MvC3 BioCombo's - Spencer Combo Thread

Check this out at the 45 second mark:

YouTube - SMOAI2010’s Channel

3 vertical grapples in one combo. Lol, that`s ridiculous. The japanese are simply on another level when it comes to figuring out combos.

He could have gone for a fourth instead of supering and it still might have killed Dante. Crazy Stuff.

Looks like there`s still stuff to find with Spencer.

The guy is a pretty damn goodSpencer player as well. Its worth watching the whole vid as well as the other vids on that guys account.

Some creative use for dooms hidden missile assist. Love his use of his swinging claw abilities.

Right here’s four combos from what I view to be Spencers four main options of attack (low, overhead, command grab, air throw), they all start with one meter and DHC trick into Wesker, they require the corner for a fair amount of the combo but can be done from about the middle of the stage (apart from the OH and air throw combo), they all do 1,000,000+ (except air throw one), enjoy:

[media=youtube]2mDuN0AbKpM[/media]

[media=youtube]mKAIo-eSSrE[/media]

[media=youtube]vmTMMkp-ypY[/media]

[media=youtube]LELnrTdvjxc[/media]

Oh and BTW you can replace Iron Man with quite a lot of assists.

The air throw video is marked private.

Oops there we go. I’ve been playing with Spencer, Wesker, Sentinel, some pretty cool combos:

Midscreen
cL-cM-H-S sj M-M-H-S, land, wesker, dash, jump, H-S, land, H-S sj M-M-H-S, land, jump, air qcf+M/H, air S, land, qcf+S xx qcf+AA DHC qcb+AA df+H cM-cH-S+sent sj M-M-H-S, land, jump, H-S, land, df+H

Near Corner
cL-cM-H-S sj M-M-H-S, land, jump, air qcf+M/H, air S, land, S+sent sj M-M-H-S, land qcf+H~L, wesker, H xx qcf+S xx qcf+AA DHC qcb+AA df+H cM-cH-S sj M-M-H-S, land df+H

Corner
cL-cM-H-S+sent sj M-M-H-S, land qcf+H~L, jump, air qcf+H, air S, land S sj M-M-H-S, land, wesker, dash, H xx qcf+S xx qcf+AA DHC qcb+AA df+H cM-cH-S sj M-M-H-S, land df+H

You’re looking at above 1,100,000 for all of those about 1,250,000 for the last one. There’s variations of these from grabs and OH that’ll get around 1,000,000.

:360: Sorry to ask, but a quick question involving the basic midscreen relaunch for Spencer.

After the aerial series is complete and the opponent has been sent to the ground, the general rule of thumb seems to be to not hit the ground before the angled OTG grapple in order to zip back down and connect with j.:s: which leads into the relaunch. My question is if anybody has figured out why, exactly this does not work from the ground.

I’ve been in the lab with the different grapples from different lengths both up in the air and from the ground using tiger knees. I’ve wondered about the different effects of the different grapples for a long time (for example, I find it’s easier to connect a falling j.:s: into Armor Piercer in the corner out of a :m: OTG grapple, but actually getting that grapple is harder–even using different heights for the :h: OTG grapple can yield some pretty differing timing results for followups). I just have not been able to come to any actual conclusion about the relationship between grapple type and length to the ability for followups and the types of followups available. I’ll be in the lab again with just Spencer to see what I can discern, but I was wondering if anybody could save me some research time if someone already knows something.

Any takers? :smiley:

It’s a combination of height dependence and how far you are from the corner. If spencer is above the opponent after the wall bounce, use d/f zipline, jS before you land to get the same effect. Also helps a lot to land a relaunch midscreen

:360: I see, I see. Thanks.

In a few days once I iron out my findings, I’ll try to post my conclusions (if I find any) regarding the different grapples for different scenarios.

One thing I can say for certain is that the extra effort to use a :m: OTG grapple in the corner brings fantastic rewards in the form of infinitely easier and more consistent follow-ups than using the standard :h: OTG grapple…that is, if anybody finds the :h: OTG grapple as inconsistent as I do. >_>;

I did until I realized I can time my jS later to give me more time to just normal jump and do H grapple at max normal jump height rather than just-off-the-ground height when you TK it.

