'''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.
{{Clr|6|'''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 ===
=== Normals ===
Latest revision as of 09:46, 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
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
-
Leg Breaker
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
750
Low
14
2
21
+23
-4
This sweep-like low strike knocks grounded opponents off their feet and back towards you, though not for very long.
Right Hook
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
High
25
3
21
+4
-2
Spencer's overhead, and therefore one of his most important mix-up tools. You can link a 214LP (that's right, link, not cancel) after to try to pick up for a combo afterwards.
Head Smasher j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
10
4
22
-
-
A downward-swinging punch that sends airborne opponents in an air combo towards the ground, but without the Ground Bounce & Hard Knockdown typically associated with such normals. Capable of crossing up, though the range to do so can be a bit narrower than you'd hope for.
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
950 (2 hits)
Throw
3
1
-
-
-
Additional damage scales by 50%.
Air Throw or
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 your tag-in.
Specials
Wire Grapple or or or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
100
Mid
12
25
43
-43
-25
Projectile
Spencer shoots a claw from his bionic arm as a 1-hit projectile, latching onto the opponent if it connects. The LP version fires straight ahead, the HP version fires at a 45° up-forward, the LK version fires at a roughly 75° angle up-forward, and the HK version directly up. You only latch on for a brief moment, and you need to input one of the follow-ups if you want anything significant to happen.
Wire Grapple (Air) j. or or or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1090 (2 hits)
Mid
14
15
26
+71
-8
Projectile Wall Bounce Hard Knockdown
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.
Reel In Punch when Wire Grapple hits
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
810 (2 hits)
Mid
+65
-
Hard Knockdown
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.
Come 'ere! when Wire Grapple hits
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
0
Mid
0
-
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.
Jaw Breaker or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Throw
6
2
30
+37
-
500
Throw
6
3
29
-
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.
Smash Kick when Jaw Breaker hits
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
225
-
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.