MvC3 BioCombo's - Spencer Combo Thread

Btw a fun thing to do with spencer is something along the lines of after a magic series ground and air combo land and do otg grapple, if you are in the corner need to add an S before you land elsewise just pop it as you land. The idea is to do a team hyper combo, for example with just 2 bars and spencer/wolvie the team hyper does berzerker barrage and bionic arm for good damage.

The cool part about this kind of team hyper combo is that spencer recovers so fast he can combo afterwards cause he recovers while wolvie’s is still attacking. This also works with deadpool as well and I’m sure many others. Its a very safe way to finish opponents as well since it can get you more damage than a DHC for same price of 2 bars. Also if you use an air type super like shuma’s mystic ray the opponent will auto ai r recover when shuma’s ends and spencer can jump up for an airgrab reset. Its fun interesting stuff for 3 meters I can easily do over 830k from a c.l, yet to optimize the ending. I’ve also fell in love with team DHC’s when spencer isn’t on point because he comes in and gives you that super to allow me to punish alot of things just like i would with spencer even when my character’s super can’t usually punish them.

I know this team hyper combo stuff is kind of situational but it is deffinently worth looking into imo and having an easy gaurantee 100% kill on mags/zero for only 2-3 meters is very nice. Also though some characters DHC nicely with spencer, not all do, for instance shuma’s DHc only tacks on about 50-100k depending on position. This gives teams without good connecting DHC’s a better option for spencer teams.

I dunno why you suggest Wolverine there, given how if your next character is Amaterasu, Arthur, Dante, Felicia, Haggar, Hulk, Hsien-Ko, Morrigan, Phoenix, Sentinel, Taskmaster, Thor, Trish, Viewtiful Joe, Wesker, Wolverine, or Zero, you could be using the DHC trick to kill anyone and also recouping lost meter.

in combo 02 with meter i cannot get the armour piercer to connect consistently. Tips?

Well thanks for the pointless snide retort stark, but I shall explain. My team uses wolvie/spencer and I do use the DHC trick when I can. That being said it is not easy or tournie reliable to combo into bionic manuevers with this team from midscreen from a realistic opening. So sure If wolvie is alive and i’ve got them somewhat close to corner it is easy to DHC trick.

Now why did I use wolvie with this if is not better than DHC trick, other than the option above the main reason is I was just messing around with my A team in training mode which happens to have wolvie. Note alot of time when spencer is in I won’t have wolvie to DHC to but I will have shuma where DHC’s are horrendous from spencer to shuma.

So why bother learning or looking into? It is easy and works from ANY combo even if its started mid air or from airgrab or off a multihitting assist etc. Secondly it works with characters that can’t do the DHC trick. Sorry if I didn’t go through and make an entire list for you, I know how it works for my team and I know its doable with several other supers. I was merely making a suggestion for people to consider when they look to see what spencer can do.

Okay I guess that was presumptuous of me, I misread some of what you said. Shuma doesn’t work well being DHC’d to, that’s totally fair. I can respect that as having legit uses. However.

This is completely not true. Comboing into Bionic Maneuvers off of a j:s: or :d::l: midscreen is easy and practical. I don’t play Wolverine, but I was still able to construct easy 1.2m combos for 3 meter (that still do over 1m if you leave out the finishing Fatal Claw).

[media=youtube]FoGaAQdWTOw[/media]

Wouldn’t either of Spencer’s supers DHC into Shuma’s Hyper Mystic Smash or Hyper Mystic Ray relatively easily and effectively?? Its no DHC Trick but it at least gets the job done when needed. Not mention you could in theory DHC trick from Spencer to Shuma’s Chaos Dimension and get a combo in before the grab just to make sure they’re dead.

Ok yes I can easily combo into DHc trick midscreen 100% of the time in training mode. The problem is the only reliable method is from either c.H or f.H into armor piercer. This ending is highly punishable if it is not hit confirmed, it is rather difficult to hit confirm into either of these against good opponents, especially since where you catch good players is when you make them guess between c.H and f.H.

Also most of the time you get a combo started it will be off/with some assist which can easily throw off armor piercer since if you aren’t point blank it has lots of start up. I just don’t like the idea of commetting to trying the midscreen armor piercer combo since it should be blocked or assist in way etc.

