Line 321: | Line 321: | ||
|block=-8 | |block=-8 | ||
|properties=Projectile<br>Wall Bounce<br>Hard Knockdown | |properties=Projectile<br>Wall Bounce<br>Hard Knockdown | ||
|notes=In the air, Spencer now automatically pulls the opponent in and kicks off of them when the claw connects on hit. The LP version has the same angle as the ground version, and the others are just mirrored from the ground version, except down instead of up. Does not have any other follow-ups; all the follow-ups listed below are for the ground Wire Grapple. | |notes=In the air, Spencer now automatically pulls the opponent in and kicks off of them when the claw connects on hit. Has a small amount of time to act on the way down. The LP version has the same angle as the ground version, and the others are just mirrored from the ground version, except down instead of up. Does not have any other follow-ups; all the follow-ups listed below are for the ground Wire Grapple. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 327: | Line 327: | ||
|name=Reel In Punch | |name=Reel In Punch | ||
|command=[[File:Mvci_lp.png]] when Wire Grapple hits | |command=[[File:Mvci_lp.png]] when Wire Grapple hits | ||
|damage= | |damage=810 (2 hits) | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Hard Knockdown | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=+65 | ||
|block= | |block=- | ||
|notes=- | |notes=Spencer pulls the opponent in and swings at them, launching them full screen away from him at the ground. The knockdown lasts a while, but due to his recovery, Spencer can't easily follow up on his own mid-screen, only in the corner. You can tag almost instantly after the punch connects, though, making it trivial to continue the combo mid-screen. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 341: | Line 341: | ||
|name=Come 'ere! | |name=Come 'ere! | ||
|command=[[File:Mvci_hp.png]] when Wire Grapple hits | |command=[[File:Mvci_hp.png]] when Wire Grapple hits | ||
|damage= | |damage=0 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
Line 347: | Line 347: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=0 | ||
|block= | |block=- | ||
|notes= | |notes=Spencer pulls the opponent right in front of him. If he had grabbed an airborne opponent, they return to a standing state. This does in fact have a hit that does 0 damage. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
Line 357: | Line 357: | ||
|ldamage=500 | |ldamage=500 | ||
|lguard=Throw | |lguard=Throw | ||
|lstartup= | |lstartup=6 | ||
|lactive= | |lactive=2 | ||
|lrecovery= | |lrecovery=30 | ||
|lhit= | |lhit=+37 | ||
|lblock= | |lblock=- | ||
|lproperties= | |lproperties= | ||
|hdamage=500 | |hdamage=500 | ||
|hguard=Throw | |hguard=Throw | ||
|hstartup= | |hstartup=6 | ||
|hactive= | |hactive=3 | ||
|hrecovery= | |hrecovery=29 | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=- | ||
|hproperties= | |hproperties= | ||
|notes=Spencer's command grab. The LK version grabs grounded opponents, the HK version grabs airborne opponents. Although the knockdown lasts a good bit of time, Spencer's recovery animation is quite long | |notes=Spencer's command grab. The LK version grabs grounded opponents, the HK version grabs airborne opponents. Although the knockdown lasts a good bit of time, Spencer's recovery animation is quite long, making comboing off of this version difficult. Use Smash/Critical Kick to do this instead. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 377: | Line 377: | ||
|name=Smash Kick | |name=Smash Kick | ||
|command=[[File:Mvci_hk.png]] when Jaw Breaker hits | |command=[[File:Mvci_hk.png]] when Jaw Breaker hits | ||
|damage= | |damage=225 | ||
|guard=- | |guard=- | ||
|properties= | |properties= | ||
Line 385: | Line 385: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=Spencer leaps up and kicks the opponent, adding much more damage and allowing easier combo opportunities after the grab. If you're midscreen or you've cornered your opponent, they land right next to you for easy combos. If your back is to the corner, however, they end up full screen away from you, making it nearly impossible for Spencer to follow up solo, though this becomes trivial with a tag. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 391: | Line 391: | ||
|name=Critical Kick | |name=Critical Kick | ||
|command=[[File:Mvci_hk.png]] just as Jaw Breaker hits | |command=[[File:Mvci_hk.png]] just as Jaw Breaker hits | ||
|damage= | |damage=675 | ||
|guard=- | |guard=- | ||
|properties= | |properties= | ||
Line 407: | Line 407: | ||
|ldamage=800 | |ldamage=800 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=3 | ||
|lactive= | |lactive=4 | ||
|lrecovery= | |lrecovery=30 | ||
|lhit= | |lhit=+79 | ||
|lblock= | |lblock=-15 | ||
|lproperties= | |lproperties= | ||
|hdamage=1300 | |hdamage=1300 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=24 | ||
|hactive= | |hactive=6 | ||
|hrecovery= | |hrecovery=29 | ||
|hhit= | |hhit=+82 | ||
|hblock= | |hblock=-16 | ||
|hproperties= | |hproperties=Wall Bounce | ||
|notes=- | |notes=- | ||
}} | }} |
Revision as of 09:35, 15 September 2024
Spencer
Spencer is, believe it or not, despite the visual redesign, the same Nathan Spencer from Capcom's NES classic platformer Bionic Commando (known in Japan as Top Secret). This version of Spencer hails, of course, from the 2009 Xbox 360 Bionic Commando sequel, which takes place 10 years after the original game. A government operative working for the Tactical Arms and Security Commission (T.A.S.C.), which trains soldiers in the use of bionic enhancements such as Spencer's. In his original adventure, he was seeking to defeat the military dictator "Master-D", some unspecified time after some unspecified World War.
In a nutshell
WIP
Introduction
Players to Watch
Character Vitals
Move List
Unique Trait
Zip-Line: Spencer sports a pseudo air dash with Zip-Line which allows him to fly around the screen at different angles on the ground or in the air. What makes Zip-Line especially good is that his movement doubles as an attack and many of his corner carry combos rely on this move.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 6 | 3 | 11 | -3 | -2 | ||
- |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12 | 9 | 15 | 0 | -5 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 9 | 6 | 18 | -6 | -9 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 2 | 49 | -27 | -32 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 6 | 3 | 16 | -8 | -7 | ||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 4 | 25 | +25 | -4 | Launch | |
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 8 | 4 | 9 | +5 | +2 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 15 | 4 | 34 | +40 | -19 | ||
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 6 | 5 | 13 | - | - | ||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 10 | 4 | 22 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 9 | 9 | 16 | - | - | ||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 9 | 7 | 31 | - | - | Groundbounce Hardknockdown | |
- |
Command Normals
Throat Shock![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 9 | 4 | 20 | -6 | -9 | ||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
950 (2 hits) | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Critical Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
675 | - | |||||||
- |
Armor Piercer![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
800 | Mid | 3 | 4 | 30 | +79 | -15 | ||
![]() |
1300 | Mid | 24 | 6 | 29 | +82 | -16 | Wall Bounce | |
- |
Zip Line | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
200 | Mid | ![]() | ||||||
- |
Bionic Bomber j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
600+700 (1230) | Mid | |||||||
![]() |
600+1000 (1500) | Mid | |||||||
- |
Hand Grenade![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
800 | Mid | |||||||
![]() |
800 | Mid | |||||||
- |
Hypers
Bionic Maneuvers![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
3430 (6 hits) | Mid | |||||||
- |
Bionic Lancer![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
2300 | Mid | |||||||
- |
Coup de Grâce Lvl 3 ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
5190 (2 hits) | Throw | |||||||
- |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind