Ultimate Arm, Bionic Arm. UMvC3 Spencer Combo Thread

The only difference is you can do the special followup for the M version and not the L version; M is strictly better. I always use L anyway though 'cause I like the voice clip more. (Party time!)

Hmm, I just tried these out and I feel that stand :h: is superior because if you use :m: and cancel as quickly as possible, the opponent will still be in blockstun from the :l: and the command grab won’t connect, but with standing :h: it times out perfectly. Crouching :h: might be better for further range (I’m not sure) but personally I find it difficult to input as quickly as I can with standing :h:.

Shrug, don’t cancel as quickly as possible? :smiley: I think st.:m: gives you the most range, but it’s a little tighter.

Well in my experience if I do something as fast as possible, I will do it consistently that way every time, instead of having to pause some nebulous amount of time before pushing :m: that I will have to learn to replicate and risk doing too fast or too slow… I just think it’s more practical. It also gives less time for the opponent to react and up back, so it might make your rushdown more effective that way. You raise a good point about the range though- that might be worth looking into. Anyway sorry for the digression, just thought it was an interesting little topic that I haven’t seen explored.

That’s fine. You should use what you’re most comfortable with anyway.

Has anyone ever made use of X-Factor canceling the ground zipwire into a j.:l:/:m: ? After it hits you can do st.:m: and possibly M leading to a full combo. It’s kinda has tight timing but you could add an assist to make it a lot easier. But of course it is risky since your popping X-Factor.

Sorry if this has been brought up already, I don’t [S]lurk[/S] read this thread like I used to.:xeye:

Also, if you dont mind me asking, what incoming mixups do you guys use?

Hey guys i’m new to spencer i’m currently trying to incorporate him into my team, I play zero/wolvie/task however wolvie assists are of no use. I know that their are better characters to go with zero however I only play characters that I like zero and wolvie have been my mains since vanilla but I feel its time for a change.

So I would run zero/spencer/taskmaster my question is i would usually only have spencer/taskmaster while spencer is in play, what combo’s would be best to learn in order to optimize his damage? or any other suggestions I am open to criticism aswell aslong as it is constructive.

To continue this discussion, I did some more testing and discovered something really sick- If you do c.:l: xx :h: ~ command grab :h: it will grab someone who holds up back after the low short on the very first frame they leave the ground. I think this is insanely strong but I’d love to hear what some more experienced Spencers think of it. I just tested this using record and playback in training mode and not against a human opponent but the principle should apply.

Lol, Justin is hilarious. He has such terrible game knowledge but he gets by on hour 1 combos because he’s such a good player.

My favourite Justin combo was :qcf::l:>:l: xx Bionic Arm

Hey, I do that too. I just put some stuff after it.

Kara command grabs on the ground can -always- be mashed out of btw (unless you’re fighting Hulk or something). There’s intentionally a window (that if memory serves me is 5 frames) where out of hitstun/blockstun you can’t be thrown or else characters would essentially have infinites (if the window was under 4 frames you’d never be able to jump or if you didn’t have an invincible reversal you’d have no options). Long and short of it any Spencer ground command throw, Kara or not, can be mashed out of. I’d focus less on what you use and more about having reads on when you don’t think they’ll block.

Um, who do you know that tries to mash out of random blockstrings? Frame traps are so freaking common in Marvel that mashing in blockstrings is almost universally a horrid idea. That’s they this can work, they expect to block but ~surprise~ command throw, more effective than a normal tick. Like, this is legit mixup. You obviously shouldn’t go for it every time, but this is legit mixup.

You can always jump out of tick throw attempts, even in the scenario you describe. Pre-jump frames are unthrowable.

Huh really? I thought the frames for jump startup (3 frames iirc) is vulnerable to everything. Or is it landing frames that it is vulnerable cause I do remember seeing a video of someone using cold star assist on a chicken jumping opponent and they were able to throw as soon as they landed.

In most games, you are vulnerable to attacks while in jump startup, but not throws. In UMvC3, you’re invuln to throws and can still block attacks (blocking low is hard though, obviously.)

What’s happening in your example is, the moment you land, you leave blockstun in UMvC3. You can still block and break throws as this happens… But there’s a glitch, where you can’t break a throw that hits you at the same frame a projectile would have.

If you think people don’t try to mash out of strings/mixups, you give the Marvel scene far too much credit.

I try to throw around a decent amount of frametraps in my play, baiting that sort of thing out. Surprise throws are the next stage of the mixup. I obviously have no reason to go for it against someone who dies because they get hit out of their own foolishness.

Yeah, the way I’ve been using it has been like c. :l:, pause, c. :l: :m: :h: for the first time I get a close blockstring against an opponent to bait an upback, a button press or a pushblock, then c. :l:, pause, c:l: :h: ~ grab to punish a block. I wasn’t bringing it up and suggesting that it was inescapable or anything but I have found it to be an extremely powerful option in the matches I’ve been playing lately.

But alas, you are not everybody. Some people play so basic you can’t even get to the next stage of the mixup because they didn’t understand the first stage even when they got frame trapped left and right.