That being said I don’t use this team hyper trick with my spencer/wolvie team because I prefer to just do 600+k for 1 meter and save meter for shuma, but if wolvie is dead and its spencer/shuma it can be effective with the reset. I do like the combo when I’m with deadpool/spencer cause of the lack of DHc trick. I was just giving people something to look into mostly, I think it can effective with alot of characters like mags/storm etc.

In respsonse to previous poster, yes shuma can DHc after spencer the problem is shuma’s supers do very little damage unless the opponent is grounded and close to him, its one of his biggest downfalls.

Btw to the video I like that air loop with berzerker charge wolvie, looks fun though I prefer to just dash launcher into BnB i haven’t compared damages because I’m pretty sure it kills anyone aswell(I know i can kill haggar).

Spencer DHC to Shuma isn’t bad. Basic combo into Bionic Maneuvers nets 644,000 Damage, delay the DHC to Shuma’s Hyper Mystic Ray and it tacks on an extra 180,000 Damage which is actually average for most beam style Supers. I went through DHCs from Bionic Maneuvers to every beam style Super in the game and a few Multihit ones like Ryu’s Tatsu Super and the general average was about 810,000-840,000 so Spencer~Shuma getting about 820,000 is straight average. The only outliers for this were Wesker being terrible if you don’t use the DHC Trick and Modok if you don’t have any Cubes but level9 Hyper Psionic Blaster added an extra 400,000 Damage.

So Spencer~Shuma isn’t bad at all really

Here’s a fun corner combo with Thor and She-Hulk that does over 700k before using meter.

j.:s:,:d:+:m:, :h:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, land (take slight step back), :qcf::uf:+:h: as low to the ground as possible. j.:s:, land, :s:xx:qcf::uf:+:h:~:l: (make sure they’re above your head, if you placed the OTG right, it will work), dash, call :a2: (She-Hulk Torpedo), She-Hulk OTG’s, :s:xx:qcf::uf:+:h:~:l:, call :a1: (Thor Mighty Smash), :qcf::uf:+:h:, Thor connects and causes bound, :qcf:+:s:(wait until they’re at your level to get the close version)xx:qcf:+:atk::atk: (924,800 damage) then cancel into into :hcb:+:atk::atk: for the DHC bug with Thor (complete overkill but whatever).

Instead of going into super off the the Mighty Smash, you can go into :qcf::l:~:l:, then OTG :qcf::uf:+:h:. This will net you 733,300 meterless damage.

With the DHC trick, Thor can cancel into :hcb::atk::atk: after the last hit of Bionic Manoeuvers and do :h:xx:dp:+:m:, :d:+:h:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s: (late as possible), fully charged :dp:+:h:xx:qcf:+:atk::atk: for over 1.6 million damage, lol. Any character will be dead before the super, so you can just keep it simple and kill anyone without wasting more meter at this point (about half the cast will dead by the end of Bionic manoeuvers anyway).

I’ll try to make a vid with this and other combos soon. I know people tend to emphasize the solo combos alot, but Spencer benefits tremendously from a decent OTG assist.

This combo is actually suprisingly practical (along with other variations with different starters like his air throw and command throw). It does so much damage because, much like Spiderman’s web throw, Spencer’s vertical grapple~:l: will never scale and always does 80k, which is huge near the end of a combo. I’m trying find a way to land a third one (over 800k for no meter) by dashing in and launching after the Mighty Smash, but no luck so far :sad:. It does suck that he lost his corner loop, but don’t doubt that Spencer can still dish out the pain better than most.

I’m pretty sure you could increase the damage by removing the first two sj.M. You might also be able to throw in a H before basically any ground S, and before qcf+S. So -2M, +2 or 3H.

You could also try to change the order to add in an early magic series. Replace the first
j.S, land, qcfH-L …
by
j.S, land, H, S, jump, MMHS, land, call thor, OTG, Thor hits, (dash?), HS xx qcfH-L, Torpedo, H xx qcfS, qcfAA.

This sounds fun. It could also work with Wesker instead of Thor, with the DHC glitch as well.

Btw, when doing qcfS, qcfAA near the corner, you can simply do qcfS AA. No need to reinput the qcf. Even easier.

