If you want something pretty easy mode that still does decent damange, just do j. S, land, vertical grapple (no need to TK or JCC it, just do the regular vertical grapple as soon as you land), then reel in punch, then jump forward and immediately do bionic bomber, and then maneuvers. Works great after doing an initial bomber/maneuvers combo (is it the vertical grapple that resets the ground bounce or does bomber do that by itself?), as the damage usually adds up to about 950K or so with not many difficult techniques to drop.
I’m getting pretty consitently with d.zip line, armor piercer, hyper.
my “scrubby” bnb in the corner looks this way now: c.l, s.m, s.h, l wire grapple, reel punch, tk bionic bomber, s.l, s.h, l wire grapple, reel punch, manuever, tk h wire grapple, d. zip line, armor piercer, bionic arm / manuever. could be improved and lengthened here and there, but it’s the least effort to me instead of air 2x zip line stuff that I can never do anyway^^
The vertical grapple just allows enough time to OTG but doesn’t reset groundbounce since it’s still essentially part of the combo and hit counter.
The Bomber, at close range, OTGs and groundbounces. If you look at Stark’s tech video on the Bomber, you can use the Bomber from a further distance to OTG without using up groundbounces. It essentially lets you follow up using the Bomber twice in a combo.
I’m not consistent with the 2x zip either yet. In your combo you can add some damage by using a vertical grapple in place of the second grapple after bomber. I use the same combo if I wanna bring someone to the corner easily and it lands consistently even though my execution isn’t great too.
After the TK Bomber in the corner, you can land :h: :d::df::f::h:>:l: (Works on everyone except Rocket Raccoon and VJoe). It’s about just as easy and the Vertical grapple’s damage doesn’t get scaled.
The trick to the 2x zip line stuff is to super jump the OTG grapple. If you can’t do that, then there are spots where you simply cannot use the 2x stuff, plus the spacing is usually somewhat hard after a TK grapple.
I prefer to simply skip the first maneuver, and go for simple c.LMH xx L grapple, bomber, MH H grapple, super jump, H grapple, j.S zip, zip, S xx H grapple (followup). He’s dead in one reset anyway if you go that route, otherwise you can always DHC, so I prefer to decide how much meter to spend at the very end.
So…Is there any reason Spencer can get more than one ground bounce in a combo? And I’m not talking about bomber, I mean assists. Because, coincidentally, I have two assists that ground bounce, and in my combo, they both bounce.
I’m assuming it’s because the opponent’s in the grapple state from OTG Grapple
As far as I know, assists will always ground bounce even if you’ve already used your ground bounce. It doesn’t apply to wall bounces, and the assist ground bounce still uses the point character’s ground bounce count.
Yea always super jump the TK grapple, for some reason it allows for more hitstun. This allows you to also do the j. :s:, land, :H: Grapple if you save the wall bounce for after the super.
On a similar note the bomber always has to be regular jumped, or they will pop out after the .
Hm, that’s weird then, since the combo I do uses 2 bombers to OTG/groundbounce into 2 bionic maneuvers, and I seem to be doing the Bombers right on top of my opponent, not at a distance, for both of them and it works fine. Or is it that the 2nd one is just supering off of the OTG without a ground bounce?
Bionic Maneuvers resets groundbounce (… for some reason!? Hilarious in DHCs) so that’s why it works, that tech video I made just shows how it can be applied without a Maneuvers.
Heys guys was wondering if you would be able to help me out with the ender of this combo
[media=youtube]TFa9EAdtM7E[/media]
I’ve only just picked up spencer this week and know very little about his combo potential other than do as many vertical grapples as possible. Could I be doing more damage in these situations? Is there another projectile/beam assist that allows me to get multiple vertical grapples that isn’t drones or missiles?
Thanks
for some reason i cant get the upward grapple to work after an s launcher. is there a special way to do it, becuase i keep missing.
You have to do a tiger knee motion. So end it in up-forward and hit H before your character has time to jump.
thank you sir
I figured it out.
Apparently Nova’s Centurian Rush M forces a ground bounce on hit (hence why he has an ‘infinite’ with it) so whether or not you’ve used it doesn’t matter.
EDIT:
though I’m still working on a combo for further away from the corner, I have my midscreen combo and corner ones. Any suggestions on how to optimize them with the same team would be greatly appreciated. Sorry for the awful quality. :\
[media=youtube]VxpmJ3vEyVU[/media]
Hmm. Then, like with Katana-Rama, you could interrupt the groundbounce by having an attack over the opponent as they’re hit with Centurion Rush to OTG with it while also giving you back your groundbounce, and then combo into Bionic Bomber again. Though whether you’d be able to Bionic Maneuvers out of it, given the hitstun decay likely to have set in by that point, is another matter.
i use this same team but its setup like this - Spencer(y), Nemesis(y), Nova(b).
with that in mind in the corner you can use - :h::a1: (pause just a bit) :s: (rocket should hit on their way up)
:h:( :s: jcc):qcf::uf::h:~:l: TK j. :qcf::s:
:h: ( :s::a2: jcc) :qcf::uf::h:~:l: dash ( :s: jcc) :qcf::uf::h:~:l::qcf::atk::atk: TK j. :qcf::h: land :qcf::s::qcb::atk::atk: TK j. :qcf::h:
[media=youtube]K83pDD4Vuw0[/media]!
breakdown to the 1st combo?
[media=youtube]HL9i5gpfcpE[/media]
End combo is O.o
:eek: I thought that was pretty cool. Showed just about most different combinations of his various parts to create combos.
I can’t wait to see all the sillyness H&H will bring to combo videos.
With 3 attack (which Soki gives you as a primary while on the ground in addition to super armor) vertical grapple does 104k unscaled.
Attack boost can go past 3.