Ultimate Arm, Bionic Arm. UMvC3 Spencer Combo Thread

There are in fact things that I just never ended up putting on my channel. Like the full applications of my Spencer THC stuff, which I’ve been running since mid Vanilla, that was never put on my channel and there’s a good chance I never will. This is another such example. I actually don’t think anyone could practice zip loop and not accidentally cross under the opponent, and then realize, oh hey this can be pretty cool. I didn’t make a video because, to me, it is blatantly obvious.

And additionally. I give absolutely no cares about being credited for stuff. As far as I’m concerned, tech is public info the moment it’s mentioned. I don’t think it’s necessary to specifically credit everyone for everything they ever did. I don’t get pissy at people for making videos using :s: rising j.:m: delay :df:zip falling :h: in their combos and not crediting me. Did I invent that? Yes. But I also completely don’t care, and neither should you. I still think it’s outwardly hilarious you got so mad that I used a technique of yours in a video of mine and didn’t say “HEY DUCK STRONG IS COOL.” I laughed at your anger, because your anger is dumb.

Edit: Plus, you don’t even like this game! DOUBLE why do you even care! Why do you want your name attached to stuff on a game you think is bad? I just completely don’t understand you. Freaking, sure, toy around in training mode and post cool stuff, that’s nice of you, but man.

I wanna ask about that combo. I dont inderstand why after TK j.:qcf::s: :m: sometimes :h: whiff. I try it on Wolverine and Morrigan, on bigger characters it seems working perfect.

Maybe its about jump\superjump TK or about too close\far to corner? Is there possible do that combo after starter like :d::l: :d::m::d::h: :s: ?

Thanks!

It really is nothing more than just doing it fast enough. If enough time has passed after you start the combo, then they’ll break out at that point. If you’re only just barely close enough to the corner to connect the dash up TK j.:qcf::s:, then you also need to have done the starting super jump stuff very precisely to make it work reliably (and it won’t work at all if you did rising j.H instead of rising j.M since that causes more time to pass). However, it does work on every character in the corner and all but the tiniest characters pushing to the corner.

Lmaooo real tears

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LMFAOOOOOOO…sometimes I honestly think that beef between those two is staged but Stark raises a valid point. Sometimes I feel like I see some Nova combos that I think I may have pioneered but regardless of me THINKING that, who am I to assume someone didn’t just spend time in the lab like me? But anyway, that’s besides the point…here’s 3 combos I came up with using Spencer w/ Nova assist…nothing super cute or new…just felt like posting.

[media=youtube]iEJNX2Gy55M[/media]

Edit: OH, and these work on the small bodies too. Did em on Joe and RR

Check out this super jump loop I came up with. Buffering the super jumps on landing is pretty similar to Mag’s ROM.

[media=youtube]G9nofMyc_48[/media]

That combo is pretty cool but

I can’t help getting the feeling that it’s both worse and harder than the standard thing to do, lol.

Yea it is - I drew inspiration from your midscreen bnb with the up grapple. I also found out you can get 2 reps of that (j. m > DFzip > j. h |>) before hitting the up grapple.

I don’t mean to sound like an asshole but Yipes already posted a video with this. It’s still cool though
[media=youtube]pH3ZtzfAWMo[/media]

And I did it over a year ago in this video:

[media=youtube]qZtyRn5cFCI[/media]

yay, the cycle continues

yup yup i remember this. i was gunna use this instead but it wasnt the EXXXACCT same thing so i didnt bother. But in all seriousness, I think we ALL know you’ve done alot when it comes to development of tech…no need to be a jerk about it…it’s the INTERNET we’re talking about here.

I got a few questions on specific combos/timings.
I’ve been practicing that midscreen forward air grab combo you posted and I am having problems with the rising jM (delay) df zipfalling jH UVG. I can do the entire combo consistently like 20% of the time. I either just whiff the falling jH, UVG catches a teching opponent, or just barely whiffs a now teching opponent.

For the “new and improved” GX loop, on the rare opportunity that I actually hit the cr.H, I ALWAYS miss the UVG because I’m NEVER underneath the opponent.

For the meaty fall jM, do you need to super jump the TK otg or delay the H because half the time it my falling jM doesn’t hit the opponent at all. Since Ultimate came out I’ve been doing the df zip into falling jS but I think the meaty setup will be more beneficial as a reset and keeps the opponent in the corner.

The root of all my problems are timing I guess. Any tips on any of these?

Yeah, just, do it tighter I guess? I don’t think it’s that hard ε:

That’s fair. Honestly I usually just easy mode it and do :df:zip :df:zip :qcf::h: for my ender. What’s nice, though, is that if you get enough experience you can tell when your timing wasn’t quite right and abort to something easier if necessary on the fly. But it’s also the sort of thing I wouldn’t really worry about before patching up other issues in your game.

You don’t need to super jump for the TK. I’m fairly certain I never do. I also always try to wait as long as possible before I do it off of knockdowns where that is relevant, but I’m not sure if that actually matters.

I actually think that grab follow up is the hardest thing of the bunch to hit because of timing issues. To be fair, it took me awhile to get used to doing Task’s Ultimate BnB because of the immediate button then the delays. I am actually surprised I suck at this follow up though because it seems very similar to Task’s BnB which I hit with 99.9% consistency. I definitely think this is worthwhile to do because it is great damage off a throw, just if you miss that UVG like I have been, you are in an extreme position to get punished. Ahh well just got to keep practicing and I’ll get it.

I will try the “easy” mode way though. What I was doing in my loops was on the third rep just doing the jM jH and delaying the jS so I could land and hit the UVG then follow up accordingly. My only reason to change what I was doing is a more surefire way to get the opponent in the corner for the damage.

And yeah, after working on it more I also realized it’s just a matter of how high I am when I otg. I can almost tell with 100% accuracy now if I’m at the right height to be able to do the setup now.

Thanks for the help, I promise I won’t ask for Task help :smiley:

Don’t want to be a rider , but i just think its mad cool that u came up with that tech and EVERYONE that uses spencer in tournaments has incorporated it into their gameplay. Props fiddlestix.

Man I thought playing this character would be easy but damn is it hard to land a hit with him

LMAO…this is true…very true

For :d::l: :d::m: :d::h: :uf:zip j.:m: I cant seem to connect the j.M unless I mash it. What is the timing to hit that?

I can’t really explain…hmm…try watching a video of someone doing it so u can hear the rhythm. I personally learn my combos by turning the rhythm into a beat in my head. My best advice is to not press M right away as you go up

Thanks I guess I should delay the M?