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Tuesday
Feb082011

NORMAL MOVES

Damage #'s are (Standing/Crouching/Air)

L - LIGHT (48k/45k/45k)

Standing L chains into into itself for easy hit confirms but crouching L does not.
 

M - MEDIUM (67k/70k/63k)

Both crouching and standing M are mid-attacks.

H - HARD (88k/80k/83k)

Both crouching and standing H can be followed up by S launcher. Crouching H is a sweep. Jump H can be used as an instant over against large characters such as Sentinel.

Forward + H (90k)

An overhead that will hit someone blocking low. The overhead can combo into Armor Piercer as a hit confirm. The overhead can also be linked into crouching L if Spencer is in X-Factor level 2 or above.

S - EXCHANGE
 (90k/NA/88k)

Standard launcher. Jump S crosses up. Super jump cancellable into wire grapple (best used in the corner for additional damage)
Tuesday
Feb082011

SPECIAL MOVES

WIRE GRAPPLE - QCF+ATK

Wire Grapple is a ranged hook that grabs the opponent. The move can be performed on the ground or in the air.

On the ground, you have the option to follow up with Reel-In-Punch, Zip Kick, or Come ‘Ere! L Wire Grapple shoots out horizontally, M Wire Grapple shoots at a 45 degree angle upward, and H Wire Grapple shoots vertically above Spencer’s head.

In the air, Wire Grapple automatically goes into Zip Kick. L Wire Grapple shoots out horizontally, M Wire Grapple shoots at a 45 degree angle downward, and H Wire Grapple shoots vertically directly below Spencer.

REEL IN PUNCH - AFTER WIRE GRAPPLE HITS, PRESS L (102k)

Reel-In-Punch is the most ideal follow up to Wire Grapple since you can continue to combo with a jumping M/H Wire Grapple afterwards. It can also setup some OTG combo scenarios as well!

ZIP KICK - AFTER WIRE GRAPPLE HITS, PRESS M (120k)

As mentioned above, Reel-In-Punch is the most ideal follow up. However, if you accidentally get Zip Kick, you can always do Wire Swing combos or go straight into a Hyper Combo.

COME 'ERE! - AFTER WIRE GRAPPLE HITS, PRESS H (30k)

The follow up creates a 50/50 situation where you can either go crouching L or Jaw Breaker

JAW BREAKER - F,D,D/F+ATK (35k)

Jaw Breaker is a command throw that launches your opponent in the air. You can follow up with Smash Kick or Critical Smash to perform a wall bounce if you used Jaw Breaker with M or H. If you don't follow up with either move, you can perform a combo as they're falling towards the ground.

SMASH KICK - DURING M OR H JAW BREAKER, H (129k)

Follow up to Jaw Breaker that wall bounces the opponent. 

CRITICAL SMASH - DURING DURING M OR H JAW BREAKER, H (192k)

Follow up to Jaw Breaker that wall bounces the opponent.

ARMOR PIERCER - QCF+S (130k/150k/180k)

A very high damage move that can be linked into after performing an overhead. It also wall bounces the opponent allowing you to follow up with a hyper combo. The startup speed and damage is dependent on your distance from the opponent.

HOOK SWING - DIRECTION + L + S 

This is Spencer's bread and butter to his air manueverability. It allows Spencer to travel in 8 different directions and the hook has a hitbox which can also apply pressure and traps. Although it allows Spencer to travel in the air, the wire itself doesn't have a hitbox and you can't perform any moves as you travel. This allows the opponent to simply grab or hit you mid-flight and you can potentially take a lot of damage. 

BIONIC BOMBER - IN AIR, QCF + S

Tuesday
Feb082011

ASSISTS

WIRE GRIP H. SHOT (20K)

Shot - Front

This creates a knockdown/OTG scenario.

WIRE GRIP SLANT SHOT (20K)

Shot - Tilt Up

This assist stands the opponent up. Very useful assist when used with DHC glitch to create some innovative combos. 

ARMOR PIERCER (130K)

Direct - Front

Wall bounce and high damage assist. 

Sunday
Jan302011

HYPER COMBOS

BIONIC MANEUVERS - QCF+2ATK (304K)

Spencer enters an animated sequence which can be used to perform the DHC glitch with characters such as Wesker, Arthur, Taskmaster, Captain America, and so forth. Without the DHC glitch, the Bionic Maneuver does pretty standard damage.

BIONIC LANCER - QCF+2ATCK (250K)

Spencers trademark super that can quickly turn a match around with X-Factor level 2 or 3. The startup on the super is nearly immediate and has complete invincibility for the first couple of frames.

Sunday
Jan302011

COMBOS

Forward + H, Armor Piercer, Bionic Lancer/Bionic Maneuvers
Damage: 477,600/528,700

Air throw, Jump Wire Grapple H, Bionic Lancer, Jump Wire Grapple M
Damage: 367,500

(Mid-Screen) Crouching L, Crouching M, Crouching H, S, Neutral Jump M, M, H, S, Jump Wire Grapple M, Bionic Lancer
Damage: 531,500

(Mid-Screen) Crouching L, Crouching M, Crouching H, S, Neutral Jump, M, M, H, S, Jump Wire Grapple M, Wire Swing + Down/Forward, mid-air H, Jump M, H S, Wire Swing + Down, Standing M, Armor Piercer, Bionic Lancer
Damage: 588,700

(Corner only) Crouching L, Crouching M, Crouching H, S, Neutral Jump, M, M, H, S, Jump Wire Grapple H, S, Wire Swing + Down, Standing M, Armor Piercer, Bionic Maneuvers
646,200

(Corner only) Crouching L, Crouching M, Crouching H, S, Neutral Jump, M, H, S, mid-air Wire Grapple H, mid-air S, Jump Forward + M, H, S, Wire Swing + Down/Forward, S, Super Jump Cancel Wire Grapple H, Reel-in-Punch, Jump Wire Grapple H
Damage: 559,800 

Sunday
Jan302011

TEAMING GUIDE

One of the most versatile characters that can play well from any position on a team. As a point character, he can run wild on offense with a proper assist that can cover his high-risk maneuver, Wire Swing. As a middle or anchor of a team, he has the ability to touch the opponent and obliterate teams with his Bionic Lancer into X-Factor combo's because of it's startup, invincibility, and potential damage output.

Spencer's liability lies in his ability to be a viable assist. As an assist, he can be useful in extending combo's, but he can't be spammed to dictate space, create combo opportunities, or change the offensive/defensive pace of a match.

Although Spencer is risky in some aspect and lacks in being a good assist, his offensive options and damage output more than compensates for his liabilities. Against an opponent who is fundamentally sound defensively, you'll need to be crafty and setup your air throw's by having your opponent respect your overhead. However, he's the perfect foil against people who love to hit buttons if you've got a ton of meter. Button mashers beware!