< 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:
35.0 %
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
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
Mission Mode
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.
- 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.