UMVC3/Spencer: Difference between revisions

From SuperCombo Wiki
m (fix motion tags)
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{{UMvC3CharacterAssists
{{UMvC3CharacterAssists
   | Wire Grapple <br> (H. Shot) | shot front | 20,000 | cptr proj <br> hardknockdown | Bionic Lancer
   | Wire Grapple <br> (H. Shot) | {{shot}} {{front}} | 20,000 | {{cptr}} {{proj}} <br> {{hardknockdown}} | Bionic Lancer
   | Armor Piercer | direct front | 130,000 | wallbounce <br> softknockdown | Bionic Lancer
   | Armor Piercer | {{direct}} {{front}} | 130,000 | {{wallbounce}} <br> {{softknockdown}} | Bionic Lancer
   | Wire Grapple <br> (Slant Shot) | shot tiltup | 0 | cptr proj <br> *returns enemy to standing | Bionic Lancer
   | Wire Grapple <br> (Slant Shot) | {{shot}} {{tiltup}} | 0 | {{cptr}} {{proj}} <br> *returns enemy to standing | Bionic Lancer
}}
}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 48,000 | rpdfire }}
{{MoveListRow | Standing Light | {{l}} | 48,000 | {{rpdfire}} }}
{{MoveListRow | Crouching Light | d + l | 45,000 | low }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} }}
{{MoveListRow | Standing Medium | m | 67,000 |  }}
{{MoveListRow | Standing Medium | {{m}} | 67,000 |  }}
{{MoveListRow | Crouching Medium | d + m | 70,000 | }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 70,000 | }}
{{MoveListRow | Standing Heavy | h | 88,000 | }}
{{MoveListRow | Standing Heavy | {{h}} | 88,000 | }}
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{low}} }}
{{MoveListRow | Special | s | 90,000 | launch nocancel }}
{{MoveListRow | Special | {{s}} | 90,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Right Hook | f + h | 90,000 | high nocancel }}
{{MoveListRow | Right Hook | {{f}} + {{h}} | 90,000 | {{high}} {{nocancel}} }}
{{MoveListRow | Jumping Light | air l | 45,000 | high }}
{{MoveListRow | Jumping Light | air {{l}} | 45,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air m | 63,000 | high }}
{{MoveListRow | Jumping Medium | air {{m}} | 63,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | air h | 83,000 | high }}
{{MoveListRow | Jumping Heavy | air {{h}} | 83,000 | {{high}} }}
{{MoveListRow | Jumping Special | air s | 88,000 | high aircombofinisher }}
{{MoveListRow | Jumping Special | air {{s}} | 88,000 | {{high}} {{aircombofinisher}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Wire Grapple | qcf + atk | 30,000 | proj <br> projnull <br> cptr }}
{{MoveListRow | Wire Grapple | {{qcf}} + {{atk}} | 30,000 | {{proj}} <br> {{projnull}} <br> {{cptr}} }}
{{MoveListRow | Reel in Punch | (Wire Grapple) , l | 80,000 <br> (72,000) | hardknockdown }}
{{MoveListRow | Reel in Punch | (Wire Grapple) , {{l}} | 80,000 <br> (72,000) | {{hardknockdown}} }}
{{MoveListRow | Zip Kick | (Wire Grapple) , m  | 100,000 <br> (90,000) | wallbounce <br> softknockdown }}
{{MoveListRow | Zip Kick | (Wire Grapple) , {{m}} | 100,000 <br> (90,000) | {{wallbounce}} <br> {{softknockdown}} }}
{{MoveListRow | Come 'ere! | (Wire Grapple) , h  | 0 | pulls enemy close; <br> returns enemy to standing state }}
{{MoveListRow | Come 'ere! | (Wire Grapple) , {{h}} | 0 | pulls enemy close; <br> returns enemy to standing state }}
{{MoveListRow | Air Wire Grapple L | air qcf + l | 30,000 + 100,000 <br> (120,000) | proj <br> projnull <br> wallbounce <br> softknockdown }}
{{MoveListRow | Air Wire Grapple L | air {{qcf}} + {{l}} | 30,000 + 100,000 <br> (120,000) | {{proj}} <br> {{projnull}} <br> {{wallbounce}} <br> {{softknockdown}} }}
{{MoveListRow | Air Wire Grapple M / H | air qcf + m / h | 30,000 + 100,000 <br> (120,000) | otg <br> proj <br> projnull <br> wallbounce <br> softknockdown }}