If i’m already in the corner, I’ll generally go for a short air string and then just grapple on my way down. Always gets it to the perfect height to connect to a minimum height j:h: and combo.

I always tiger knee :m:, gets all characters in the same position which makes the followup easier for me.

I’m making a Spencer combo video. I’d like to a include a fair amount of crazy assist combos, but I am not in fact familiar with every assist in the game, so I may need help from you people! Do you have any cool combos that no one else does, and in fact possibly you don’t even do for efficiency reasons, but which are unique and interesting? This is acceptable. Just tell me about them and I’ll try to include them.

As a preview of the kind of crazy I hope to feature, here’s this unlisted video people will only see if they visit this thread!

[media=youtube]s4rySbkNMcc[/media]

But you don’t have to actually be that crazy. Just something cool and interesting and not the same Spencer combo everyone does over and over will be fine.

One kinda cool combo I know with Wesker assist is jump S, cr M, cr H, qcf M-M, launch, air series, land, Wesker assist, H qcf+s, Bio Maneuvers, then DHC trick with Wesker. It’s not crazy but it looks kinda cool.

I use a DHC trick with Skrull, inc ase you want to add it. In the corner, DHC into Skull Torch and aim downwards. Since you’re not hitting the super ends quick and it lets you hit the opponent before they land. I use c.m into bnb for consistency, but there are probably more damaging combos. The way I do it does about 1.1 on just about everyone. Let me know if you need exact notation. Again I believe it is corner only.

Also remember that scaling can also be resets off throws if you switch in another character during the throw. A person at my local spot loves to do Spence empty command grab and tag in Doom in the corner for pretty much a ToD combo on anyone (3-4x foot-foot-dive loops into level 3). Should be fairly useful for anyone with a quick OTG into beefy combos like Doom/Wesk/Tron. Might want to add a section on that.

I saw Tanaka doing this sweet DHC trick lead-in at a tourney on Saturday.

[media=youtube]7V-aJ1UO2zQ[/media]

It looked a little something like this.

xx :s: sj.:m: j.:m: j.:h: j.:df::atk:+:s:, j.:s: |> dash :qcf::uf::m:, j.:df::atk:+:s:, j.:s: |> :h: :qcf::l: :qcf::atk::atk:

>.> I want that as well…

What is the best meter building combo that leads into Bionic Maneuver?

as someone mentioned a couple pages back, i think using the extended ground string builds more meter, but scales the damage down more (but that shouldn’t matter if you’re DHC glitching). the string is: :d::l:,:d::m:,:d::h: xx :s:+:atk:,:l:,:m:,:h:,:s:

btw, I was watching a player named Timothy on the option-select channel (he uses Haggar/Spencer/Doom), and one of the stream commentators pointed out that Haggar’s body splash hyper can be DHC glitched into. He can’t combo out of it, but the splash hits for full damage, unscaled.

I tried this out in the corner with Bionic Maneuvers, and i DHC’d into Body Splash on the 2nd to last hit of BM (the one that bounces them into the air really high). The body splash actually hit for full damage (got all those air hits), and I could get between 850 - 900K damage depending on what BNB i started with.

Pretty sweet if you got Haggar on your team.

I found an easier method to do j.S > (land) armor piercer. Is this new to anyone?

(in corner) OTG Grapple > j.S > (any attack button) > (land) QCF+S

For some reason, pressing any attack button between j.S and QCF+S gives you bigger window for connecting the armor piercer while still eliminating the normal start up frames. The timing becomes incredibly lenient. The inputs don’t even have to be that fast. You dont have to connect the attack or even whiff (though you could if you wanted to).

You can DHC into Haggar’s body splash mid screen if you do it right when the last hit connects. The timing isn’t too hard either, and it adds around 300k.

And huby, yeah, I almost always do j.S, land, H, armor piercer… I thought this was the BnB?