Stream Status

FULL FGC STREAM LIST

RECENT VIDEOS
MEMBER ACCESS
« NORMAL MOVES | Main | ASSISTS »
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

Reader Comments

There are no comments for this journal entry. To create a new comment, use the form below.

PostPost a New Comment

Enter your information below to add a new comment.

My response is on my own website »
Author Email (optional):
Author URL (optional):
Post:
 
Some HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>