Ultimate Arm, Bionic Arm. UMvC3 Spencer Combo Thread

[media=youtube]m21qkT47K8M[/media]
Centurion Rush assist for combo extension after a H wire grapple + lots of armor piercers. Focusing more on bionic lancer on this one.

You know you can always call an assist + OTG grapple after maneuvers as well right? All those combos would be doing a lot more damage that way.

Just at tip.

Cool video.

yup i know… just felt like using more lancer in this vid…hehe :smiley:

Question: whenever I do the launcher to grapple cancel, ( :s: jcc) :qcf::h:~:l: , spencer always shoots his wire straight up in front of the opponent. The S launcher pushes me a little bit backward. Example, if I’m in the corner and I do launch into upward wire, I will be a step out of the cornor and the opponent will still be against the wall so the wire will miss. What am I doing wrong?

it doesnt work off just a raw launcher into TK grapple, spencer needs to be under ( ish ) them in order for it to hit

:eek: Yeah, if Stark could put this in her OP, it would be awesome.

Spencer has to juggle into his TK :h: Wire Grapple. I can’t remember if she’s made it clear enough there or not.

Too lazy to record, feel free to chew me out if this has been mentioned before.

Spencer corner to corner:

cr.:l:, cr.:m:, cr.:h: xx :uf:+:s:+:atk:, j.:m:, /, j.:m:, j.:m:, j.:h:xx:f:+:s:+:atk:, :f:+:s:+:atk:, :df:+:s:+:atk:, /, j.:m:, j.:h:, j.:s:xx:d:+:s:+:atk:, /, :qcf:+:h:~:l:, OTG sj.:qcf:+:m: (tiger knee), sj.:s:xx:f:+:s:+:atk:,:df:+:s:+:atk:, /, :qcf:+:h:~:l: etc etc (you’re in the corner, call Doom or whatever you want.)

Does roughly 500k meterless and brings you from one end of the screen to the other. There are other jump loop variations that do marginally more damage, but this one seems quite consistent.

I just wanted to say HOLY CRAP Stark…I am blown away by this thread. This is hands down the best combo thread I’ve seen so far for any game. Huge thanks to you and anyone else that had a hand in it. Hopefully I can help contribute to the Spencer game before too long. Thanks again!

:eek: I likes it, Duckie. :smiley:

I used to use the [:l:, :m:, c.:h: xx :f:+:s::atk:] x2, :l:, c.:m:, :s:, [air series], [whatever followups] to get across the screen, but it has two big problems.

1] Timing is super tight. Especially with Spencer, who finds opportunities for hits that are few and far between, the payoff for dropping a really tight combo had better be worth it.

2] Meter gain reduction. I used this in vanilla because it built up plenty of meter and I typically didn’t super at the end, instead using it for its great positioning in order to reap the benefits of that meter gain shortly afterward on my next touch. With that gone, any corner carries that can fit in any UVGs are more than worth it, I think, just to squeeze in some extra damage. If you can set up a Bomber in the corner and go for a grab reset at the end, that makes it even better, technically TODing many many characters.

And yes, Stark and company put good work into this thread; very well organized and with lots of good information.

:d::l: :d::m: :h: :s: sj j.:m: j.:m: j.:h: j.:df::s:+:atk:, j.:s: |> neutral jump to full height j.:qcf::m:, j.:df::s:+:atk:, :s: |> :h: :s: sj j.:m: j.:m: j.:h:j.:df::s:+:atk:, j.:s: |> sj j.:qcf::h:

Having a lot of consistency problems with the above combo, sometimes it works and sometimes it doesn’t, the part where it always messes up is after the 2nd df zipline the S whiffs and I’m not sure why it would whiff sometimes and sometimes hit. Are there any tricks or something I’m not aware of in the combo

:eek: I have some consistency problems with this combo from time to time as well, mostly in the j.:s:, land, :h:, :s: junction.

The enemy either evades the j.:s: or flips out immediately afterward.

I think some of it has to do with the horizontal spacing you have when you OTG with the :m: Wire Grapple, but I find that I land this combo is much much more consistent out of a super jump OTG :m: Wire Grapple. You can TK the grapple very quickly if doing the grapple out of a straight super jump is too tight for you. The height at which you release the second :df: zipline is also very important.