{{MoveListRow | Air Wire Grapple M / H | air {{qcf}} + {{m}} / {{h}} | 30,000 + 100,000 <br> (120,000) | {{otg}} <br> {{proj}} <br> {{projnull}} <br> {{wallbounce}} <br> {{softknockdown}} }}
{{MoveListRow | Armor Piercer | qcf + s | 130,000 | projnull <br> wallbounce }}
{{MoveListRow | Armor Piercer | {{qcf}} + {{s}} | 130,000 | {{projnull}} <br> {{wallbounce}} }}
{{MoveListRow | Armor Piercer (close) | qcf + s | 180,000 | projnull <br> wallbounce }}
{{MoveListRow | Armor Piercer (close) | {{qcf}} + {{s}} | 180,000 | {{projnull}} <br> {{wallbounce}} }}
{{MoveListRow | Bionic Bomber | air qcf + s | 70,000 + 80,000 <br> (142,000) | otg <br> strk <br> proj on 2nd hit}}
{{MoveListRow | Bionic Bomber | air {{qcf}} + {{s}} | 70,000 + 80,000 <br> (142,000) | {{otg}} <br> {{strk}} <br> {{proj}} on 2nd hit}}
{{MoveListRow | Jaw Breaker | dp + atk | 35,000 | throw <br> hardknockdown }}
{{MoveListRow | Jaw Breaker | {{dp}} + {{atk}} | 35,000 | {{throw}} <br> {{hardknockdown}} }}
{{MoveListRow | Smash Kick | (Jaw Breaker M / H) , H | 105,000 <br> (94,500) | wallbounce <br> softknockdown }}
{{MoveListRow | Smash Kick | (Jaw Breaker M / H) , H | 105,000 <br> (94,500) | {{wallbounce}} <br> {{softknockdown}} }}
{{MoveListRow | Critical Smash | (Jaw Breaker M / H) , H <br> precise timing | 175,000 <br> (157,500) | wallbounce <br> softknockdown }}
{{MoveListRow | Critical Smash | (Jaw Breaker M / H) , H <br> precise timing | 175,000 <br> (157,500) | {{wallbounce}} <br> {{softknockdown}} }}
{{MoveListRow | Zip Line | atk + s | 10,000 | airok <br> projnull ; <br> similar to air dash }}
{{MoveListRow | Zip Line | {{atk}} + {{s}} | 10,000 | {{airok}} <br> {{projnull}} ; <br> similar to air dash }}
{{MoveListRow | Swing Action | air u + atk + s | 0 | similar to air dash }}
{{MoveListRow | Swing Action | air {{u}} + {{atk}} + {{s}} | 0 | similar to air dash }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Bionic Maneuvers | qcf + atk + atk | 20,000 + 30,000 + 43,000 + <br> 60,000 + 80,000 + 130,000 <br> (304,500) | proj <br> hardknockdown <br> cptr ; <br> First hit is always unscaled. }}
{{MoveListRow | Bionic Maneuvers | {{qcf}} + {{atk}} + {{atk}} | 20,000 + 30,000 + 43,000 + <br> 60,000 + 80,000 + 130,000 <br> (304,500) | {{proj}} <br> {{hardknockdown}} <br> {{cptr}} ; <br> First hit is always unscaled. }}
{{MoveListRow | Bionic Lancer | qcb + atk + atk | 250,000 | hardknockdown }}
{{MoveListRow | Bionic Lancer | {{qcb}} + {{atk}} + {{atk}} | 250,000 | {{hardknockdown}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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=== Tips and Tricks ===
=== 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.
* Currently, Wire Grapple {{ h}} into Reel-in Punch (the {{ 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.
* 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.
* 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.
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=== Combos ===
=== 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}}
* {{ l}}, {{ m}}, {{ h}}, {{ s}} -> Forward Super Jump, {{ m}}, {{ m}}, {{ h}}, {{ s}}, land, jump, {{ {{qcf}} + m}}, land, {{ {{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.
A basic bread and butter combo for Spencer.  If the opponent lands in the corner after the air special, use {{ {{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}}
* {{ l}}, {{ m}}, {{ h}}, {{ s}} -> Forward Super Jump, {{ m}}, {{ m}}, {{ h}}, {{ s}}, land, OTG Assist, {{ {{qcf}} + {{l}} -> add l}}, forward jump, {{ {{qcf}} + s}} -> {{ {{qcf}} + {{atk}} atk}}, jump, {{ {{qcf}} + h}}, {{ {{d}} + {{s}} atk}}, {{ {{qcf}} + s}} -> {{ {{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.
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.


