Stark, I will never understand how you get Ammy to save your wallbounce. They never get held by cold star so I do bomber M, H, (call Ammy),S>UVG>UVG instead.
However, definitely going to try to use some of your Ammy stuff.
Lol, it’s really not that hard c: most important thing is to delay the H a bit after the TK until you’re a short bit in the air which seems to allow it to hit later in the combo for some reason. I just input it as :d::a1::df::f::uf::h:.
What you’re doing is cool too, though… But it is a bit less damage and only works earlier in the combo.
Lol, it’s really not that hard c: most important thing is to delay the H a bit after the TK until you’re a short bit in the air which seems to allow it to hit later in the combo for some reason. I just input it as :d::a1::df::f::uf::h:.
What you’re doing is cool too, though… But it is a bit less damage and only works earlier in the combo.
Yeah. If I do a zip loop to the corner I just call Ammy and bomber directly into up grapple.
:eek: Regarding your question about comboing after overhead, Cold Star might actually hold your opponent in place after the second grapple if you time if tightly enough.
Actually, to answer most of your questions, Spencer really is a rhythm character when it comes to his combos. Because of the tiny details like distance from opponents when using grapples, the starter you used, how long your ground string was, etc. – many of the intricacies of his combos aren’t in black and white. Maybe I’m just a slow learner for this character type, but it took me about a month to learn his stuff in vanilla and an extra two for Ultimate. Long story short, when you’re trying combo stuff, and you see you’re failing something, try it with a different timing or a different rhythm. All the notation in the world doesn’t help anybody get a real feel for when to do what, so aside from actually learning the notations, learning how to practice -differently- is essential to learning the character, I think.
Hey thanks, yeah Im kinda counting on Cold Star allowing for an overhead w/o having to link qcf+S, but who knows? Anyway, I figure Spencer combos are like a bunch of concepts held together by a glue of circumstance. I just want to learn the specific sequences for those concepts, then will figure out how to attach them to eachother as the situation calls for.
TimTim
April 28, 2012, 12:23am
484
Mix it up. You can be thrown out of the overhead’s recovery between armor piercer, so it isn’t safe unless there’s an assist behind you. I have to get that out of my system because people are picking up on it. Instead I usually end my chains early and jump and do a diagonal zip or just cancel whatever normal I ended with with a forward zip or diagonal forward zip. Sometimes people push block and immediately try to follow up with a dash or jump so if I pick up on their pattern I’ll throw out the respective grapple (though that’s another bad habit to get into if you do it predictably).
I run Spencer/Doom (beam)/Ammy (cold star).
I prefer beam because in reality getting up grapples with Spencer is really not that difficult without missiles if you’re in the corner with this team. Sure, I could probably kill any character with missiles without using meter in the corner if I did Spencer’s corner combo (If my math is correct and hit stun decay allows for it I think you’d get 6 up grapples which should undoubtedly be enough to kill… maybe having to waste a meter at the end on Thor) but in reality, most characters being used don’t have high enough health to make using meter an issue with him. Beam just seems better for him from a neutral point because it clears anything on screen which helps Spencer get in since he can’t do it as well for himself, and it allows for better mixups.
As for using Spencer’s diagonal grapple it’s very combo dependent. If you’re doing a standard magic series, the speed at which you do it determines what type of grapple will connect. Sometimes you can TK, sometimes you can’t, sometimes you can normal jump, sometimes you can do a down grapple.
Combos on the front page should be more than helpful at illustrating basic stuff. Zip loops are what you want to progress towards though.
What do you think of the gx loops?
That is the loop I use now since it’s universal (in respect to the buttons) and has more braindead timing.
TimTim
April 28, 2012, 1:26am
486
Yeah I should probably learn one of the loops. I’m too reliant on weskers otg.
TimTim
April 28, 2012, 1:54am
487
I just realized I love you. I finally started using that followup and it makes me…idk…happy
So, confession: I almost never do zip loops because I have an assist often enough (and my assist combo does more damage) that I normally just unthinkingly launch the opponent every time even if a zip loop would’ve been better damage. I should probably spend some time in casuals only using zip loops to get it more in my head to go for them more… I don’t have issues with dropping them when I remember, I just don’t typically have them in mind as what to go for.
So, confession: I almost never do zip loops because I have an assist often enough (and my assist combo does more damage) that I normally just unthinkingly launch the opponent every time even if a zip loop would’ve been better damage. I should probably spend some time in casuals only using zip loops to get it more in my head to go for them more… I don’t have issues with dropping them when I remember, I just don’t typically have them in mind as what to go for.
That’s the issue I had, but now it’s getting out of my system.
TimTim
April 28, 2012, 4:46am
490
So, confession: I almost never do zip loops because I have an assist often enough (and my assist combo does more damage) that I normally just unthinkingly launch the opponent every time even if a zip loop would’ve been better damage. I should probably spend some time in casuals only using zip loops to get it more in my head to go for them more… I don’t have issues with dropping them when I remember, I just don’t typically have them in mind as what to go for.
As do I. Just magic series otg with wesker cr:h: uvg. and by then they’re in the corner.
Yadi
April 28, 2012, 9:48am
491
Hey thanks, yeah Im kinda counting on Cold Star allowing for an overhead w/o having to link qcf+S, but who knows? Anyway, I figure Spencer combos are like a bunch of concepts held together by a glue of circumstance. I just want to learn the specific sequences for those concepts, then will figure out how to attach them to eachother as the situation calls for.
even though you have to link qcf+S you can for some reason mash it unlike street fighter, i used to do that when i couldnt consistently get it out and it works, it just makes you look bad lol
Can anyone give me some examples of assist that save the wallbounce in spencer combo
Another Ridiculous combo for 6 bars and 1,800,000 Damage Corner only, its kinda practical in the fact that u can OS Sent Command Grab into HSF then go into Bionic Arm
[media=youtube]YH4JOxqmRxI[/media]
that combo starts with hsf dhc lancer, that is not remotely practical
TimTim
April 29, 2012, 5:14pm
497
Another Ridiculous combo for 6 bars and 1,800,000 Damage Corner only, its kinda practical in the fact that u can OS Sent Command Grab into HSF then go into Bionic Arm
[media=youtube]YH4JOxqmRxI[/media]
Nah, not practical just a huge waste. No offense of course.
TimTim
April 29, 2012, 5:16pm
498
Its just air :h: zip :df: :s: jump up rinse and repeat.
ahh, thank you I just called it zip loop haha.
has anyone else tried the GX loop on tron…hate her damn hit box…maybe im just dropping it, but seems like u have to use the old zip loop on her