Marvel vs Capcom 3/Spencer: Difference between revisions

From SuperCombo Wiki
Line 70: Line 70:
* Bionic Lancer is fast, and can punish all kinds of mistakes from mid to full screen.  If it hits correctly, you might even be able to land an Air Wire Grapple {{#motion: otg }} afterwards.   
* Bionic Lancer is fast, and can punish all kinds of mistakes from mid to full screen.  If it hits correctly, you might even be able to land an Air Wire Grapple {{#motion: otg }} afterwards.   
* Spencer can Wave Dash, but you won't want to do it.  It moves him slower than dashing normally.
* Spencer can Wave Dash, but you won't want to do it.  It moves him slower than dashing normally.
* CHARACTER SPECIFIC (Sentinel): It's unwise to use the L version of Jaw Breaker on Sentinel. Due to either Sentinel's large size or an increased falling speed, you can't hit him while he is falling from any version of Jaw Breaker with any attack (Even Bionic Lancer will whiff!). Try to stick with the M and H versions, which you can follow up with the H Smash attack. This way, you can combo after the command grab, at the loss of 1 wall bounce.
* CHARACTER SPECIFIC (Sentinel): For the maximum damage and advantage against Sentinel from a Jaw Breaker command grab, use the M version. Due to either Sentinel's large size or an increased falling speed, you can't hit him while he is falling from any version of Jaw Breaker with any normals or supers. The Armor Piercer will hit him if done correctly, in and out of the corner. Try to stick with the M version if you can time the Critical Smash attack properly for maximum damage, otherwise go with the L version and an Armor Piercer follow-up. Either way, comboing Sentinel out of a Jaw Breaker will result in the loss of 1 wall bounce for your combo.


=== Basic Strategy ===
=== Basic Strategy ===


=== Advanced Strategy ===
=== Advanced Strategy ===

Revision as of 22:37, 23 February 2011

Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


Spencer

Spencerface.jpg

In a nutshell

Spencer is a unique character with a small variety of moves, but a lot of ways to use them. Using his Bionic Arm, he can make up for his otherwise poor speed by pulling himself around the stage. This also leads to some very unique combo opportunities, and sometimes command throw setups that lead to more combos. He even comes equipped with one of the fastest super moves in the game! If you like a small set of tools that require creativity to work with, grab onto Spencer.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Wire Grip H. Shot
shot front
20,000
hardknockdown
Bionic Lancher
Beta.png Wire Grip Slant Shot
shot tiltup
20,000
Stands opponent up
Bionic Lancher
Gamma.png Armor Piercer
direct front
130,000
wallbounce
Bionic Lancher

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
l
48,000
Crouching Light
d + l
45,000
low
Standing Medium
m
67,000
Crouching Medium
d + m
70,000
low
Standing Heavy
h
88,000
Crouching Heavy
d + h
80,000
low
Bionic Smash
f + h
90,000
high nocancel
Standing Special
s
90,000
launch
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

Special Moves

Name
Command
Damage
Special Properties (glossary)
Wire Grapple
qcf + atk
102,000 l
120,000 m
30,000 h
Followup with an attack
    Reel in Punch
Wire Grapple, then l
102,000
softknockdown
    Zip Kick
Wire Grapple, then m
120,000
wallbounce
    Come 'ere!
Wire Grapple, then h
30,000
Pulls your opponent in
Air Wire Grapple
In Air qcf + atk
120,000
wallbounce
m and h otg
Wire Pull
Any direction + atk + s
Attaches to a player or surface and pull Spencer in
Air Wire Pull
In Air, b db d df or f + atk + s
Attaches to a player or surface and pull Spencer in
Wire Swing
In Air, ub u or uf + atk + s
Swing forward
Jaw Breaker
dp + atk
35,000
throw
h is anti air grab
    Smash Kick
Jaw Breaker m or h , then h
129,500
wallbounce
    Critical Smash
Jaw Breaker m or h , then h with specific timing
192,500
Wallbounce
Armor Piercer
qcf + s
far 130,000
mid 150,000
close 180,000
wallbounce
starup speed and damage change based on distance from opponent

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Bionic Maneuvers
qcf + atk + atk
304,500
Bionic Lancer
qcb + atk + atk
250,000

Strategy

Tips and Tricks

  • Spencer can combo off of all of his normal throws except for his grounded back throw. Use the Air Wire Grapple to get things going.
  • Spencer can Wire Pull and/or Wire Swing three times before he has to land. Pull yourself to the top and swing around while calling an assist to cover your approach on the way down.
  • Bionic Lancer is fast, and can punish all kinds of mistakes from mid to full screen. If it hits correctly, you might even be able to land an Air Wire Grapple {{#motion: otg }} afterwards.
  • Spencer can Wave Dash, but you won't want to do it. It moves him slower than dashing normally.
  • CHARACTER SPECIFIC (Sentinel): For the maximum damage and advantage against Sentinel from a Jaw Breaker command grab, use the M version. Due to either Sentinel's large size or an increased falling speed, you can't hit him while he is falling from any version of Jaw Breaker with any normals or supers. The Armor Piercer will hit him if done correctly, in and out of the corner. Try to stick with the M version if you can time the Critical Smash attack properly for maximum damage, otherwise go with the L version and an Armor Piercer follow-up. Either way, comboing Sentinel out of a Jaw Breaker will result in the loss of 1 wall bounce for your combo.

Basic Strategy

Advanced Strategy