As Duck Strong mentioned, the tk ender is much easier to do and can be used after zip loops. The zig zag ender should be used in situations where your combo has too many hits and your opponent would drop out by using any other method. It also is the most optimal way to get a second super when you save your wall bounce.
Regarding your timing for it, keep these things in mind:
If the second zip whiffs, it probably means you are hitting the first zip too early. The key is to time it so you are hitting the first zip as Spencer is flipping right-side up.
If you are crossing up then it probably means you are hitting the first zip too late.
Once you get the timing of the first zip, the rest of it will come into place.
This is the easier variation of the jump loop, that will work on most of the cast without changing timing. The harder one switches the order of the :df:+:s:+:atk: and :s:.
:d::l::d::d::h: :uf:+:s:+:atk: j:m: (as you are falling hit the ){ j:m::h::df:+:s:+:atk:,:s:} x3 :qcf::h:~:l: That’s the basic idea of the jump loop. As mentioned by Duck on a previous page you can finish the third rep of the loop with j:m::h::df:+:s:+:atk: :df:+:s:+:atk: st. :h: xx :qcf::h:~:l: as well.
Adelheid has a very good video that will help you visualize how the jump loop looks. She does the harder version in this video.
I’m assuming the ,:h:,:s:,:df:+:s:+:atk: variation does more damage than ,:h:,:df:+:s:+:atk:,:s: right? Does the damage difference make the harder version worth doing?
thx for your help HabbySH. I just picked up spencer, so i’m pretty much a spencer noob. can anyone tell me what are some good, practical, and damaging combos to learn for a spencer noob like myself?
Maybe, but 3 gets you to the corner. You can hit with stuff a fair bit before you start the loop and still get it to work, so there is a bit of leeway.
every spencer user should know the combo extenders on the first page. i actually dont use the j.m dfzip j.h UVG extender (never figured out the timing), but the rest you should know. As for midscreen, the easiest (imo) is c.L, s.M, s.H, S, j.M, j.M, j.H, f.Zip (1-3 times to bring them to the corner), j.S. You can add a uvg after the j.S. If you don’t know what a uvg is, start with the corner combos in the op.
:d::l::d::d::h:,:uf:+:s:+:atk:,j:m:
1st+2nd rep: ( j:m::h:,:df:+:s:+:atk:,:s:)x2
3rd rep: j:m::h::s::df:+:s:+:atk:,:s:
4th rep: j:h::s:,:df:+:s:+:atk:,:df:+:s:+:atk:
:qcf::h:~:l: (You can :s: before the uvg if you’re in the corner)
I tested this on Wolverine, Rocket Raccoon, and Ghost Rider without needing to change timing.
I can record this if you all need me to, but it’s gonna be camera quality.
I can’t get the last S to come out in that 3rd rep there. Even with the shorter string MMS it still won’t come out. I can get it with MMH zip S, but even doing that I can’t connect a rejump H out of it.
Okay, I tested this a bit more and I might have found a fault with this combo. That last :s: in the 3rd rep seems to only connect if you start from the far left of the screen (I don’t mean stage) or in the corner. This also seems to work from anywhere if you do it on a small character like Rocket Raccoon. Maybe if we change some things this could work on any character from anywhere.
On a side note, I saw Infrit do the following combo versus Flocker in their evo match. The video could be better quality but my hdpvr is acting up:
[media=youtube]yGhtASScccM[/media]
I think its pretty good as it guarantees that you go corner to corner. It allows Spencer to save his wallbounce to get out the second super. It especially is good with Doom missiles. But obviously from about midscreen there are better combos you could do.