MvC3 BioCombo's - Spencer Combo Thread

Sometimes the H makes my opponent cross up and I just get launcher instead. And I’ll admit, I usually mess up the H timing when I’m under pressure. With this finding, I don’t even have to time a H after I land, I can just go straight to armor piercer reliably.

What is the visual queue for the j.S in the corner relaunch? Sometimes I hit them but I can’t relaunch but sometimes it’s too early and they recover. I usually TK the OTG.

:eek: Spencer’s height off the ground as well as the type of grapple used determines the difficulty rating for your followup.

To be extremely brief, for a visual cue, you want Spencer to be slightly below the opponent as they’re both drifting down to the ground after the OTG. You can actually successfully followup on almost (ALMOST) any height variation, but your windows to do so become increasingly small.

[media=youtube]LqYZlRDvmL8[/media]

Does anyone know how Combofiend pulled off the second armor piercer in the combo starting at 4:19?
I cant get it to come out at all

:eek: To get the second Armor Piercer to come out, you have to time it so that the opponent is near you as they are falling.

While that part may be obvious, you also have to make sure that you buffer it to come out right when Bionic Lancer is complete (remember the lengthy recovery period it has). You can proportionally increase your chances of landing the second Armor Piercer by hitting the opponent at a higher point with the first Bionic Lancer.

In short, when you perform Bionic Lancer for the first time, hit as late into the move as possible and hit the opponent as high in the air as possible. Being near the corner is helpful, if not necessary. Once this has been accomplished, all that remains is to correctly time your buffer of Armor Piercer on the falling opponent.

The trick is to hit the Bionic Lancer as high and late as possible so that you recover faster. This part is the most important, hence why you usually want to activate Lancer from as far as possible. Once you get the spacing down, the timing on the second Armor Piercer is not that hard because it can be buffered like Yannick said. Armor Piercer sets this up perfectly because it always pushes them to the end of the screen.

Thanks!

[FONT=Segoe UI][SIZE=3][FONT=Tahoma]I’ve made a team combo video for the team Spencer, Wesker, Sentinel. It includes a lot of practical stuff and a fair amount of flash including juggles from Maximum Wesker, DHCing Bionic Arm to Wesker’s counter to continue comboing and multiple tag in combos. Enjoy.[/FONT][/SIZE]
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[media=youtube]Fun3sclB0pU[/media][/FONT]

I just did a video showing how you can great damage from bionic arm where you normally wouldn’t get a follow up by DHCing to Devil Trigger:

[media=youtube]fQw5WadeWI0[/media]

Guys, I’m sorry to ask this as I’m sure it’s somewhere in here already, but I’m searching from my phone and it doesn’t do a very good job of loading SRK’s forums. Can someone help explain to me how people are using the vertical zipline grab after launch in their combos? I’ve been working on Spencer a lot lately and it seems like every time i get to that point of the combo I launch them and then am stuck in recovery so the zip line grab won’t come out. Again, I’m sorry if this has been answered before or isn’t descriptive enough but my phone is limiting. :frowning: Thanks.

You can’t special cancel :s:. But you can special cancel jump startup. So, what you want to do is a :qcf::uf::h: motion. This way, you super jump cancel the :s: and cancel the startup of that into :qcf::h:.

Thank you so much for the quick reply. I never even thought about jump cancelling. Now I feel silly. Ah well, now I do.

I just wanted to come in here and say that Stark you are the best! All these dope Taskmaster/Spencer combos and strats you come up with and put out are godlike. Thanks for giving me stuff to implement into my game.

Everyone else in here that contributes, thanks as well! Sorry I don’t contribute, I don’t have as much time as I had before to develop new combos. I’m willing to answer strategy questions though (in the other threads of course).

Hey combofiend, do you know that in situations where you can’t combo after Bionic arm (close range) you can DHC to Taskmaster’s counter hyper the do cL to combo after?

Friday night, I was in a pretty bad mood, and Veteru sent me an excerpt of a conversation with you. You probably know the one. It, well… My bad mood was totally erased. I could barely sleep after that, I was so suddenly motivated the finish the combo video I had had in the works for awhile, and I banged out the rest of it over the course of the next day*.*

And to wake up and see those kind words reiterated… Makes me feel very good. But still. I have a lot of ideas, but I’m still very new to the Capcom fighting games scene and I just don’t have the fundamentals built up to make it any further in most tournies around here than hovering around the edge of top 8. So, the best? I can’t accept that. But damn if I’m not going to keep trying, especially after seeing this.

Hey guys quick question, after a regular confirm into a launcher can anyone recomend an air series that will always end up with the enemy either directly under me or very close when I land?

I’m working on some sick stuff using Tenderizer assist to negate the wallbounce from Spencers initial otg to get some sick damage/setups for my team (double hypers, relaunches, possible resets). But it just seems so random sometimes, any info would be a great help thanks alot ^^!

When doing the MMHS, MMS, HS, whatever in the air, delay the S a bit. You’ll land pretty quickly after the hit and you’ll have plenty of time to dash up, call assist and shoot the downward otg.

I would say thanks Nite, but I don’t need more time to otg I need better proximity to my opponent. This would be a lot easier if Spencer had a proper wave dash T_T.

Just plink dash, it works really well with Spencer. He can get across the stage faster than most.

Guess I’ll have to work on that one lol, totally forgot about that. Hopefully this isn’t impossible on a pad T_T (where’d smileys run off to?).