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.
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