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    Spencer by Jerecaine

    Version: 2.02 | Updated: 07/20/11 | Printable Version | Search This Guide

    ---------------------------===MARVEL VS CAPCOM 3===---------------------------- 
        ___  ____  ____  _  _  ___  ____  ____     ___  __  __  ____  ____  ____ 
       / __)(  _ \( ___)( \( )/ __)( ___)(  _ \   / __)(  )(  )(_  _)(  _ \( ___)
       \__ \ )___/ )__)  )  (( (__  )__)  )   /  ( (_-. )(__)(  _)(_  )(_) ))__) 
       (___/(__)  (____)(_)\_)\___)(____)(_)\_)   \___/(______)(____)(____/(____)  
     
                            By Jeremy 'Jerecaine' Edwards 
     
     
    ---------------------------===MARVEL VS CAPCOM 3===---------------------------- 
                                 
     
                                 +INTRO & COPYRIGHT+ 
     
    Bionic Arm....activated! Jerecaine here once more bringing you a guide for a 
    game I've really been into for the past weeks: Marvel vs Capcom 3. Although I 
    will go over what certain terms and controls mean, this guide won't be about 
    the whole game. This guide is strictly about probably my favorite character to 
    play as: Nathan 'RAD' Spencer! I should point out i'm no expert at all, so 
    please excuse the countless info I may get wrong. Not only is some of this 
    based on my own experience in the online world, but also some of this stuff is 
    things found from matches I've watched from around the net, and frame data from 
    the official guide itself. 
     
    If you would like to add anything to the guide (Please Do! There's gotta be 
    SOMETHING wrong), or if you want to send a thanks, email me at 
    undergroundpencilstbh@live.com. Make sure you put 'Spencer Guide' in your email 
    title or most of the time I won't open it. 
     
    This document Copyright 2011 Jeremy Edwards (Jerecaine)
    Marvel vs Capcom 3 Copyright 2011 Capcom Ltd./Marvel Comics
    Email: undergroundpencilstbh@live.com 
     
    Update 1.02: Added more to profile and other random tidbits 
     
    UPDATE 2: Added normal attack descriptions (after much convincing), more 
    profile info which now includes titles and colors and other tidbits 
    *Note: the most up-to-date version will always be found on Gamefaqs.com* 
    UPDATE 2.01: More video links, plus a video link to Spencer's missions 
     
     
    UPDATE 2.02[[[[[[ANOTHER NOTE]]]]]] 
    I have made a Youtube channel just for my guides. It will have every video 
    listed in them (and some others if I come across them) made in a playlist, in 
    case you prefer all of your stuff in one place. 
     
     
    <<<<<http://www.youtube.com/user/JerecaineFAQs>>>>> 
     
    +Controls: Directions & Numbers 
    +Need To Know Term List 
    ==================== 
    SPENCER: The Man Outside MvC3 
    ------[SPEN-0.1] Profile 
     
    SPENCER: The Man Inside MvC3 
    ------[SPEN-1.1] Basic Rundown 
    ------[SPEN-1.2] Normal Attacks 
    ------[SPEN-1.3] Specials 
    ------Assists 
    ------[SPEN-1.4] Hypers 
    ------[SPEN-1.5] Mission Mode 
    ------[SPEN-1.6] Strategies 
    ------[SPEN-1.7] Combos 
    ------[FINAL] Other Random Stuff 
    ==================== 
     
    Shoryuken.com Spencer Forum 
    --- 
    http://shoryuken.com/forum/forums/spencer.78/ 
     
     
     
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
    CONTROLS: DIRECTIONS & NUMBERS [Thumbstick/Joystick] 
     
     
                                *___________________* 
                                |      |     |      | 
                                | UB/7 | U/8 | UF/9 | 
                                |      |     |      | 
                                |-------------------| 
                                |      |     |      | 
                                | B/4  |  5  | F/6  | 
                                |      |     |      | 
                                |-------------------| 
                                |      |     |      | 
                                | DB/1 | D/2 | DF/3 | 
                                |      |     |      | 
                                *-------------------* 
     
    *Note: These directions are based if your character is facing right; in other 
    words, if you're on Player 1 side. Everything is reversed if you are on the 
    Player 2 side. 
     
     
    (Down-Back/1) Blocks low attacks and some high/mid attacks. Only overhead 
    crossups such as Spencer's Forward+Heavy attack will be a guarantee hit. 
     
    (Down/2) Normal Crouching. Obviously you're not blocking here so you can still 
    get hit a lot. 
     
    (Down-Forward/3) Same as crouching 
     
    (Back/4) Blocks high and mid attacks, but leaves your feet vulnerable to low 
    attacks such as Spencer's crouching heavy attack 
     
    (5) Neutral state for your Thumbstick or Joystick 
     
    (Forward/6) Moves your character forward 
     
    (Up-Back/7) Jumps your character backwards 
     
    (Up/8) Jumps your character straight up 
     
    (Up-Forward/9) Jumps your character forward 
    ~~~~~ 
    DEFAULT 
     ______            _____       _____ 
    /Action\__________/XB360\_____/PLAY3\ 
    _____________________________________ 
    Special Attack   | A             X 
    Heavy Attack     | B             () 
    Light Attack     | X             [] 
    Medium Attack    | Y             /\ 
    Partner 1 Assist | LB            L1 
    Partner 2 Assist | RB            R1 
    Partner 1+2      | LT            L2 
    L+M+H Attack     | RT            R2 
    N/A              | LS            L3 
    N/A              | RS            R3 
    Pause            | Str           Str 
    Taunt            | Bck           Sel 
    ------------------------------------- 
    *NOTE: I don't own a PS3, but the controls should be the same 
     
     
     
    MY PREFERRED SETUP 
     ______            _____ 
    /Action\__________/XB360\ 
    _________________________ 
    Special Attack   | Y 
    Heavy Attack     | B 
    Light Attack     | X 
    Medium Attack    | A 
    Partner 1 Assist | LB 
    Partner 2 Assist | RB 
    Light Attack     | LT 
    L+H Attack       | RT 
    N/A              | LS 
    N/A              | RS 
    Pause            | Str 
    Taunt            | Bck 
    ------------------------- 
    *NOTE: I like this control setup because it feels like the simple air combo 
    from MvC2 for most characters (Launcher > X > A > X > A > Heavy Attack). Also, 
    having L+H on Right Trigger helps with characters like Taskmaster and Super 
    Skrull, since pressing L+H on the 4 regular buttons in the middle of a fight is 
    way too hard for me.  
     
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
    Need to Know Term List 
     
    QCF/236: Quarter-Circle Forwards, a.k.a the Hadouken motion 
    QCB/214: Quarter-Circle Backwards, a.k.a the Hurricane Kick motion 
    HCF/41236: Half-Circle Forward 
    HCB/63214: Half-Circle Backward 
    DP/623: Dragon Punch Motion 
    DPB/412: Dragon Punch Backwards Motion 
    ~~~ 
    DHC: Delayed Hyper Combo. 
    ATK: Attack buttons, a.k.a Normals 
    P1/P2: Partner 1 & 2 
    AA: Anti-Air 
    XFC: X-Factor Cancel 
    OTG: Off-The-Ground 
    CCHC: Crossover Combination Hyper Combo 
    c.ATK: Crouching Light/Medium/Heavy 
    s.ATK: Standing Light/Medium/Heavy 
    j.ATK: Jumping Light/Medium/Heavy (a.k.a Air attacks) 
    xx: Cancel into. Don't ask me why it's xx, I don't know either lol 
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                         ---SPENCER: The Man Outside MvC3--- 
                      ____  ____  _____  ____  ____  __    ____ 
                     (  _ \(  _ \(  _  )( ___)(_  _)(  )  ( ___)
                      )___/ )   / )(_)(  )__)  _)(_  )(__  )__) 
                     (__)  (_)\_)(_____)(__)  (____)(____)(____) 
                                      [SPEN-0.1] 
     
    _______________________________________________________________________________ 
    ._______________________________ 
    | Intelligence      |__\__\__\__\ 
    |-------------------|______________
    | Strength          |__\__\__\__\__\
    |-------------------|___________ 
    | Speed             |__\__\__\__\ 
    |-------------------|______________
    | Stamina           |__\__\__\__\__\
    |-------------------|__
    | Energy Projection |__\
    |-------------------|_________________
    | Fighting Ability  |__\__\__\__\__\__\
    .-------------------. 
     
    REAL NAME: Nathan Spencer 
     
    OCCUPATION: Former U.S. Government Operative 
     
    Ablilites/Weapons: Bionic Arm, Various guns (although he uses none in MvC3)  
     
    FIRST APPEARANCE: Bionic Commando (1987) 
     
    PROFILE: Once a hero of the war against the Empire, following the Bionic Purge 
    he was branded a traitor by the government and sentenced to death. However, 
    with the emergence of a new bionic threat, he has answered the call to return 
    to the battlefield. 
     
     
     
    =============================================================================== 
                          ---SPENCER: The Man Inside MvC3--- 
                             ____    __    ___  ____  ___ 
                            (  _ \  /__\  / __)(_  _)/ __)
                             ) _ < /(__)\ \__ \ _)(_( (__ 
                            (____/(__)(__)(___/(____)\___) 
                    ____  __  __  _  _  ____  _____  _    _  _  _ 
                   (  _ \(  )(  )( \( )(  _ \(  _  )( \/\/ )( \( )
                    )   / )(__)(  )  (  )(_) ))(_)(  )    (  )  ( 
                   (_)\_)(______)(_)\_)(____/(_____)(__/\__)(_)\_) 
                                      [SPEN-1.1] 
     
    _______________________________________________________________________________ 
    "It's all good!" 
     ~ Spencer 
     
                                _____________________ 
                                | Health: 1,050,000 | 
                                --------------------- 
              .__________________________________________________________ 
              |       |X-Factor Level 1\X-Factor Level 2\X-Factor Level 3\ 
              |----------------------------------------------------------| 
              | Speed | 105%           \ 110%           \ 115%           | 
              |-------|--------------------------------------------------| 
              | Power | 133%           \ 166%           \ 199%           | 
              .-------.--------------------------------------------------. 
     
    Spencer's main strength lies in the fact he can pull off some pretty damaging 
    OTG and wall-bounce combos. His air wire grapple H move in the corner is 
    basically his bread and butter for continuing into high damaging air combos. If 
    the opponent is at mid screen distance after a knockdown, air wire grapple M is 
    his other option for OTG combos. 
     
    Another HUGE strength for him is his second hyper combo, Bionic Lancer. This is 
    by far the best level 1 hyper in the game. The sheer speed, invincibility, and 
    distance it has can't be beat! One downside is the fact you don't ever want to 
    miss this. If you do, you are left ridiculously wide open to huge punishment. 
     
    One problem a Spencer player will have is the fact he's slow. Without the help 
    of an assist, rushdown characters such as Wolverine and X-23 will have a field 
    day with him. He has no really good 'get-off-me!' moves. 
     
    There's also the fact his standing wire grapple special doesn't hit small 
    characters if crouched, so characters like Amaterasu and Viewtiful Joe can 
    overtake him pretty easily if the person playing them is good. 
     
    Finally, his assists aren't the greatest. Armor Piercer is good for wall-bounce 
    combos but his other two are hardly useful at all if you have other person on 
    your team that can do basically the same thing. 
     
    STRENGTHS 
    --------- 
    + Damaging OTG/Wall-bounce combos 
    + The best Level 1 hyper in the game. 
    + Good Sentinel counter 
    + One of the Top 5 anchors (last character) in the game due to his X-factor 
    upgrades. 
     
    WEAKNESSES 
    ---------- 
    + Slow 
    + Below average assists 
    + Small characters 
    + Falls prey to rushdown players a lot. 
    + Range game is pretty rough without Bionic Lancer 
    + Bad Recovery on specials if missed. 
     
    -->OUTFITS 
     
    [OUTFIT 1] [A/X] 
    COLOR: Green wifebeater tanktop, grey-brown Bionic Arm, beige pants. 
     
    REFERENCE: 2009 Bionic Commando look 
     
    [OUTFIT 2] [X/SQUARE] 
    COLOR: Red wifebeater tanktop, grey-red Bionic Arm, brown pants, red hair. 
     
    REFERENCE: ? 
     
    [OUTFIT 3] [Y/TRIANGLE] 
    COLOR: White wifebeater tanktop, brown-black Bionic Arm, green army fatigue 
    pants. 
     
    REFERENCE: ? 
     
    [OUTFIT 4] [RB/R1] 
    COLOR: Orange wifebeater tanktop, black Bionic Arm, orange/black pants, black 
    hair. 
     
    REFERENCE: I'm not sure how 100% this is, but I believe this is based off the 
    old school Bionic Commando look. 
     
     
    -->TITLES 
     
    [Special Forces] Clear Arcade Mode with Spencer 
     
    [Hero Revived] Clear Arcade on Very Hard with Spencer 
     
    [Captain] Complete 5 missions with Spencer 
     
    [Rugged Veteran] Complete all missions with Spencer 
     
    [Hard Boiled] Use Spencer 30 times (At the time of typing this, I used him 684 
    times!) 
     
     
     
     
     
    =============================================================================== 
                    _  _  _____  ____  __  __    __    __    ___ 
                   ( \( )(  _  )(  _ \(  \/  )  /__\  (  )  / __)
                    )  (  )(_)(  )   / )    (  /(__)\  )(__ \__ \
                   (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)(___/ 
                                      [SPEN-1.2] 
    
    _______________________________________________________________________________ 
       __________________________________________________________________________ 
      |Standing \ Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
      |--------------------------------------------------------------------------| 
      | Light   | 48,000 \ 6        \ 3   \ 11   \ 0           \ -1              | 
      .--------------------------------------------------------------------------. 
    Spencer will do a straight punch with his normal arm that can be linked up to 5 
    times. Just as with almost any other character in the game, this is an ok combo 
    starter for standing opponents. The only real problem with this normal is it 
    will completely miss crouching small characters like Amaterasu. 
     
     
      ____________________________________________________________________________ 
      | Medium  | 67,000 \ 9        \ 3   \ 22   \ -6          \ -7              | 
      .--------------------------------------------------------------------------. 
    Spencer does a jabbing knee attack. Unlike his standing light, this will hit 
    any character, no matter if they are crouching or not. That sounds great and 
    all, but comboing starting from standing heavy is generally stronger (but much 
    slower that starting from L>M>H). Reason being, the more hits in a combo the 
    less damage it starts to do overtime (aka Damage Scaling) 
     
      ____________________________________________________________________________ 
      | Heavy   | 88,000 \ 12       \ 3   \ 21   \ 0           \ -1              | 
      .--------------------------------------------------------------------------. 
    Spencer does a straight punch, only this time with his Bionic Arm. It has the 
    longest reach out of his standing normals, and it can hit crouching small 
    opponents. 
     
      ____________________________________________________________________________ 
      | Special | 90,000 \ 10       \ 4   \ 26   \ ?           \ -7              | 
      .--------------------------------------------------------------------------. 
    Spencer does a wild uppercut with his Bionic Arm. Nothing at all really to say 
    here except that it's the slowest of his normal attacks, but not by much. 
     
     _____________________________________________________________________________ 
    |Command    \ Damage \ Start up \ Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
    |-----------------------------------------------------------------------------| 
    | Forward+H \ 90,000 \ 21       \ 3    \ 22   \ +4          \ -2              | 
    .-----------------------------------------------------------------------------. 
    Spencer does a overhead haymaker with his Bionic Arm that will hit overhead, 
    meaning it's an attack that will hit a crouching blocking opponent forcing them 
    to block high. 
     
    ++++++++++ 
     
     
      ___________________________________________________________________________ 
     |Crouching \ Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
     |---------------------------------------------------------------------------| 
     | Light    | 45,000 \ 7        \ 3   \ 10   \ +1          \ 0               | 
     .---------------------------------------------------------------------------. 
    Spencer does a forward kick that is much slower than most on its own, unless 
    linked into M>H. His best combo opener by far (then again, almost EVERYONE's 
    best combo opener is c.L) but with the shortest range, this is the basics of a 
    lot of his combos. 
     
     _____________________________________________________________________________ 
     | Medium   | 70,000 \ 8        \ 3   \ 21   \ -5          \ -6              | 
     .---------------------------------------------------------------------------. 
    Spencer does a rising straight that with a surprisingly large hitbox can hit 
    airborne opponents pretty well. 
     
     _____________________________________________________________________________ 
     | Heavy    | 80,000 \ 13       \ 4   \ 19   \ ?           \ 0               | 
     .---------------------------------------------------------------------------. 
    Spencer does a Bionic Arm sweep that pushes himself forward, but on contact 
    will push you back. 
     
    ++++++++++ 
     
     
                      __________________________________________ 
                     |Jumping  \ Damage \ Start up \Act. \ Rec. \ 
                     |------------------------------------------| 
                     | Light   | 45,000 \ 6        \ 3   \ 15   | 
                     .------------------------------------------. 
    Spencer does a chop with his normal arm that be linked up to twice if mashed, 
    and is easily comboable with j.M > j.M. 
     
                     ____________________________________________ 
                     | Medium  | 63,000 \ 8        \ 5   \ 20   | 
                     .------------------------------------------. 
    Similar to his jumping light, Spencer does a forward kick that can be linked 
    twice. 
     
                     ____________________________________________ 
                     | Heavy   | 83,000 \ 10       \ 5   \ 21   | 
                     .------------------------------------------. 
    The same as his ground 'Special' attack, Spencer does a wild uppercut. 
     
                     ____________________________________________ 
                     | Special | 88,000 \ 10       \ 5   \ 21   | 
                     .------------------------------------------. 
    Like his Forward + H overhead on the ground, Spencer will do a overhead 
    haymaker-type attack. 
     
    
     
    Spencer has some pretty basic normals that link together rather well. A simple 
    but effective combo I like to use is c.L > c.M > c.H > S > j.M > j.M > j.H> S > 
    Air Wire Grapple H > Air Wire Grapple H. All of his air attacks are overheads, 
    meaning it can hit a crouch-blocking opponent. 
     
     
     
     
     
    ~~~Frame Data~~~ 
    You're probably wondering right now: WTF is all the other stuff next to damage? 
    Well, that is what the fighting game community calls 'Frame Data'. What this 
    basically tells you is how long a move takes before it comes out (Start Up), 
    how long the hitbox of the move will stay open for damage (Active), how long 
    you will be open once the moves does come out (Recovery), and other important 
    things to know. Going on about Frame Data is outside the bounds of this guide, 
    so links explaining it will be provided in the 'Final' section :). 
    ~~~Frame Data~~~ 
     
     
    =============================================================================== 
                    ___  ____  ____  ___  ____    __    __    ___ 
                   / __)(  _ \( ___)/ __)(_  _)  /__\  (  )  / __)
                   \__ \ )___/ )__)( (__  _)(_  /(__)\  )(__ \__ \
                   (___/(__)  (____)\___)(____)(__)(__)(____)(___/ 
                                      [SPEN-1.3] 
    
    _______________________________________________________________________________ 
                                   *______________* 
                                   | Wire Grapple | 
                                   *--------------* 
                          _________________________________ 
                          | D, DF, F + Atk/ 2, 3, 6 + Atk | 
                          --------------------------------- 
            ________________________________________________________________ 
           | Damage \ Start up \ Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded\ 
           |----------------------------------------------------------------| 
           | 30,000 | 10       | 22   | 51   | -33         | -12            | 
           .----------------------------------------------------------------. 
     
    The Wire Grapple has 3 different variants: Light aims a grappler claw (think 
    Batman :P) in front of Spencer, Medium aims it at an angled position (UF/9), 
    while Heavy aims right above Spencer. This basically is the only long distance 
    game he has, and can easily be snuffed out by other projectiles. This is 
    definitely not a move you want to be throwing out at random, as it can be 
    easily punished. Once it does connect, you can follow it up 3 different ways 
     
     
     _____________________________________________________________________________ 
    |             | Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded\ 
    |-----------------------------------------------------------------------------| 
    | L. Followup | 72,000 | ?        | ?   | ?    | ?           | ?              | 
    |-------------|---------------------------------------------------------------| 
    | M. Followup | 90,000 | ?        | ?   | ?    | ?           | ?              | 
    |-------------|---------------------------------------------------------------| 
    | H. Followup | ?      | ?        | ?   | ?    | +2          | ?              | 
    .-----------------------------------------------------------------------------. 
     
    The Reel-in punch (light) causes an OTG situation, where you can easily link 
    into Air Wire Grapple M or H. 
     
    Zip Kick (medium) causes a wall bounce, which in some situations can be comboed 
    into either one of his Hypers. 
     
    Lastly, Come 'ere! (heavy) gives you an frame advantage and stuns the opponent, 
    giving you more combo opportunities. Personally I find this pretty useless 
    since you could simply do a basic combo without it. 
     
     
     
                                   *______________* 
                                   | Wire Grapple | 
                                   |     (air)    | 
                                   *--------------* 
                          _________________________________ 
                          | D, DF, F + Atk/ 2, 3, 6 + Atk | 
                          --------------------------------- 
            _________________________________________________________________ 
           | Damage  \ Start up \ Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded\ 
           |-----------------------------------------------------------------| 
           | 120,000 | 13       | ?    | ?    | ?           | ?              | 
           .-----------------------------------------------------------------. 
     
    This move is the reason why Spencer's OTG combos are so good. Not the best in 
    the game, but it's definitely up there. Light version aims forward, Medium aims 
    in the DF/3 direction, and Heavy aims straight down. To do these quickly 
    enough, go in a QCF,UF (2369) motion. 
     
    One thing about this move is it automatically follows up with the Zip Kick, 
    which can also be followed up by another Air Wire Grapple, or Air S into ground 
    S. (This happens to be one of his missions!) 
     
     
     
                                  *_______________* 
                                  | Armor Piercer | 
                                  *---------------* 
                      __________________________________________ 
                      | D, DF, F + Special / 2, 3, 6 + Special | 
                      ------------------------------------------ 
          ___________________________________________________________________ 
         | Damage \ Start up  \ Act.   \ Rec. \ Adv. on Hit \ Adv. if Guarded\ 
         |-------------------------------------------------------------------| 
         | 180,000 | 4-9/21   | 6(12)4 | 41   | ?           | -22            | 
         | 150,000 |          |        |      |             |                | 
         | 130,000 |          |        |      |             |                | 
         .-------------------------------------------------------------------. 
     
    A move you should always work into a ground combo or Forward + Heavy overhead, 
    the Armor Piercer is a GREAT wall bounce tool to connect with Spencer's hypers, 
    and the strongest single hit non-hyper move in the game. The tricky thing with 
    this move is the fact the farther you are, the less damaging and slower it is 
    to hit. Don't ever just throw it out, because you can easily eat a beam super 
    from far away. 
     
     
     
                                    *_____________* 
                                    | Jaw Breaker | 
                                    *-------------* 
                          _________________________________ 
                          | F, D, DF + Atk/ 6, 2, 3 + Atk | 
                          --------------------------------- 
            ________________________________________________________________ 
           | Damage \ Start up \ Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded\ 
           |----------------------------------------------------------------| 
           | 35,000 | 5        | 1    | 31   | ?           | ?              | 
           .----------------------------------------------------------------. 
     
    Spencer's command grab where he uppercuts the opponent in the air. Rarely used, 
    but this can easily mix-up your opponent in close range combat since he'll 
    hardly expect it. While all 3 versions knock in the air, only the medium and 
    heavy versions have followups. 
     
    _____________________________________________________________________________ 
    |             | Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded\ 
    |-----------------------------------------------------------------------------| 
    | H. Followup | 94,500  | ?        | ?   | ?    | ?           | ?             | 
    |-------------|---------------------------------------------------------------| 
    | H. Followup | 157,000 | ?        | ?   | ?    | +2          | ?             | 
    .-----------------------------------------------------------------------------. 
    *NOTE: The second followup that does 157,500 damage requires specific timing. 
    Both versions cause wallbounce. 
     
     
     
                                    *____________* 
                                    | Swing Wire | 
                                    *------------* 
                             ___________________________ 
                             | Any Direction + S + Atk | 
                             --------------------------- 
            ______________________________________________________________________ 
           | Damage \ Start up \ Act.  \ Rec. \ Adv. on Hit     \ Adv. if Guarded \ 
           |----------------------------------------------------------------------| 
           | 10,000 | 11       | On Hit | ?   | +9 air/-2 grnd. | +8 air/-3 grnd. | 
           .----------------------------------------------------------------------. 
     
    A move meant for extra movement, this gives Spencer a quicker way out of sticky 
    situations, or to get the drop on someone who likes to stay away from you. On 
    the ground, you can go in any direction that isn't straight down, and in the 
    air you can go in any direction. Since it causes hitstun on contact with 
    someone, it is quite possible to mix this in with some combo loops. The best 
    way to use this if you can get a beam assist to cover you, that way you can 
    swing wire over a blocking opponent and get in some overhead combos! 
     
     
    ---Assists--- 
     
    Alpha Assist: Wire Grapple L 
      - Does the ground forward version of his Wire Grapple special. 
    __________________________________________________________________ 
    | Damage \ Start up \Act. \ This Crossover Assist \ Other Partner \ 
    |-----------------------------------------------------------------| 
    | 20,000 \ 34       \ 17  \ 117                   \ 87            | 
    .-----------------------------------------------------------------. 
     
     
    Beta Assist: Wire Grapple M 
      - Does the ground angled version of Wire Grapple. Mainly used as an anti-air 
    and to extend combos. 
    __________________________________________________________________ 
    | Damage \ Start up \Act. \ This Crossover Assist \ Other Partner \ 
    |-----------------------------------------------------------------| 
    | 20,000 \ 34       \ 17  \ 117                   \ 87            | 
    .-----------------------------------------------------------------. 
     
     
    Gamma Assist: Armor Piercer 
      - Does Armor Piercer special. Causes wall-bounce 
    ___________________________________________________________________ 
    | Damage  \ Start up \Act. \ This Crossover Assist \ Other Partner \ 
    |------------------------------------------------------------------| 
    | 130,000 \ 45       \ 4   \ 134                   \ 104           | 
    .------------------------------------------------------------------. 
     
     
    When performing a CCHC, All versions does the Bionic Lancer. Personally, I'm 
    not a fan of his assists. Sure they can be used to extend combos, but nothing 
    about them really stands out unless Spencer is the ONLY other person on your 
    team tat can extend combos. 
     
     
    =============================================================================== 
                          _   _  _  _  ____  ____  ____  ___ 
                         ( )_( )( \/ )(  _ \( ___)(  _ \/ __)
                          ) _ (  \  /  )___/ )__)  )   /\__ \
                         (_) (_) (__) (__)  (____)(_)\_)(___/ 
                                      [SPEN-1.4]
     
    _______________________________________________________________________________ 
                                 *__________________* 
                                 | Bionic Maneuvers | 
                                 *------------------* 
                        _____________________________________ 
                        | D, DF, F + 2 Atk/ 2, 3, 6 + 2 Atk | 
                        ------------------------------------- 
          ______________________________________________________________________ 
         | Damage  \ Start up \ Act.  \ Rec. \ Adv. on Hit     \ Adv. if Guarded\ 
         |----------------------------------------------------------------------| 
         | 304,000 | 18+2     | 22    | 23   | ?               | -22            | 
         .----------------------------------------------------------------------. 
     
    The stronger and more invulnerable of the 2 (on hit), Bionic Maneuvers has the 
    same properties and animation as Wire Grapple L. On Hit, Spencer will put the 
    opponent in a 6 hit combo that can be cancelled out of anytime. The advantages 
    this hyper has over the Bionic Lancer is you are completely invincible once you 
    grab your opponent.  
     
    Say for example...you're fighting a Chris player and he does his Grenade 
    Launcher hyper. The second grenade he shoots in the air tracks you, so if you 
    used Bionic Lancer to punish that grenade can still hit even though you hit 
    Chris. Bionic Maneuvers stops that malarkey, since the invincibility of it 
    lasts longer than the grenade shot! 
     
    The flaws this hyper has that makes Bionic Lancer much better is the fact it's 
    slower, and it's not invincible at start-up. You definitely want to use this 
    super at the end of a combo if possible. 
     
     
     
                                  *_______________* 
                                  | Bionic Lancer | 
                                  *---------------* 
                        _____________________________________ 
                        | D, DB, B + 2 Atk/ 2, 1, 4 + 2 Atk | 
                        ------------------------------------- 
          ______________________________________________________________________ 
         | Damage  \ Start up \ Act.  \ Rec. \ Adv. on Hit     \ Adv. if Guarded\ 
         |----------------------------------------------------------------------| 
         | 250,000 | 4+2      | 10    | 50   | ?               | -37            | 
         .----------------------------------------------------------------------. 
     
    And here we are to why Spencer is so great in my books. First, let's look at 
    the weaknesses. It's not as strong as Bionic Maneuvers, and the recovery is 
    really bad if you miss. 
     
    Another flaw is it may look full screen due to the size of the attack, but it 
    isn't. Don't ever use this from far away since you can easily get punished 
    hard. 
     
    Now the strengths: While the first Hyper is invincible on contact, you are 
    completely wide open until then. Bionic Lancer is invincible from startup to 
    hit contact from mid range, plus it's extremely fast and has superb range, so 
    if you're close to someone who likes to spam supers this WILL knock them out of 
    it. Nothing is funnier than if your opponent uses a CCHC to get rid of you, 
    only to have Bionic Lancer tear through all 3 of his teammates!  
     
    You can also use it to punish assists. I've had had it before where I'll do the 
    Bionic Lancer as the person calls a assist, yet the person blocked it. Thing 
    is, the Bionic Lancer pushed him back into the assist and the hyper connected! 
     
    All in all, this is by far one of the best punishers in the entire game. Don't 
    waste it rookie! 
     
     
     
     
     
     
    =============================================================================== 
                      __  __  ____  ___  ___  ____  _____  _  _ 
                     (  \/  )(_  _)/ __)/ __)(_  _)(  _  )( \( )
                      )    (  _)(_ \__ \\__ \ _)(_  )(_)(  )  ( 
                     (_/\/\_)(____)(___/(___/(____)(_____)(_)\_)
                              __  __  _____  ____  ____ 
                             (  \/  )(  _  )(  _ \( ___)
                              )    (  )(_)(  )(_) ))__) 
                             (_/\/\_)(_____)(____/(____) 
     
                                      [SPEN-1.5]
    =============================================================================== 
    'Marvel vs Capcom 3 Missions - Spencer' by VesperArcade 
    --- 
    http://www.youtube.com/watch?v=YVQOF9FsfYM 
     
     __ 
    /  )
     )( 
    (__)[Attack using Wire Grapple] 
    - Air Wire Grapple M 
     
     
     
     ___  
    (__ \ 
     / _/ 
    (____)[Chain together two special moves]
    - Wire Grapple L 
    - Zip Kick (Press Medium to follow up) 
     
     
     
     ___ 
    (__ )
     (_ \
    (___/[Chain together two special moves] 
    - Jaw Breaker M  
    - Smash Kick  
     
     
     
      __  
     /. | 
    (_  _)
      (_) [Perform a combo using a cancel] 
    - Standing L 
    - Standing M 
    - Standing H 
    - Wire Grapple L 
    - Reel in Punch 
     
     
     
     ___ 
    | __)
    |__ \
    (___/[Perform a combo using an Air combo] 
    - Standing M 
    - Crouching H 
    - S 
    - Air M 
    - Air M 
    - Air H 
    - Air S 
     
     
     
      _  
     / ) 
    / _ \
    \___/[Perform a combo using X-Factor and crossover assist (corner only)] 
    - Air H 
    - Standing L 
    - Standing M 
    - Standing H 
    - Bionic Lancer 
    - X-Factor 
    - Partner 1 
    - Bionic Lancer 
     
    This mission is one of many ways you can combo 2 Bionic Lancers into each 
    other. After the first Bionic Lancer, X-Factor as SOON as it hits, then wait 
    about .5 of a second and call C.Viper (Partner 1) out. The idea is to have 
    where C.Viper can hit Dormammu as soon as he hits the ground, than way he can 
    bounce right into your second Bionic Lancer. 
     
     
     
     ___ 
    (__ )
     / / 
    (_/  [Perform a combo with a knockdown followup (corner only)] 
    - Jaw Breaker L 
    - Standing L 
    - Standing M 
    - Crouching H 
    - S 
    - Air M 
    - Air M 
    - Air H 
    - Air S 
    - Air Wire Grapple H 
     
    After the Jaw Breaker L, don't immediately start with the rest of the combo 
    until Captain America has fallen at least head height to you. 
     