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== Strategy vs. Spencer ==
== Strategy vs. Spencer ==


[[Category: Ultimate Marvel vs Capcom 3]]
[[Category:Ultimate Marvel vs Capcom 3]]

Revision as of 23:16, 8 December 2020

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.png Front.png
20,000
Cptr.png Proj.png
Hardknockdown.png
Bionic Lancer
Beta2.png Wire Grapple
(Slant Shot)
Shot.png Tiltup.png
0
Cptr.png Proj.png
*returns enemy to standing
Bionic Lancer
Gamma2.png Armor Piercer
Direct.png Front.png
130,000
Wallbounce.png
Softknockdown.png
Bionic Lancer

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
48,000
Rpdfire.png
Crouching Light
D.png + L.png
45,000
Low.png
Standing Medium
M.png
67,000
Crouching Medium
D.png + M.png
70,000
Standing Heavy
H.png
88,000
Crouching Heavy
D.png + H.png
80,000
Low.png
Special
S.png
90,000
Launch.png Nocancel.png
Right Hook
F.png + H.png
90,000
High.png Nocancel.png
Jumping Light
air L.png
45,000
High.png
Jumping Medium
air M.png
63,000
High.png
Jumping Heavy
air H.png
83,000
High.png
Jumping Special
air S.png
88,000
High.png Aircombofinisher.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Wire Grapple
Qcf.png + Atk.png
30,000
Proj.png
Projnull.png
Cptr.png
Reel in Punch
(Wire Grapple) , L.png
80,000
(72,000)
Hardknockdown.png
Zip Kick
(Wire Grapple) , M.png
100,000
(90,000)
Wallbounce.png
Softknockdown.png
Come 'ere!
(Wire Grapple) , H.png
0
pulls enemy close;
returns enemy to standing state
Air Wire Grapple L
air Qcf.png + L.png
30,000 + 100,000
(120,000)
Proj.png
Projnull.png
Wallbounce.png
Softknockdown.png
Air Wire Grapple M / H
air Qcf.png + M.png / H.png
30,000 + 100,000
(120,000)
Otg.png
Proj.png
Projnull.png
Wallbounce.png
Softknockdown.png
Armor Piercer
Qcf.png + S.png
130,000
Projnull.png
Wallbounce.png
Armor Piercer (close)
Qcf.png + S.png
180,000
Projnull.png
Wallbounce.png
Bionic Bomber
air Qcf.png + S.png
70,000 + 80,000
(142,000)
Otg.png
Strk.png
Proj.png on 2nd hit
Jaw Breaker
Dp.png + Atk.png
35,000
Throw.png
Hardknockdown.png
Smash Kick
(Jaw Breaker M / H) , H
105,000
(94,500)
Wallbounce.png
Softknockdown.png
Critical Smash
(Jaw Breaker M / H) , H
precise timing
175,000
(157,500)
Wallbounce.png
Softknockdown.png
Zip Line
Atk.png + S.png
10,000
Airok.png
Projnull.png ;
similar to air dash
Swing Action
air U.png + Atk.png + S.png
0
similar to air dash

Hyper Moves

Name
Command
Damage
Notes (glossary)
Bionic Maneuvers
Qcf.png + Atk.png + Atk.png
20,000 + 30,000 + 43,000 +
60,000 + 80,000 + 130,000
(304,500)
Proj.png
Hardknockdown.png
Cptr.png ;
First hit is always unscaled.
Bionic Lancer
Qcb.png + Atk.png + Atk.png
250,000
Hardknockdown.png

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 H.png into Reel-in Punch (the L.png 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

  • L.png, M.png, H.png, S.png -> Forward Super Jump, M.png, M.png, H.png, S.png, land, jump, {{ Qcf.png + m}}, land, {{ Qcb.png + Atk.png atk}}

A basic bread and butter combo for Spencer. If the opponent lands in the corner after the air special, use {{ Qcf.png + 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.

  • L.png, M.png, H.png, S.png -> Forward Super Jump, M.png, M.png, H.png, S.png, land, OTG Assist, {{ Qcf.png + L.png -> add l}}, forward jump, {{ Qcf.png + s}} -> {{ Qcf.png + Atk.png atk}}, jump, {{ Qcf.png + h}}, {{ D.png + S.png atk}}, {{ Qcf.png + s}} -> {{ Qcf.png + Atk.png 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