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{{UMvC3CharacterHeader|Spencer|spencer|
{{UMvC3CharacterHeader|Spencer|spencer|
N/A
Nathan "Rad" Spencer is a new character to the vs. series due to Capcom's reboot of Bionic Commando in 2009. He lost his arm, and his position in the US military during the war and became part of an experimental project to enhance him with a Bionic Arm. Due to his natural ability as a soldier, Spencer paved the way for Bionic Commando's and introduced the strongest fighting unit in the world.
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Spencer is one of the few "viable" characters in UMvC3. He is a fantastic anchor with great hypers, great DHC potential, and is a fantastic person to use lvl 3 X Factor on. He has some not too hard to do combos and has great mobility. His assists, however, are kind of lacking. If you want a heavy hitting anchor with great mobility and one of the best hypers in the game, use Spencer.}}
Spencer is Capcom's version of the character Spider-Man, sporting "zip-lines" for movement, he's able to use his own style of dashing to move around the map. Spencer's biggest strength is his damage output, tricky mix-ups and his super Bionic Arm. His damage comes from his grapples, in particular, using his Up Grapple into L will always do 80,000 points of damage even at max scaling! Clearly this was unintended, but as a result he's able to max out his damage tremendously, pair him with an assist like Hidden Missiles and he's able to utilize multiple "80k's" in one combo. His mix-ups include fast lows, a command overhead and a command grab, pair him with a beam assist and his zip-lines become increasingly hard to deal with. Bionic Arm is one of the fastest supers in the game with invulnerability frames, at point blank range it'll beat most options but it's easily punishable on block. If you like zipping around, dishing out incredible amounts of damage and having an insanely strong super in your back pocket, then he's the man for you. "Hooks in Ass" - IFC Yipes}}


=== Alternate Colors ===
=== Alternate Colors ===

Revision as of 16:42, 22 November 2014

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Spencer

Umvc3 spencer face.jpg

Nathan "Rad" Spencer is a new character to the vs. series due to Capcom's reboot of Bionic Commando in 2009. He lost his arm, and his position in the US military during the war and became part of an experimental project to enhance him with a Bionic Arm. Due to his natural ability as a soldier, Spencer paved the way for Bionic Commando's and introduced the strongest fighting unit in the world.


In a nutshell

Spencer is Capcom's version of the character Spider-Man, sporting "zip-lines" for movement, he's able to use his own style of dashing to move around the map. Spencer's biggest strength is his damage output, tricky mix-ups and his super Bionic Arm. His damage comes from his grapples, in particular, using his Up Grapple into L will always do 80,000 points of damage even at max scaling! Clearly this was unintended, but as a result he's able to max out his damage tremendously, pair him with an assist like Hidden Missiles and he's able to utilize multiple "80k's" in one combo. His mix-ups include fast lows, a command overhead and a command grab, pair him with a beam assist and his zip-lines become increasingly hard to deal with. Bionic Arm is one of the fastest supers in the game with invulnerability frames, at point blank range it'll beat most options but it's easily punishable on block. If you like zipping around, dishing out incredible amounts of damage and having an insanely strong super in your back pocket, then he's the man for you. "Hooks in Ass" - IFC Yipes

Alternate Colors

Spencer colors.jpg

Players to Watch

Combofiend, Danke, Bee, Knives, Yipes, Nemo, Infrit, Adelheid Stark, Darryn

Character Vitals

CHARACTER DATA
Health:
1050k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
5.0 %
15.0 %
20.0 %
X-Factor Duration:
10.5 s
15.5 s
20.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
10 %
50 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
50 %

Video Walkthrough

Technology


incoming mixups, setups and overheads by infrit
More incoming set ups by Infrit
side switch with raccoon's spitfire assist

Combos


Spencer combos by CrispyTacoz
combos by Adelheid Stark
Skrull/Spencer/RR team CMV
Skrull/Spencer/RR team CMV #2

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Wire Grapple
(H. Shot)
shot front
20,000
cptr proj
hardknockdown
Bionic Lancer
Beta2.png Armor Piercer
direct front
130,000
wallbounce
softknockdown
Bionic Lancer
Gamma2.png Wire Grapple
(Slant Shot)
shot tiltup
0
cptr proj
*returns enemy to standing
Bionic Lancer

