Friday 20 May 2011

Spencer 100% [No Meter/No X-Factor]



In previous versions of MvC3 (1.00-1.02) this would have been a perfect set up for Spencer's H-Wire Grapple loop, now he has to make do with repeated OTGs with the help of hidden missiles. It is possible to get more damage out of this same combo (by omitting the first sj.M and allowing further missiles to connect before the H-Wire Grapples) but I just wanted to end the clip with a KO on the instant air j. H-Wire Grapple. The 2nd variation is there to show something that would lead easily into Spencer's Bionic maneuvers, if you needed the extra damage.

Transcript...

j. H-S, st. H-S, sj. M-H-S, sj. H-Wire Grapple, j.S, re-jump, j.M-H-S, down-forward Wire pull, st. S xx jump cancel H-Wire Grapple>Reel in Punch *Call Doom β assist, H-Wire Grapple>Reel in Punch, st. S xx jump cancel H-Wire Grapple>Reel in Punch *Call Chun γ assist, j. H-Wire Grapple>Reel in Punch, L-Wire Grapple>Reel in Punch, j. H-Wire Grapple.

Japanese player 'kuuronn' actually uses a variation of this combo as his B+B!? The first instance appears at about 3:55 into this video. His clever use of assists and DHCs to extend combos, makes him really entertaining to watch. Definitely one of my favorite players at the moment.

9 comments:

  1. I don't understand the bit after the first S xx H grapple, that causes an untechable knockdown and yet after you hit another H grapple before the missiles hit.

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  2. @jamheald. Apologies, you have to hit L after the wire grapple connects to get that effect. My description wasn't as complete as I thought it was. Now fixed! :)

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  3. Oh I understand that bit but after you do that they are in a hard knockdown so you would need an otg and yet you hit with another H wire grapple that isn't otg capable, and it can't be an air one because you don't get the wall bounce animation, and the missiles haven't hit until they comeback down (right?). For clarity it's the grapple at 0:12 that I don't understand how you hit.

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  4. Oh, ok. The hidden missiles act as an OTG on the way up if you're close enough. That's why his assist is used because it provides 2 free otgs.

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  5. Oh wow, I didn't notice them hit on the way up. Then the grapple pulls them out of the missiles so there's some to otg on the way down.

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  6. st. S xx jump cancel H-Wire Grapple>Reel in Punch...

    I can't seem to do the transition from S to H-Wire Grapple, but you mention a jump cancel. Can you just clarify this for me?

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  7. I'm hella quick!! :)

    You just put an up-forward motion on the command. Like a tiger knee. This acts as the super jump but you cancel it into a special before leaving the ground.

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