MvC3 BioCombo's - Spencer Combo Thread

I started being much more successful with it by doing the down-forward zip line as soon as i recovered from doing the j.:d::df::f::m: grapple hook. It seems like the zip line should “miss” since it’s just hitting the ground, but it works just fine and gives you plenty of time to connect with the j.:s: -> :s:

It’s an important combo to be able to do. I’d like to test how much damage you get on it if you start it with cr.:l:, cr.:m:, :h: xx XFC, :s:, and I’d also like to test how much damage you get if you X-Factor after the zip line -> j.:s:

Okay, I’ll change the combo.

**A question: what would be the most “safe on block” combos for spencer? (with and without assists)

Can figure out some, but against speedy characters I tend to get overwhelmed :sweat:**

As in, blockstrings? It’s safest to end your blockstring with standing :h:, as it’s only -2 on block. Or use an assist like Sent Drones and finish your blockstring with :f::h:, or use a quick defensive assist that pushes your opponent away/buys you time like Tron Fire, Dante Jam Session etc

IMPORTANT NEWS

As you’ve all noticed, MvC3 has been patched. Spencer appears unchanged, except in one extremely noteworthy way: The corner loop off of an OTG assist setting up (:s: :qcf::h:~:m:) xN no longer works: Spencer floats on the :m: followup to :qcf::atk: rather than conveniently returning to the ground. This mainly prevents this loop, although it also affects some other things. Notably, this is only true of the ground version; the air version works exactly the same as it always did, so OTG followups are unchanged.

Edit: In addition to this, the “Spencer Glitch” with Haggar has been fixed. Sorry Haggar players; I liked that glitch.

whats the timimg for the j. s after the otg m or h zip line? i cant get the timing at all

In what combo? Corner relaunch? You just need to hit it shortly before you land. The main issue people have with it is they’re not immediately certain where the ground is thanks to the shifting camera, but the timing is simple and lenient when you get past that.

magic series - launch - j. m x2 then j. h then j. s then otg h zip line then the j. s into relaunch. thats the one. i see what you mean i tried that and i got it a few times but its still kinda hard

Honestly? I never go for TK :qcf::h:. I find the height disparity just makes comboing after it prohibitively difficult. If they’re in the corner, I’ll delay my string after jumping after them so that I can land faster and TK :qcf::m: even though that timing is also hard, because at least it’s the same hard timing against the entire cast.

Put up some videos of doing the DHC glitch for both members of my team, for any of you Spencer/Taskmaster or Spencer/Amaterasu players out there. They’re optimized over previous videos I had up.

[media=youtube]R-_jRXUfCiU[/media]
[media=youtube]1CIP6WogsOc[/media]

can you combo after spencers overhead w/o assists?

:f::h: links into :qcf::s:. The timing is kind of strict, but not enough to hinder one from getting it consistently with a little practice. Combo from that either directly into hyper, or a regular BnB (keep in mind, you’ve used your wallbounce with the Armor Piercer, so you won’t get much more damage.)

Added a pretty obvious Snapback corner combo. I think you can do midscreen launch otg, diagonal zipline down, j.s, snapback as well. So basically the midscreen relaunch combo but replacing the relaunch with a snapback… But I haven’t got it to work yet, it’s a pretty hard combo and I haven’t focused on practicing it at all.

Indeed, that combo works. I don’t think it’s terribly difficult, either… If you can get the midscreen relaunch, this is actually easier, since :qcf::a1: comes out faster than :s:.

New technology, possibly. If you have Amaterasu’s Cold Star assist (and I am fairly certain only Cold Star works in this situation), you can keep them in place against the wall after an OTG grapple when you’ve already used your wallbounce, allowing you to follow it up with :s: sj.:s: or :qcf::s: :qcf::atk::atk:.

[media=youtube]ecMnVCi5u1s[/media]

I do pretty much the same thing with chris’ mines and MODOK’s balloon bomb.

Hmm, I tried that out when I still played Dante and it didn’t work. They would drop out almost right after Jam Session. Cool stuff though

Dude could you please help me a bit with ur combo? I cant for the love of god get that j.236 M after the air magic series S. Like the combo goes like anything into launcher, sjc., j.m xx j.m xx j.h xx j.s and THEN you do 236 M before landing… how the hell do u do that? i land all the time i cant stop spence from landing with that move… any tips?

Thx man

The timing is fairly simple. After the S, delay your jump just a little bit to keep from going over some opponents, but on your way up, do each move as fast as it can be done with no delays at all and you’ll recover in time to do the move. You’ll generally want to get the chain to connect against the ‘highest’ part of your opponent, so it can be kinda hard timing against midgets, but when you get it down, it’s really quite simple since after the grapple, you can just mash for the :df::atk::s: j:s: |> :s: part.

Ah… maybe thats why it never works… i delay a split second or so before i do the graple to the corner…