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
48,000
rpdfire
Crouching Light
d + l
45,000
low
Standing Medium
m
67,000
Crouching Medium
d + m
70,000
Standing Heavy
h
88,000
Crouching Heavy
d + h
80,000
low
Special
s
90,000
launch nocancel
Right Hook
f + h
90,000
high nocancel
Jumping Light
air l
45,000
high
Jumping Medium
air m
63,000
high
Jumping Heavy
air h
83,000
high
Jumping Special
air s
88,000
high aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Wire Grapple
qcf + atk
30,000
proj
projnull
cptr
Reel in Punch
(Wire Grapple) , l
80,000
(72,000)
hardknockdown
Zip Kick
(Wire Grapple) , m
100,000
(90,000)
wallbounce
softknockdown
Come 'ere!
(Wire Grapple) , h
0
pulls enemy close;
returns enemy to standing state
Air Wire Grapple L
air qcf + l
30,000 + 100,000
(120,000)
proj
projnull
wallbounce
softknockdown
Air Wire Grapple M / H
air qcf + m / h
30,000 + 100,000
(120,000)
otg
proj
projnull
wallbounce
softknockdown
Armor Piercer
qcf + s
130,000
projnull
wallbounce
Armor Piercer (close)
qcf + s
180,000
projnull
wallbounce
Bionic Bomber
air qcf + s
70,000 + 80,000
(142,000)
otg
strk
proj on 2nd hit
Jaw Breaker
dp + atk
35,000
throw
hardknockdown
Smash Kick
(Jaw Breaker M / H) , H
105,000
(94,500)
wallbounce
softknockdown
Critical Smash
(Jaw Breaker M / H) , H
precise timing
175,000
(157,500)
wallbounce
softknockdown
Zip Line
atk + s
10,000
airok
projnull ;
similar to air dash
Swing Action
air u + atk + s
0
similar to air dash

Hyper Moves

Name
Command
Damage
Notes (glossary)
Bionic Maneuvers
qcf + atk + atk
20,000 + 30,000 + 43,000 +
60,000 + 80,000 + 130,000
(304,500)
proj
hardknockdown
cptr ;
First hit is always unscaled.
Bionic Lancer
qcb + atk + atk
250,000
hardknockdown

Mission Mode

Strategy

Combo Tips

Spencer has the ability to combo armor piercer after an up grapple in the corner. This is a character specific combo but yeilds an additional 18k damage and 1440 meter gain.

Thanks to Schtevedizzle

Morrigan, Felicia, Hsien-Ko, Firebrand, Arthur, Zero, Tron, Frank West, Akuma, Phoenix Wright, Vergil, Viewtiful Joe, Amaterasu, Rocket Raccoon, Shuma, Wolverine, X-23, & MODOK

Tips and Tricks

  • Currently, Wire Grapple {{#motion: h}} into Reel-in Punch (the {{#motion: l}} follow-up) deals fully unscaled damage: no matter where in the combo it is, this version of Reel-in Punch will deal its full 80,000 damage.
  • As noted above in the Hypers section, the first hit of Bionic Maneuvers will deal its full 20,000 damage, always unscaled, no matter where in the combo the move is used.
  • Armor Piercer deals different damage and has different speeds, depending on how close you are to your opponent. At point-blank range, it deals its maximum damage and is extremely fast, while from a distance it deals less damage and is much, much slower.
  • Many of Spencer's specials nullify projectiles. Use this to get around the screen and mitigate, if not nullify, zoning.
  • Spencer's new OTG move is great in that, unlike his air wire grapple, Bionic Bomber does not require a wall-bounce. This allows Spencer to set up longer combos than before, including one that can use two hyper meter bars for two Bionic Maneuvers for huge damage.

Combos

  • {{#motion: l}}, {{#motion: m}}, {{#motion: h}}, {{#motion: s}} -> Forward Super Jump, {{#motion: m}}, {{#motion: m}}, {{#motion: h}}, {{#motion: s}}, land, jump, {{#motion: qcf + m}}, land, {{#motion: qcb + atk atk}}

A basic bread and butter combo for Spencer. If the opponent lands in the corner after the air special, use {{#motion: qcf + h}} instead to land the wire grapple. If you're fast enough, you can add another air wire grapple after the Bionic Lancer for a little more damage.

  • {{#motion: l}}, {{#motion: m}}, {{#motion: h}}, {{#motion: s}} -> Forward Super Jump, {{#motion: m}}, {{#motion: m}}, {{#motion: h}}, {{#motion: s}}, land, OTG Assist, {{#motion: qcf + l -> add l}}, forward jump, {{#motion: qcf + s}} -> {{#motion: qcf + atk atk}}, jump, {{#motion: qcf + h}}, {{#motion: d + s atk}}, {{#motion: qcf + s}} -> {{#motion: qcf + atk atk}}

A corner combo that uses an OTG Assist and two bars of meter to deal more than 800,000 damage. It's a lot easier to tiger knee the Bionic Bomber and wire grapple in order to do the moves in time, and the zip-line at the end should be done as late as possible. The idea is to get to the ground to use an Armor Piercer before the enemy can recover in the air.

Basic Strategy

Advanced Strategy

Strategy vs. Spencer