This is real late, but how do you cancel the end of Lancer into :qcf::s: without XF? I can do it with XF and have to time it so that I’ve finished the command for AP right at the top of the arc of the guy who just took Lancer to the face. If I don’t XF, Spencer is usually just slowing down from Lancer, and this is in the corner by the way.

If you want to connect the armor piercer after lancer you have to hit them with the very highest part of the bionic lancer hitbox. Its a pretty inpractical combo imo especially since if you miss the link its a free punish for opponent. Btw realize that that second combo was removed in the patch, just inc ase you were trying to learn it.

Ah, thanks for reminding me about the height requirements. And, yes, I knew about the patch.

Damn son you had a special appearance in the latest marvelous adventures:

You’re on the last match.
[media=youtube]AlMKFvBx2ls&feature=player_embedded[/media]

That was such an ugly match for me lol. I’ve actually played them like 6 times and that was my only loss, was using sentinal who I don’t really know to well. Also this footage is like 2 weeks old, cause this is back when I was first learning shuma.

What I have been doing lately is :l::m::h: :s:+:atk: and this helps you stay on top of people (especially keep away characters and advancing guard (if you notice immediate advance guard, do :s:+:atk: sooner). It’s a bit negative I believe so you can’t always get :l: again without an assist but I’ve recently added :u: or :uf: :s:+:atk: and you can land on top of them mashing.

It just really depends on what you want to do… Overhead to Armor Piercer in the corner is awesome if I want to like, Aerial Exchange to Sentinel and slam them back in the corner. Midscreen it just depends on how you’re hitting your opponent. Obviously if you get an overhead you’re gonna do Armor Piercer. But if I hit them with a low, I’m going to launch, OTG and Arm if I have meter. This builds more meter for me and puts my opponent further into the corner. Plus I think it actually deals more damage than just Armor Piercer -> Hyper. Then again, Armor Piercer gives you the advantage of being able to use Bionic Maneuvers and DHC Trick midscreen.

It’s also just an opinion but I don’t really like getting an opponent out of the corner with a combo unless it’s gonna kill them or I caught an assist and I have the oppurtunity to kill them. But obviously if opponents aren’t doing Aerial Counters you can Air Exchange and bring them back to the corner like I said…

So I’ve definitely been getting the BioArm -> Piercer -> BioArm/BioManeuvers combo more and more consistently as of late. I’ve spent some time in the lab, and I have a pretty solid understanding of when it will and will not work. The results have been amazing.

Also, I know it scales the hits a LOT more than is desirable, but I play “Meter Spence,” opting for :d::l::d::m::d::h::atk:+:s: :l::m::h::s: sjc. j.:m:j.:m:j.:h:j.:s: OTG :qcf::m:/:h: (depending on requirements) j.:s: :qcf::s: (ender of choice) as my main BnB. For one, I can go corner to corner AND end in multiple BioArms if I need by adding in a :df::atk:+:s: before the j.:s: :qcf::s: on top of the 1 meter I gain just doing the combo. Obviously, I opt out of the sj. (or even as early as the :atk:+:s::l::m::h:) portion on any hit confirm into a flat BioArm to start for much easier death combos.

It seems :l::m::h::qcb::atk::atk: into OTG :qcf::m:/:h: to start is your best bet for netting full life, and that’s assuming you aren’t netting a naked BioArm in the corner to start the combo. The less hits, the higher the damage. However, using the OTG claw after a BioArm seems to make it more difficult to get consistent results on how high the Armor Piercer will hit them. It makes it harder to know how long to delay the BioArm, if to delay it, or even if it will be possible to land the Armor Piercer afterward at all. It seems like there’s a specific height that the OTG has to hit around to get consistent timing.

I added a small section in the second post about the DHC Trick. Combo’s that lead into it and which DHC’s you can use. There’s also gonna be a DHC section where you can check with which characters you DHC into and out of BioArm. The list isn’t complete yet and will eventually also have a BioManeuvers part for it.

After that I’ll start work on an assist section.

Everyone likes relaunches, right? I like relaunches. Most Spencer combos don’t do enough relaunches. Here’s one that does three of them.

[media=youtube]3b1ywi8uKRU[/media]