MvC3 BioCombo's - Spencer Combo Thread

Shut up all of you this is irrelevant to a combo thread

the :uf: is a jump command. The fastest way to do a special out of the air is to TK the move, which means to enter the command, immediately jump, and press the button just as you get into the air; this is what those commands are telling you to do.

Wow, I certainly did not intend to cause a massive tangent - just wanted to post a good vid and hopefully get answers to TK.H grapple question (Anyone?)

There’s certainly no point in trying to argue that Spencer without assists is somehow better. That’s stupid, more tools = better. But arguing that Spencer is useless as an anchor is also ignorant. Many teams don’t have a Spencer combo extending assist.Teams where Spencer greatly helps the other 2, but not vice versa, so it makes sense for him to anchor. I do not have Doom missiles or Cold star. So the fact that he has a solo 1.1m BnB just further pushes his validity as anchor material.

I agree with Duck Strong that Spencer’s worst position is in anchor.

This is not because he’s a bad anchor, he obviously is a great one.

It’s just that the possibilities that are open to him with assists are so important and potent, that they are not worth giving up to put Spencer in the third slot.

The third position is best used for characters whose assist you might be calling out frequently. His assists are best served as mix-ups and combo extenders, rather than just spammable good shit like Drones, Shopping Cart, Vajra, or Tatsu. You won’t be calling Spencer out frequently and when you do, he’s likely safe. The only time I get happy birthday’d with Spencer assist is when I accidentally drop a combo that involves his wire grapple.

Spencer is versatile, so he works fantastic as a battery(1st), meter-user(2nd), or anchor(3rd), but he’s strongest in the 2nd slot on the team, because he gains access to a larger meter pool, a pretty powerful lvl 2 x-factor, and a reliable assist (your third should have some good assist).

On the topic of combos… I don’t know any :confused:

My BnBs fail to work now due to the hit-stun deterioration of Chris’ landmines. Time to hit the lab.

I do have a question though for the Stark feller. How reliable are the combos that involve the launcher combos that don’t involve the ending S (instead you fall to the ground and H grapple them). Is it something that will be practical with practice after a few hours or so or will it just be for show?

Agree/Disagree with whoever on this topic is irrelevant to combos. If we want to discuss it make a new post for it or take it to PM

Stark can feel free to step in and/or correct me on this one, but the point on Air H >> diagonal Zip >> H into unscaled grapple combos are meant to tack on additional wire grapples with minimum hitstun decay. The reason you do it early is because later the decay is too high to land them (need enough time to both land and do the wire grapple, which starts in 10 frames). Now that Spencer has ground and wallbounces, hitstun decay is the biggest deterrent in larger combos (as is damage scaling, though that’s less of an issue), so trying to control/maximize given that constraint is the key to pushing out larger numbers.

It likely won’t even take you a few hours, took me about 10-15 minutes. The way I do it atleast is to hit the j.M as early as possible on the way up and then a slight delay before the diagonal down wirezip into H

I don’t put things up if don’t think they’re match-practical. I do :s: sj.:m: j.:df::l:+:s: j.:h: |> :qcf::h:~:l: all the time in matches.

:eek: It’s even super easy to do. I tried it after just watching it for a while and missed my first few tries, but got the timing down pretty quickly on my own.

Learning all the different ways to get these grapples and to milk the most damage out of ground hitconfirms are going to pay off infinitely more in this game, I think. :smiley:

I still disagree strongly with essentially everything you said, and I had written a nice long rebuttal to every one of your points, but this isn’t the place. We can take it to pm’s if you want a real discussion.

I’m picking up Spencer for the first time. What are the hit confirm BnBs that I NEED to know?

2 questions.

What does ā€˜V’ mean in the notations? And is super jump cancel grapple just down up j.qcf ATK? I’m trying to do one of spencer’s basic midscreen combos and I always miss the S after the down forward zip into qcf L L.

ā€œVā€ means ā€œland.ā€ And technically yes his super jump cancel is what you posted but to make things way easier and more fluid, its easier to tiger knee ( :qcf::uf: ) the input because you get the super jump and the special move input in one shot.

Spencer loop breakdown:

[media=youtube]Td9Z1EJfFBo[/media]

There are better examples. Knives does a version that doesn’t optimize damage but it works for his team.