While I’m still not 100% sure why I drop the combo at the junction that I do, I’ve gotten comfortable enough with it that by time I’m traveling along the second :df: zipline, I can tell whether or not I’ll be able to hit the j.:s: and complete the combo. Still working on it, though.

Good stuff, I actually had a very similar corner carry combo but I couldn’t find a way to land the tk m grapple stuff because of hitstun deterioration. The one I was experimenting with starts the same but the part where you do downzip into up grapple, i did :f:Zip, :f:Zip, :df:Zip, / :s: XX :h: grapple and that put it over the top so the tk m grapple can’t land me an up grapple. Never thought to use the down zip to end it short, nice find. Btw is this character size specific?

zip is not :atk::atk:

I was confused for a bit.

Ah yes, was posting in the Doom forums shortly before, my bad. :atk::atk: = :s:+:atk: in the above transcript :sweat:.

I’m pretty sure it works on most of the cast.

You can always go for the other wall to wall combos I posted in my combo vid. The extra range on zipline forces you to sj. then OTG :qcf:+:m: and gauge the jump height perfectly to hit with the very tip of the grapple. Needless to say they are way more spacing dependent, but I think they build a smidgen more meter (or not, shrug). I definitely like them better than the one I just mentioned above; the only problem is they’re much more difficult and you need to know which version to use depending on the character.

edit: I fixed it

I haven’t really tested the meter build of this, however, a very simple corner-to-corner combo is:

c.:l:, c.:m:, c.:h:, :s:, s.j.:h: xx :df:+:atk::s:, s.j.:s:, (normal jump back) :qcf:+:m: (OTG) xx :df:+:atk::s:, j.:s:, :h:, :s:, s.j.:m:, s.j.:m:, s.j.:h:, s.j.:s: xx (in air):qcf:+:s: xx :qcf:+:atk::atk: Does around 650k damage

Two notes:
The zipline down forward before the knockdown :s: and the normal jump back before the OTG are necessary for the proper spacing to connect the the j.:s: after the OTG.
Only doing s.j.:h: on the first “air combo” improves hit stun decay allowing you to use Bionic Maneuvers in the corner for more damage rather than Lancer - doing more hits causes them to flip out after the Bomber.

There’s another combo similar to Duck’s I’ve just started doing that uses less wires and thus improves the damage scaling, but I’m too lazy to type it out rn because my class is almost over.

Well, this is pretty much the same thing as my combo. But if you aren’t trying to end with super instead of doing :df::s:+:atk:, :s:, do two/three :f:.:s:+:atk:, :s:

Yannick: the backward jump may help your spacing issue.

This combo specifically is also a bit harder to link on some of the bigger characters, specifically Sentinel. Sometimes I will drop the :h: before the relaunch in those instances.

Alright, now that I’m home my version of the zipline combo:

cr.:l:, cr.:m:, cr.:h: xx :uf:+:s:+:atk:, j.:m:, land, j.:m:, j.:h:, j.:s:xx:df:+:s:+:atk:, j.:m:, j.:h:, j.:s:xx:df:+:s:+:atk:, :m:, :h:xx:qcf:+:l:~:l:, (dash forward), :qcf::uf:+:m:, j.:s:xx:f:+:s::atk:xx:df:+:s::atk:, :s:xx:qcf::uf:+:h:~:l: then however you want to end it. Can’t get a bomber into Bionic Maneuvers or grapple though I believe.

You end your jump loop with :m:, :h:, XX :l: grapple. I don’t remember the specifics of your combo, but this exact jump loop was posted earlier and you can almost always get an :h: grapple instead of ending with :l: grapple. For example, rather than doing :m:, :h:, :l: grapple, try cr. :h: XX :h: grapple instead. That usually works for all jump loops that I’ve come across. The damage boost is quite sizeable because its really late into such a long combo.

Just tried it out and the c.:h: whiffs unless I only do one jump loop, and even then it doesn’t always connect nor does the :h: grapple hit. In the corner I can use :h: grapple, but not midscreen.

Yeah, I was gonna say in my combo you can sneak in a cr.:h: before the first :h: grapple. It bumps up the damage a little. I think you’re getting around 720k at that point with an otg grapple after maneuvers.

Getting 2 vertical grapples is what makes the combo worthwhile.