MvC3 BioCombo's - Spencer Combo Thread

Obviously still stuff being discovered for Spence. so far my favorite new character and these combos are inspiring. Though he is slow and has a tough time getting in he hits pretty hard and builds meter really well. he is my point man -still trying to figure out who else would be good with him. i like Trish as a character and I love playing skrull but my team has no good assist usage other than Trish’s peekaboo.

I’m not sure if anyone’s made a vid yet, (and honestly I’d rather that non spencer players not know about it) but the reset potential in the corner with the jcc H grapple stuff is godly. If you land a j.S on thor near the corner, you can kill him in one normal reset meterlessly or one command grab reset with 1 meter. It’s not thor specific or anything, I’m just saying that the damage potential is great. I wish there was an option select 2L>623H for it to cover jumps but in most of the matches online I’ve used it in, people don’t even realize there’s a reset and I get the combo with 2L, haha.

Anybody tried a near-corner Armor Piercer then juggled the wall bounce back to the corner into the :s:, jcc :h: Grapple loop? Seems like it should work if you’re the right distance. That opens up the possibility of far :f: + :h:, Armor Piercer, :l:, :d::m:, :d::h:, :s:, :h: grapple (loop). The ability to get into the loop without needing an OTG assist should make it far more useful to those without OTG assists. Also should allow more damage on a near corner armor piercer than going straight into the super.

Hello!, here’s my setup for my team (described on my signature)

A.:h:, A.:s:, land, :l:, :m:, :d::h:, :atk::s:, :l:+:a1:, :m:, :h:, :s:, A.:l:, A.:m:, A.m, A.:h:, A.:s:, land, A.:qcf::h: (or :m:), A.:s:, land, :qcb::atk::atk: (Bionic Lancer), A.::qcf::h:

My assist is Arthur with the Fire Torch, and the last part of the combo it’s when you are on the corner, strict timing is required for the Bionic Lancer to hit.

Another grapple loop combo, no OTG assist. In the corner:

:l::m::h::qcf::l:(:m:), j.:h:, land, j.:m:j.:m:j.:h:, land, j.:m:j.:h:j.:s:, land, :s: (jcc grapple loop).

You have to delay a smidge between the air portions of the combo in order to keep enough hitstun to keep them in the combo. Also, the air portion is mainly just to get the opponent back into the corner without the use of an OTG assist after the wallbounce gets used. If anyone can find an easier way to push the opponent back to the corner (sans the use of an assist, as not everyone’s assists are that good), let me know.

It doesn’t do a whole lot past about half health on most characters, but it builds mad meter and you can stall for time. I was mainly just trying to find a way to start the grapple loop without any assists.

Is it possible to Cancel the :h: follow-up to the grapple with Lancer or Maneuvers and have it combo?

None of the followups to grapple are directly super cancellable. I’m not sure why you’d want to though, given that you can just combo into a super anyway off L or M followup.

Sorry for the double post, but I made a new vid for spencer’s reset options and for some combos I came up with in THE LAB. Anyway, enjoy.

[media=youtube]qiA_wKoja0o[/media]

Fun video, lots of good stuff there.

One thing I’d like to add is that you can do Spencer’s Grapple Hook -> :h: follow-up (the one that pulls them in and sets them down in front of you for resets) and immediately do a :d::df::f: :a1: or :a2: snap-out. It will combo.

It’s a nice way to finish a large extended combo (500k+ with an assist) with a snap-out, if you really need to get that Phoenix or troublesome assist of theirs in. :tup:

I’ve been messing around with jcc. H grapple and I can’t get it to connect after S. The opponent is always off slightly to the side, making the hook miss. What am I doing wrong?

It’s all about when you hit them with j.S, generally speaking you want to him about the height of the tip of S’s hit box on the ground. (If that makes sense) That way, when you launch them they fly up above you without their position being altered whereas if you do it too late then S will move them in front of you and the H grapple will whiff. I hope that helps. @_@

Yup, it works. Thanks.

So you guys know with Spencer/wolvie I can pretty much 1 hit touch of death any char if i have2 meters by the time i super from anywhere on the screen.

Midscreen its as simple as lmh armor piercer to bionic manuevers DHC into wolvie speed super dash launch into wolvie non super BnB.

If you are in corner just lmhs JHjS OTG hook J.S armor piercer bionic manuevers dhc’d into wolvie.

These two combos do from 1,000,000 to 1,120,000 depending on how u open them for only 2 bars no aerial exchanges. I assume similiar combo’s can be done with morrigan felicia etc, thier problem is being able to catch the opponent after bionic manuevers without wolvie’s + speed for the dash launcher.

You can also do this if you happen to have Wolverine on point (because of his superior mobility/mixups), you’ll just need to Aerial Exchange to Spencer. While that does technically open up the possibility of an AeX-Counter, it’s pretty nice if you’re going up against a team that you don’t want to be using Spencer against.

Ok Kjunk in regards to that. I’ve not been able to figure out how to land the bionic manuevers after aerial exchange. If I try for otg hook to air s to armor piercer or something I can never connect, they always seem to instant recover after the air attack. I know I can go from wolvie dive kick + H+heavy barrage+barrage x into bionic manuevers, but yet to be able to connect off an aerial exchange, do I have to do it before the ground bounce in wolvie’s combo’s or something?

I’ve had to do some weird stuff to make it work (thanks Wesker/Zero players for the idea). Here’s the combo I’ve been using… it starts with Wolverine’s basic BnB:

cr.:l:, cr.:m:, :h:, :s:, j.:m:, j.:m:, j.:h:, Drill Claw, j.:d::h: (land), :h:, :s:, j.:m:, j.:m:, j.:h:, :u:+:s:

At this point, Spencer flies in from off screen. As soon as he hits with his Aerial Exchange tag, don’t hit them with any other attacks. Do an immediate :d: Zip Line to take you to the floor.

They’ll be in an unteched fall from the Aerial Exchange hit, and you’ll beat them to the ground.

You can now just do a Bionic Maneuvers dry, and it will combo. You have to be quick, though.

I’m still working on getting :f:/:b: + :s: exchange combos going, so we have some variety in case they start denying the :u: + :s: exchanges.

I think a :d: + :s: air exchange would work better. It leaves the wallbounce so you can try getting to the ground in time for an armor piercer into bionic maneuvers. :b: or :f: + :s: exchanges use up the wallbounce. Depending on where you can hit it, you may still be able to do an air grapple into bionic maneuvers, but it’ll be height dependent since they’ll hit the wall and drop.

Good stuff Kjunk

Has anyone been able to get the damage scaling bug to work with She-Hulk’s air throw super? It seems like the window is big enough off Bionic manoeuvers when Spencer throws his opponent in the air, but I find it really hard to gauge because you have no frame of reference when the background turns green.

Wow thanks kjunk don’t know how much time i spent trying to get the relaunch using down or side exchange, using this upexchange trick is actually kind of easy and provides me another touch of death option. Also if I do it once, opponent get worried about it and on second air jump just MM drill claw fatal claw, since no H u will miss drill claw and go under them, they will throw out a E from trying to stop exchange and since u went under it will miss and u get a full damage fatal claw.

You can do it off :d: + :s: exchanges easily, but those are often what people aim to counter since you get that full bar of meter for completing one. Ideally, we’ll find ways to tag in Spencer and combo into Bionic Maneuvers off all 3 exchanges, midscreen and corner :smiley: