MvC3 BioCombo's - Spencer Combo Thread

as much as I love the 2nd video, I wont be able to do that since I dont use an OTG assist. :frowning:

Im cool with these, since I dont use my meter that much and am usually sitting on 3-4 bars.

Neither of them are useful to me with no OTG assist and Spencer acting as a battery for Sentinel…

Damn, these were the type of combos I’ve been hoping for.

Connecting the armor piercer after a Bionic Lancer on a midair opponent is quite a bit trickier than I imagined. At first I just thought it just was based on the height of opponent during the super, but now I’m doing it pretty easily during the diagonal zipline combo in the first video, even when the opponent was close to the ground and half a screen away.

Vertical zipkick loop looks great as well, but I’ve yet to attempt it. At least now I finally have a reason my Wesker team again.

EDIT: So the first thing I noticed after trying this out is that the grapple doesn’t come out after launching. The only way to get it out is to TK the motion, and fast (Remember how if you TK the OTG grapple too fast you get the ground version?)

Holy Christ those are boss…

I have a feeling an OTG assist isn’t necessary for the loop in the 2nd video. There’s 3 main requirements for it.

  • corner
  • need to get rid of Spencer’s wallbounce so the zipkicks don’t knock the opponent to the other side
  • Spencer needs to dash in while the opponent is still up in the air before launching, otherwise the vertical grapple will miss

Right now I’m doing this in the corner:
:m::h::s: > superjump > :h::s: > :qcf::h: (while still in the air) > j.:s: > land > :h::d::a1::df::f::l:(:l:) (calling in the assist while doing the motion for his reel in punch) > dash > :s::qcf::uf::h:(:m:) > rest of loop

I can’t really confirm anything because the execution is a bit too much for me at the moment, but with Haggar’s spinning clothesline, I was able to keep them juggled after the reel in punch long enough to possibly launch into the loop.

EDIT: Damn, I can’t do that mid-fullscreen zipline combo on every character. Spider-man falls a bit too fast but is still possible, and Sentinel won’t work at all.

could you please elaborate on the timing? this is my stopping point; i cant land the armor piercer after the second lancer :bluu:

if i cant do 5 bionic AAAAAAAAAAAAAAAAAAAAAAARMS in one combo, ill die

[media=youtube]BYsT0W5MzwI[/media]

That video is boss. But anyone have a clue as to how he cancels the launcher with the bionic grab for the loop to occur??

just speculating, i think it might be a link… i havent messed w/combo2 yet(still trying to get the 5lancer one), but i know w/cap you can do launcher then link :h:stars&stripes for 2hit combo. or like how you can link armorpiercer after spence’s overhead… maybe the same type thing?

edit: its exactly that. i just replicated the combo to that point(:h:grapple w/:l: followup). its not a cancel, but you can link it really soon.

I can only do it during that zipline combo where the timing is much easier. I still haven’t figured out the timing for corner version with the 5 bionic arms. And that’s the combo I spent the most time on.

I was able to do armor piercer > bionic lancer > armor piercer (from the other side), but I have no idea where I did it (I know it wasn’t in the corner at least), what the timing of my lancer was, and I could never replicate it again.

Check my last 2 posts in this thread.

hmmmm
i have more speculation… do you think he is doing kara armorpiercer off of a standing:h: ? :confused:

It’s what we old hands at GG and BB call a jump cancel cancel, my friend. Spencer’s launcher is only cancellable on hit by jumping, so you start the jump animation (which cancels the lag from the S) and immediately H grapple before you’ve left the ground. Funnily enough, learning the vertical loop is sure to create some bad muscle memory habits for the more conventional otg H grapple haha.

im pretty sure its just a link. i landed it no jump cancel. just a slight delay after the :s:

You’re most likely tiger kneeing by accident… which is actually a great habit to have as a Spencer player haha. Without the JCC, the grapple will arrive at the opponent after they’ve teched.

I think I’ve slowly got the hang of it. What I’ve done is do the j.:s: a lot higher than I usually do it, skipped the standing :h: attack and gone straight for the armor piercer. Then I delay my 2nd bionic lancer since they’re too high for it to hit (I do it right around when their body reaches the wall). You’ll know you did it right because the bionic lancer hits slightly later than usual because they’re still a bit too high. After that, the next armor piercer is pretty simple to land.

I haven’t gotten the armor piercer after the first xfactor’d bionic lancer yet though.

EDIT: Nvm, I finally did it. Did 1,545,100 damage off a j.:h::s:, 1,618,000 damage if you replace the last lancer with maneuvers. It’s… it’s beautiful…

Yea that’s the thing messing me up so much. After the second or third launcher, I always do OTG grapple. Or I do it too fast I mess up and end up superjumping.

if i had tiger kneed it, the :h: grapple wouldve been airborne & gone down instead of up :coffee:

so nite, pretty much like i was noticing in the vid, they have to land on the top of the lancer for you recover in time to do armorpiercer?

If you tiger knee and push H before you leave the ground, ground H grapple comes out. Really, I just explained it a few posts ago. This kind of baffles me. o.o

i never discounted jc’ing as being a method… but as an un-baffler: my inputs were :s:,:s:, :qcf::h:

like i mentioned how its possible w/cap to :s: then link :h:stars&stripes for a 2hit.

when i use coffee smiley people tend to get touchy, but its all good… AAAAAAAAAAAAAAAAAAAAAAARM! :coffee:

Before you jump there are a few frames where you’re still grounded which can be cancelled with any special move. That’s why the timing is a bit off - even if you did do the jump, press the button too early and you get a regular hook.

EDIT: The OP has been reworked! BnB’s are going to get into the spotlight. We want damaging combo’s for low costs, execution- and meter-wise. I’ve put up a midscreen combo and a corner combo for comparison. Combo’s like the Ultra Loop are not in there because they simply don’t do as much damage as these BnB’s for the same cost.

No no, haha. I meant spookydonkey’s insistence that it’s a link is what baffles me. I’m perfectly familiar with the JCC technique.

I don’t play Cap, but I just went to training to try that and to do that you perform the exact same JCC technique as we’re using here for the H grapple and it works like a charm.

As for the vertical loop stuff, this is super exciting. Spencer was already a beast in the corner and now he’s off the charts. I spent alot of time in training early working out what may be practical variants of the loop (since personally, I’m not sure doing the full loop is very match practical. It’s hard enough to get a bunch of reps in training and if you whiff even one grapple or mess up, you can get punished pretty hard). Like otg assist>S>H grapple P followup>TK H grapple does a respectable 700k meterless after all the normal corner stuff. Or you can do the loop one time into armor piercer>super. It helps that all this stuff is flashy and awesome too, lol.

Yep that’s correct. And to get the xfactor’d lancer you have to do it slightly after they start to fall downwards from the previous one. The timing might vary depending on the character since I had some trouble doing it later on different characters.