MvC3 BioCombo's - Spencer Combo Thread

Oh ok thanks. I’ve been in lab trying to do this and couldn’t figure it out.

Still having issues with it, guess I’ll watch more videos

Here’s an easy setup for it:

Go into training mode with Spencer, reset the stage to the left (hold left, hold select, press start)

Take a slight step away from your opponent, then do :qcf::l:then the :h: followup to drag him right next to you. This is the perfect spot.

Now jump over him and do:

:l:,:m:,:h:,:s:, wait a split second, then jump toward and input sj.:m:, sj.:m:,sj.:h:, sj.:s: as quickly as possible

next, before you land, do :qcf::m: to otg them, zipline :df:+:s:+:h:, j.:s: (right before you land), land, qcf:s:xx :qcb::atk::atk: (this will give you the perfect spacing as the lancer will hit late and high enough.

Next link another :qcf::s:xx:qcb::atk::atk: as they fall back down.

That should give you an idea of the proper height. This setup isn’t particularly practical since it’s so spacing dependent, but there a few setups with assists that you can devise yourself. Sorry if the notation is hard to follow. If you like, I can whip up a video real quick in a bit.

It’s a simple action, but it just takes a little practice to get consistent. I start by hitting X (on standard crontrols = L), and then almost immediately hit the Right Trigger (again, standard controls, so L+M+H). Repeat the process as needed. I didn’t get it consistent quickly, but I did get it consistent. Save the practice for the end of a round or practice mode until you feel comfortable enough to try it in a match though. If you fudge up, you tend to whiff an H input into the air.

Plink dashing is probably the most effective way to cover ground via dashing. Essintially, you use any of the three attack buttons to start, but in the first frame or two of the move, you hit another attack button along with it. It tricks the game into thinking you meant to dash from the start. However, doing only one plink dash is almost useless. It truly becomes useful when you do multiple in rapid succession. Since you can cancel most dashes with an attack, you, again, trick the game. This time, you trick it into thinking that you cancelled the first dash with an attack, only to cancel that attack into another dash. When done correctly, you can reach your opponent from full screen in nearly an instant. Or, conversely, you can retreat to full screen by perfroming the same inputs as before while holding backward. It can be a hundred times more effective than crouch cancelling your dash into another dash, which is especially true for Spencer.

@ Duck Strong and Killtz: Thanks guys. Got the motion down. Very useful.

If you had a video that would be good. I’ve done a few setups like light, medium, heavy, bionic arm, jump, heavy claw, special, armor piercer, brief wait, bionic arm.

This actually places the opponent just above me and looks to be a good height. Then I wait for them to fall in front of me and try to do armor piercer, but spencer just stands there. The earliest it comes out is after they are already on ground. I’ve also messed around doing light, medium, heavy, launcher bionic arm (This works on characters with a big enough hitbox) It places the person pretty high above me and I still can’t get armor piercer out in time. He’ll either do a launcher (doesn’t actually land) or just stand there.

[media=youtube]jbn6K8sPcJc[/media]

That should give you the idea.

Here’s the setup I was talking to you about. Again, it’s not fancy, I’m just trying to show you a common setup.

[media=youtube]wiVZA9BgNp0[/media]

With the right spacing you can actually land 2 Lancers in a row without sticking an armor piercer in between.

So I was trying to find a good way to extend combos after DHCing to Bionic Lancer, to make a specific combo I do pretty frequently more damaging, trying to land a straight Armor Piercer after a grapple, 'cause it’s way too late in the combo to connect it if there’s anything in between. And it turns out you can just do it if you just do a low TK with the opponent flat against the ground! I assume this was already known, since it’s pretty simple. But *I *didn’t know it.

[media=youtube]dP8RcPdY_20[/media]

I noticed that when using my other assist this did over 1.25m, but unfortunately you can’t use the ammy assist to “save your wallbounce” against thor. For some reason. He kinda just goes around it, even though it’s worked on everyone else I’ve tested it on.

tl;dr nothing new here, but I like it

Thanks I see that I wasn’t hitting quite high enough. I’ll give it some more work :slight_smile:

This is really practical, thanks.

Just put this together. Thoughts?:

[media=youtube]qZtyRn5cFCI[/media]

awesome combos, Im so stuck in my team setup that I learn nothing from this, but then again I hate using Zip-line in combos.

Did the combos really need names?

If you love your combos of course you’d name them! Lol good shit Duck that was simply ridiculous.

best Marvel3 combo video i have seen i really enjoyed the variety and how every team member got a good amount of combos in (also some new Doom stuff to steal :D)

Glad people are liking this. I put a fair bit of time into the combos, but I know the editing is a little sloppy. I’m still learning and it’s kinda fun actually.

About the titles, I kinda flip flopped on this for a while. I thought it might be a little goofy, but at the same time it’s kinda tongue-in-cheek as a jab to combo videos in general that tend to be a little too serious. Also, I figured I might point out what’s going on in some of them because it’s not always obvious and, finally, I was really stuck with the 15 minute limit so I needed a better way to put in acknowledgements to still have some time for the end bits (which admittedly are a little unnecessary and self-indulgent :)).

Would be cool if I could get this on the front page. That would make my day :sweat:.

its already posted up on Eventhubs, if that means anything. thats where I first saw it.

=/…
I know i don’t post often in here, but after reading that you can snap back after the H follow up to spencers grapple…
i went into the lab, and found that if i’m in the corner and i land the H grapple off of launcher (like his corner loop sort of) and do the L follow up,
I can armour piercer certain characters…
The characters that I found this to wok on are as follows:
Arthur, V.Joe, Tron, Ammaterasu, Modok.
Such an odd group of hitboxes. I’m sure that it should work on more than this, since my testing wasn’t exactly what i would call extensive…
one thing to note…
when this combo whiffs, it feels like Spencer himself doesn’t recover in time to armour piercer…
for example, i can snapback more than half the cast with this setup… but i really want to land armour piercer… any help or tips would be appreciated.
I have a massive damage combo with this from just one bar, with my team (Spencer/Wesker/Ironman)… and I’m looking for massive damage non-DHC trick combos

Yeah some characters get popped up significantly higher and some are just floatier in general. Shuma being the most obvious one getting popped up higher when he gets hit. This really messes up a lot og OTG situations against him. That video on the front page has Spencer doing armor piercer after vertical grapples. Seems like Spencer can easily TOD these characters because of this.

I have a question about the “into my arms” combo and those with similar mechanics. I see kuuronn and combofiend do this and i know its discussed in this thread but can’t find explanation for my particular confusion with it.

First off, i dont know the notation. I’ve been doing magic string, launch, sj :h: :s: air grapple :h: falling :h: land jump :m::h::s: :s:+:atk: land :s: jump cancel grapple :h:

now this isn’t consistent for me. many times i can’t get the grapple during the normal jump part of the combo to hit. Other times, after that normal jump part, they flip out before i can hit with :s: into jump cancelled grapple. is this just that my timing sucks or am i doing the combo wrong?

also, in one combo, you get the hard knockdown and then doom’s hidden missiles look like they hit near doom’s feet. (like there is an explosion with no hidden missiles) and then u do another knockdown and then the regular hidden missiles OTG again. how does that mechanic work? am i missing something here?