    At the Air Wire Grapple, input your directions like this: D, DF, F, UF+ H 
     
     
     ___ 
    ( _ )
    / _ \
    \___/[Perform a combo with a knockdown followup (corner only)] 
    - Air S 
    - Standing M 
    - Crouching H 
    - S 
    - Air M 
    - Air M 
    - Air H 
    - Air S 
    - Air Wire Grapple H 
    - Air H 
    - Air Wire Grapple L 
     
    Pretty much the same as the last mission, with the added Air H and Air 
    Wire Grapple L. Just wait a little after the Air Wire Grapple H before 
    you do Air H. 
     
     
     
     ___ 
    / _ \
    \_  /
     (_/ [Perform a combo with a wall bounce combo (corner only)] 
    - Air H 
    - Standing L 
    - Standing M 
    - Crouching H 
    - Wire Grapple M 
    - Zip Kick (M followup) 
    - Standing M 
    - Crouching H 
    - S 
    - Air M 
    - Air M 
    - Air H 
    - Air S 
    - Air Wire Grapple H 
     
    Another pretty easy one. The part people will have trouble with is the 
    Standing M after the Zip Kick. Just take your time, and start whenever 
    the opponent is near you 
     
     
     
     __  ___  
    /  )/ _ \ 
     )(( (_) )
    (__)\___/ [Perform a special combo (corner only)] 
    - Standing L 
    - Standing M 
    - Crouching H 
    - S 
    - Air M 
    - Air M 
    - Air H 
    - Air S 
    - Air Wire Grapple H 
    - Air S 
    - S 
    - Air M 
    - Air M 
    - Air H 
    - Air S 
    - Partner 1 
    - Bionic Lancer 
     
    A mixture of Mission 6, the same idea applies here. In order for the assist to 
    connect, you have stall on pressing Air S for half a second then call out your 
    partner AS you hit the ground. One trick to this is you can hold the Partner 1 
    button the whole time, then let go as you hit the ground. 
     
    The hardest part (to me at least) is the timing of when you have to press Air S 
    into Standing S after the Air Wire Grapple H. You do have to be near the ground 
    somewhat since if you do it too early, the Standing S wont come out at all. 
     
     
     
     
     
     
    =============================================================================== 
               ___  ____  ____    __   ____  ____  ___  ____  ____  ___ 
              / __)(_  _)(  _ \  /__\ (_  _)( ___)/ __)(_  _)( ___)/ __)
              \__ \  )(   )   / /(__)\  )(   )__)( (_-. _)(_  )__) \__ \
              (___/ (__) (_)\_)(__)(__)(__) (____)\___/(____)(____)(___/ 
                                      [SPEN-1.6] 
     
    _______________________________________________________________________________
     
    ---PLAYING AS SPENCER: CLOSE RANGE BRAWLER--- 
     
    Spencer's zoning game is pretty bad. He really needs to be up close to do any 
    real damage. Although Swing wire is fast, on block Spencer is wide open so he's 
    going to need help of a relatively fast projectile assist that can pin the 
    opponent down.  
     
    - Dr. Doom: Plasma Beam/Hidden Missiles 
    - Iron Man: Unibeam 
    - Magneto: Electromagnetic Disruptor 
    - Dante: Weasel Shot 
    - Amaterasu: Cold Star 
     
    Any of these can really help Spencer out in getting up close and personal 
    against someone. While the assist is pinning them down, Spencer can use Air 
    Swing Wire forward to get in some really nasty overhead combos. This is one 
    reason why Spencer is good against Sentinel because of his large hitbox even 
    while crouching  
     
     
     
     
    ---GET 'EM OFF ME GET 'EM OFF ME!--- 
     
    Like I said earlier, Spencer falls prey to rushdown. If not careful, a 
    character like Wolverine will get the drop on you a lot. Since Spencer doesn't 
    have a good 'get off me' move outside Bionic Lancer, he'll need assist help.  
     
    - Haggar: Double Lariat 
    - Tron: Gustaff Fire 
    - Hsien-Ko (Hyper Armor): Senpu Bu  
    - Trish: Trick Peekaboo/Hopscotch 
    - Akuma: Tatsumaki Zankyaku 
     
    Akuma's and Tron's have some pretty insane priority, Hsien-Ko (Hyper Armor) can 
    blow through pretty much anything, and while Haggar's is good, it only hits 
    high. Small characters can easily crouch under it and continue their relentless 
    assault. Out of the 4, Tron is the best since hers is almost invincible and has 
    a larger hitbox then you may think.  
     
    
    
     
    ---BIONIC LANCER: TO SPAM OR NOT TO SPAM--- 
     
    I should point out that Bionic Lancer isn't a COMPLETE charge of death. It can 
    be beaten. These 4 supers are ones I've tested personally, so let me know if 
    I've missed some. 
     
    - Morrigan: Shadow Servant Super 
    - Viewtiful Joe: Mach Speed Super 
    - Crimson Viper: Emergency Combination Super 
    - Jill: Machine Gun Spray Super 
     
    All 4 of these supers will knock Spencer right out of Bionic Lancer, doesn't 
    matter if done before or after. The advantage Bionic Lancer has over the other 
    level 1 supers for certain situations is range, speed, and its ability to be a 
    wonderful hyper outside of combos. Don't even bother with Jill's since the 
    damage done is not even worth the wasted hyper meter. You'd be better off just 
    blocking it and punishing him afterwards. 
     
