Ultimate Arm, Bionic Arm. UMvC3 Spencer Combo Thread

But then you win for free, so I don’t see why you’d complain.

Not complaining at all. My intention with my original post was just to point out that any command throw setup can always be mashed out of if your buttons are remotely decent (and Kara throws are worse about that because they have higher startup since you need to factor in some of the startup frames of the move you kara’d) and that while mashing is not the greatest option, if you anticipate the throw it’s a viable option. Heck, if you’re positive that they’re going for a throw as spencer i’d say it’s the best option, jumping back can get you jawbreaker’d too if the go for the H instead.

Okay, uh, you do realize that the extra startup is covered by the blockstun of the move you cancelled from, right? You move in with the advancing normal, timing jawbreaker to hit them as the grace period ends. So it’s not any more mashable, it’s just a surprise this-looks-like-a-blockstring-but-actually-it’s-a-tick.

Ok fine; if you time it properly then you still have the same grace period where it can be jabbed out of, and if mistime the kara, there’s an even larger window for you to do so. The smoke and mirrors of making it look like they can’t do something when they can doesn’t change that, whether it’s Spencer jawbreaker, Spidey ultimate web, or Thor hurricane resets.

Love the condescending tone by the way. Real nice touch.

Sorry if this has been asked/answered before but:

  1. Does Spencer have any sort of worthwhile TAC combo? I’ve seen some come in and then do a diagonal down zip but is it worth it and what situations does it lend itself to?

  2. What combos are you going for after a midscreen jawbreaker?
    What I’ve been doing is after they coming down, LMH (slight pause) u+f zip (j.MH -> d+f zip -> jS) x2 -> UVG. By then they should be at or near the corner and just go into whatever you want. I was just wondering if there is something better than that.

Yes, you can be jabbed out of this. That does not mean it’s not worth going for, though, so why do you keep being so dismissive? We all understand that you can be jabbed out of it, that is not new information. I’m sorry if I sound condescending, but you’re making it sound like there’s no reason to ever go for this when that is blatantly not true against anyone who’s been conditioned to block with frame traps. If you never see them try to block, then no, don’t go for it. But that just means your competition is bad and you should try to teach them to be better.

still condescending…

for the vergil extension in the corner whats the exact timing? when do you call vergil assist? is it recommended to tk the bionic bomber? i’ve been having a lot of trouble with the consistency.

Call the assist after a vertical grapple and immediately do tk bomber then uvg. It doesn’t work if you do it too late in the combo so try to call Virgil first if you have 2 combo extending assists.

Let’s look back at what started this in the first place.

Blinn here thought you couldn’t get out of tic kara throw setups. I corrected him. I said absolutely nothing in my first post about whether or not it was a good idea, merely that the game mechanics allow you to get out a light before the command throw. So no, not everybody already knew you could jab out of it. If they did I wouldn’t have mentioned it.

Furthermore, I never said it was a bad idea to do tic throws, merely that if I anticipated one from Spencer I’m probably going to press buttons. I’m not everybody. Is that a “dumb” idea? On paper, absolutely. But I never look at this game as smart Vs dumb; always risk vs reward. Any strategy that opens up your opponent is a good one though, and if it works for you awesome.

Now let’s just shake hands and laugh about our comical misunderstandings of what was said and different perspectives.

… You’re right. I skipped over that bit in my head. I didn’t see what you were referring to and assumed you were saying what you were saying for reasons other than what you actually were. My apologies. This is all on me.

I think it’s easy to swing the risk/reward in this situation in your favor, though, by frame trapping more often than not. In that sense, it becomes a bad idea for the opponent to mash out of a potential tick throw setup, because if they do then a majority of the time they will lose out (which, against Spencer, is almost guaranteed death.) There’s lots of ways to set up your frame traps such that you can’t be counterthrown while still being extremely similar to the tick throw setups, after all, and advancing guard is hardly a perfect answer to that. I just think that something that adds another thing the opponent has to be wary of shouldn’t be dismissed. But now I see you weren’t actually dismissing it, just calling someone out.

I am okay with this. Sorry for being bad at reading, Zansam x: I think I just got carried away because of a stupid thing that happened in the Ammy subforum a few days ago.

That’s very true, and some people are fantastic at this. That’s when they’re frightening to play against lol. I tend to look at players from the mentality of people like to build habits that they tend to repeat, and as long as you can see those you can made a better judgement on a course of action (psychology was my major, so I guess I try to focus a bit on reading the player rather than just the raw situation). there’s a couple members of my scene who I’ve noticed there’s a few scenarios where they’re more likely than not going to go for a tic throw, so i tend to jab them out of it (this applied to SFIV as well, some people claimed I had godlike reactions because I air threw with Guile a lot. I just knew what situations they were likely to jump after).

And yeah, I know how that goes. I had to ream out the RR forum a few days ago because they had a lot of their facts wrong about his moves/properties and they were giving me flak even though I was right.

Just wanna qualify that by saying that I doubted a button could make it out, I was is no way making a positive claim that it couldn’t.

Thanks for the correction though, now I know.

So I just picked up Spencer and I have a quick question. What are some options you can do after a TK Wire Grapple M if you’re opponent is too far away to hit with j.S (into f.Zipline, df.Zipline etc.) besides Bionic Arm?

[media=youtube]ODQfFi5cvmM[/media]

WHATEVER

Anyone have anything new to contribute? Has the well run dry?

idk if anyone else uses it, but i love to guard cancel a close range move into his armor piercer

works better than guard cancelling into super because a lot of the cast has answers to it…i use it mainly on phoenix and zero…zero especially, after i count his third hit on his H, just guard cancel and hit him with the 3 frame (may be faster in xfactor) piercer and just proceed to kill him after the combo

also, if u condition or run into someone who blocks the overhead, sometimes i’ll xfactor cancel the animation of the over head into a command grab…gimmick, yes i know…but you’d be surprised

Well, I did post this a few days back, but no one replied:(.

I imagine a new trick or two will happen at EVO. Whether or not it’ll be streamed/recognized is another matter.

Jeez. FINE.

[media=youtube]9CzTETVeRdY[/media]

Armor Piercer makes raw tag combos take way less specific spacing than they do for most characters, is the point here.
I’ve sorta known this for a long time, but I kinda just forgot to ever mention it. I’m pretty sure we haven’t really gone over it? Maybe we have and I missed it. This thread’s so dang long. If we have then sorry I guess!