
Also, I thought of a possible combo, but can’t test it right now; would it be possible to do this?
LMHS jM jM jH jS TK’d QCFM Zip Line down-forward S Armor Piercer Bionic Maneuvers DHC Berserker Charge S jM jM jM Drill Claw Dive Kick HS jM jM jH > Whatever?
Also, before reading this thread, I was using Spencer/Wolvie/Wesker as my main team. I was pleasantly surprised to find out how well they really work together
EDIT: How do you use those blue L and yellow M icons and stuff?
The glitch Kyoo is basically If you DHC out of boinic Maneuvers it resets damage scaling and hit stun. For instance a full spencer combo into super DHC’d into another super is suppose to do around 700k sh damage. If you cancel bionic manuevers into Berzerker charge you can easily do over 1,000,000 damage for only 2 bars, 1,300,000 for 3 bars. You can notice the difference if you try DHC’n bionic arm (end your combo with it instead of bionic manuevers) into berzerker charge and you will be lucky to get even 700k damage.
Ah. Yes, I stated that in a few earlier posts that you can use an OTG assist to combo into Bionic Maneuvers. That why it doesn’t matter what direction you use when you do Aerial Exchange. I thought you saw that and went experimenting even farther. I was gonna say that was quite a team effort lol.
Regarding the glitch, it’s not just any DHC that it will work. You have to do a hyper combo and than DHC into another hyper combo that doesn’t actually physically hit the opponent. So DHC’s into Dante’s Devil Trigger, Wesker’s Counter Super, Wolverine’s Berserker Charge, Thor’s command grab super etc. will do the trick. If there is enough time to combo with normal moves after you DHC, the hit stun deterioration and damage scaling will reset when it shouldn’t. That is the glitch. This also works with projectile supers like Sentinels Hyper Sentinel Force. The drones hit, but Sentinel doesn’t actually hit them himself. So when he does “manually” by the player, it does the reset glitch.
Working off Spencer’s loop I found something interesting…
:l:, c:m:, c:h:, :s: + :atk:, :l:, c:m:, c:h: grapple, :l: followup, dash, TK
grapple
My execution isn’t good enough to get the :df: :s: + :atk: into followups, but they should be possible. Up tot he TK grapple it does 355k or so, which puts it on par with the loop. If you can combo it into :df: :s: + :atk:, air :s:, armor piercer, bionic maneuvers it should be better than the loop.
This is the best combo I’ve found so far. It works full screen, costs no meter (as in you build the required meter while comboing) and works on all characters I’ve tried so far. There might be something better to do with Wesker after the DHC though. It should work with other assists as well, I just haven’t tried.
2ab 5cs j.bbcs Wesker assist dash 5bcs j.bbcs j.236b j.s 236s 236a+b (6hits) DHC 214a+b (Wesker’s countersuper) 6c 2b 5cs j.bbcs 6c (THC)
1,101,700 damage (without THC)
If you’re a gambler you can of course do Aerial Exchange for more damage, or super instead of slamming them down with s.
Here are some Spencer combos without assists as well:
(About half screen)
2ab 5cs j.bbcs j.236b j.s 236s 236a+b j.236c
671,600 damage
2ab 5c 6c XFC 2b 5cs j.bbcs j.236b j.s 5s j.bbcs j.236b
lvl3 XF 1,379,200 damage
lvl2 XF 1,187,000 damage
lvl1 XF 994,500 damage
2ab 5c AAAAARRRMMM!! XFC 5bcs j.bbcs j.236b j.s 236s 236a+b j.236b
lvl3 XF over 1.6 million damage
lvl2 XF at least 1.3 million damage
lvl1 XF 1,246,100 damage
(Full screen)
2ab 5cs j.bbcs j.236b AAAAARRRMMM!! j.236b
574,800 damage
2ab 5c AAAAARRRMMM!! XFC 5bcs j.bbcs j.236b AAAAARRRMMM!!
lvl3 XF 1,264,500 damage
lvl1 XF 960,700 damage
Also, maybe the first post should be updated?
So many sub-optimal combos have just been posted, I think my head hurts.
and its hard because a LOT of combos are usually only Spencer/Character. sure a lot of OTG assists work the same, but it seems like well need a section for every pairing with him.
If anything just update with Solo combos (no assist) or Character specific such as for ammy or Sent.
Also, I think the best way to organize combos for Spencer would be based on where on the screen the combo occurs because of how important that is for him.
e.g. Midscreen (and far enough away from the corner to do zipline relaunch), Midscreen (but close enough to knock them into the corner then get a normal relaunch off OTG grapple), and Corner (close enough to do JCC H grapple stuff and corner combos that would whiff from too far out).
At least, that’s how I try to mentally organize them.
I’ve updated the thread for now with just Solo combo’s. I’ll work on assist combo’s next, those will probably go into the second post since there’s a LOT of different assist combo’s.
Spencer can get real creative with his stuff, you can literally mix and match parts of combo’s together depending on your spacing. After I’ve done assist combo’s I’ll go back to damage checking.
You’re using my older, generally less effective example for the midscreen zipline relaunch example.
[media=youtube]f1_xbGCFuEc[/media]
this setup offers a wider timing and is generally easier despite having the same damage opportunity. It’s also important to note that neither variation is effective against Sentinel.
im only landing the combo about 50% of the time…sometimes it hits sometimes it misses (TK OTG > zipline) i cant seem to land {j.S}>{S} after zipline…whats the problem?