    Also, any Level 3 grab hyper (Haggar/Tron) will also beat Bionic Lancer IF done 
    close range. Akuma, Dormammu and (surprisingly) Felicia's will mess him up 
    either way, so the best thing for them is to jump the hell out of the way. 
     
    Last but not least, don't use it a lot against anyone with Wesker/Taskmaster as 
    a second character. If the person is smart they normally will do a hyper, but 
    once Spencer does his the other person can easily DHC into Wesker/Taskmaster's 
    counter hypers. You always want to have a backup plan should you come across 
    this: One idea you could use is to have a character with a projectile hyper as 
    back-up so you can DHC into it. 
     
     
     
     
     
     
    =============================================================================== 
                         ___  _____  __  __  ____  _____  ___ 
                        / __)(  _  )(  \/  )(  _ \(  _  )/ __)
                       ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
                        \___)(_____)(_/\/\_)(____/(_____)(___/ 
                                      [SPEN-1.7] 
     
    _______________________________________________________________________________ 
     
    I'm going to keep this section relatively short. There are way too many combo 
    possibilities that haven't been discovered yet since this game is relatively 
    new, and doesn't have the following MvC2 did. One thing you WILL need to 
    practice on is how to cancel a jump into a Air Wire Grapple quickly enough to 
    connect. To do that, go into training and practice a QCF,UF + Atk (2369) motion 
    after a S knockdown from any simple air combo. 
     
     
    ---BASIC--- 
    + c.L > c.M > c.H xx Bionic Maneuvers 
     
    + c.L > c.M > s.H xx Armor Piercer > Bionic Lancer > XFC > Bionic Maneuvers 
     
     
     
     
    ---NORMAL --- 
    + c.L > c.M > c.H xx Armor Piercer > (wait a little for the opponent to come 
    down) S > (followup with a super jump) j.M > j.M > j.H > Air S > Air Wire 
    Grapple M (or H if opponent lands in the corner)  
     
    + c.L > c.M > c.H > S > super jump > j.M > j.M > j.H > S > Air Wire Grapple M > 
    Bionic Lancer > Air Wire Grapple M 
    
     
     
     
    ---ADVANCED--- 
    + (corner only, requires both assist to be ground bounce. I suggest Crimson 
    Viper's Seismic Hammer and Deadpool's Katana-rama) - s.L > s.M > c.H > S > j.M 
    > j.M > j.H > (stall a little here) S > Assist 1 > (Do this as soon as Assist 1 
    hits) Bionic Lancer > XFC > (wait here again for the opponent to come down) S > 
    j.M > j.M > j.H > S > Assist 2 > Bionic Maneuvers 
     
    +  c.M > c.H xx Swing Wire forward > s.L > c.M > c.H xx Swing Wire forward, s.L 
    > c.M > c.H xx Swing Wire forward > s.L > c.M > S > super jump > j.M > j.M > 
    j.H > S > Air Wire Grapple H > Air S > Armor Piercer xx Bionic Maneuvers > Air 
    Wire Grapple H 
     
    ^^^This is one of the many ways you can combo with Spencer's Swing Wire. This 
    combo came from a youtube user named 'trag13', who does awesome combo videos 
    and tutorials for MvC3 and other fighters. You can check out a link to his 
    Youtube at the bottom. 
     
     
     
     
     
     
    =============================================================================== 
                            ____  ____  _  _    __    __   
                           ( ___)(_  _)( \( )  /__\  (  )  
                            )__)  _)(_  )  (  /(__)\  )(__ 
                           (__)  (____)(_)\_)(__)(__)(____)
                                      [FINAL] 
     
    _______________________________________________________________________________ 
     
    'How To Read And Use Frame Data' by OneHandedTerror. Youtube links: 
    --- 
    http://www.youtube.com/watch?v=rCwWa6GOUUU (part 1) 
     
    http://www.youtube.com/watch?v=nmipAe4A3c4&feature=related (part 2) 
     
     
     
    Trag13's Youtube Channel 
    --- 
    http://www.youtube.com/user/trag13 
     
     
     
    Combofiend(She-Hulk/Taskmaster/Spencer) vs Marn (Magneto/Zero/Sentinel) 
    --- 
    http://www.youtube.com/watch?v=_GDH0Ylp7bc 
     
     
     
    'Timothy Team Combos (Haggar/Doom/Spencer)' by OptionSelectDotCom 
    --- 
    http://www.youtube.com/watch?v=cY0AwbE3KQc&t=4m25s 
     
     
     
    ComboFiend (She-Hulk/Taskmaster/Spencer) vs EG Justin Wong (She-
    Hulk/Amaterasu/Tron) 
    --- 
    http://www.youtube.com/watch?v=DmqWWKS0Isc&feature=relmfu 
     
     
    Once more, I want to point out I am not a expert, or am I associated with any 
    of the people's videos that I linked here. I'm just someone who's a fan of 
    Spencer and wanted to do my own thing for him based on what I've experienced. 
    Will I do another character? More than likely yes, but right now I wanted to do 
    this and see what people thought. 
     
    Once again, I stress for emails (or gamefaqs PM) regarding updates to this 
    guide. Since I've only been to one fighting tournament in my life (SSF4, 
    Carolina Gaming Summit 2011), I'm strictly an online warrior. I would love to 
    go to more tournaments and get some experience, but that's just not an option 
    for me since 95% of them are out of state. 
     
    Also, a little thanks Brady Games Official Marvel vs Capcom 3 strategy Guide, 
    any site that hosts this faq, and to Capcom and Marvel for joining forces once 
    again to bring you...this wonderful game! 
     
    BIONIC...AAARRRRRMMMMMMMMMMMMM! 
    ~Spencer