< UMVC3


Spencer
TBW
In a nutshell
TBW
Character Vitals
CHARACTER DATA
Health:
1,050,000
Stronger+
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35 %
60 %
85 %
X-Factor Speed Boost:
? %
? %
? %
X-Factor Duration:
? s
? s
? 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
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Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
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
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
Wire Grapple
qcf + atk
30,000
proj
projnull
cptr
projnull
cptr
Reel in Punch
(Wire Grapple) , l
80,000
(72,000)
(72,000)
hardknockdown
Zip Kick
(Wire Grapple) , m
100,000
(90,000)
(90,000)
wallbounce
softknockdown
softknockdown
Come 'ere!
(Wire Grapple) , h
0
pulls enemy close;
returns enemy to standing state
returns enemy to standing state
Air Wire Grapple L
air qcf + l
30,000 + 100,000
(120,000)
(120,000)
proj
projnull
wallbounce
softknockdown
projnull
wallbounce
softknockdown
Air Wire Grapple M / H
air qcf + m / h
30,000 + 100,000
(120,000)
(120,000)
otg
proj
projnull
wallbounce
softknockdown
proj
projnull
wallbounce
softknockdown
Armor Piercer
qcf + s
130,000
projnull
wallbounce
wallbounce
Armor Piercer (close)
qcf + s
180,000
projnull
wallbounce
wallbounce
Bionic Bomber
air qcf + s
70,000 + 80,000
(142,000)
(142,000)
otg
strk
proj on 2nd hit
strk
proj on 2nd hit
Jaw Breaker
dp + atk
35,000
throw
hardknockdown
hardknockdown
Smash Kick
(Jaw Breaker M / H) , H
105,000
(94,500)
(94,500)
wallbounce
softknockdown
softknockdown
Critical Smash
(Jaw Breaker M / H) , H
precise timing
precise timing
175,000
(157,500)
(157,500)
wallbounce
softknockdown
softknockdown
Zip Line
atk + s
10,000
airok
projnull ;
similar to air dash
projnull ;
similar to air dash
Swing Action
air u + atk + s
0
similar to air dash
Hyper Moves
Bionic Maneuvers
qcf + atk + atk
20,000 + 30,000 + 43,000 +
60,000 + 80,000 + 130,000
(304,500)
60,000 + 80,000 + 130,000
(304,500)
proj
hardknockdown
cptr ;
First hit is always unscaled.
hardknockdown
cptr ;
First hit is always unscaled.
Bionic Lancer
qcb + atk + atk
250,000
hardknockdown
Strategy
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.