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Spencer Guide

by Jerecaine

---------------------------===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 
[email protected]. 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: [email protected] 
 
Update 1.02: Added more to profile and other random tidbits 
 
 
 
+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 
------Assists 
------[SPEN-1.3] Specials 
------[SPEN-1.4] Hypers 
------[SPEN-1.5] Mission Mode 
------[SPEN-1.6] Strategies 
------[SPEN-1.7] Combos 
------[FINAL] Other Random Stuff 
==================== 
 
 
 
 
 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
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, power, 
invincibility, and distance it has can't be beat! One downside is the fact if 
you miss 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. 
 
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 
+ Falls prey to rushdown players a lot. 
+ Range game is pretty rough without Bionic Lancer 
+ Bad Recovery on specials if missed. 
 
 
 
 
 
 
=============================================================================== 
                _  _  _____  ____  __  __    __    __    ___ 
               ( \( )(  _  )(  _ \(  \/  )  /__\  (  )  / __)
                )  (  )(_)(  )   / )    (  /(__)\  )(__ \__ \
               (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)(___/ 
                                  [SPEN-1.2] 

_______________________________________________________________________________ 
   __________________________________________________________________________ 
  |Standing \ Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
  |--------------------------------------------------------------------------- 
  | Light   | 48,000 \ 6        \ 3   \ 11   \ 0           \ -1              | 
  |--------------------------------------------------------------------------| 
  | Medium  | 67,000 \ 9        \ 3   \ 22   \ -6          \ -7              | 
  |--------------------------------------------------------------------------| 
  | Heavy   | 88,000 \ 12       \ 3   \ 21   \ 0           \ -1              | 
  |--------------------------------------------------------------------------| 
  | Special | 90,000 \ 10       \ 4   \ 26   \ ?           \ -7              | 
  .--------------------------------------------------------------------------. 
 
 
 _____________________________________________________________________________ 
|Command    \ Damage \ Start up \ Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|-----------------------------------------------------------------------------| 
| Forward+H \ 90,000 \ 21       \ 3    \ 22   \ +4          \ -2              | 
.-----------------------------------------------------------------------------. 
*NOTE: Forward+H is an overhead. Can be linked into Armor Piercer, but is slow 
to come out on its own. 
 
 
++++++++++ 
 
 
  ___________________________________________________________________________ 
 |Crouching \ Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
 |---------------------------------------------------------------------------- 
 | Light    | 45,000 \ 7        \ 3   \ 10   \ +1          \ 0               | 
 |---------------------------------------------------------------------------| 
 | Medium   | 70,000 \ 8        \ 3   \ 21   \ -5          \ -6              | 
 |---------------------------------------------------------------------------| 
 | Heavy    | 80,000 \ 13       \ 4   \ 19   \ ?           \ 0               | 
 .---------------------------------------------------------------------------. 
 
 
++++++++++ 
 
 
                  __________________________________________ 
                 |Jumping  \ Damage \ Start up \Act. \ Rec. \ 
                 |------------------------------------------| 
                 | Light   | 45,000 \ 6        \ 3   \ 15   | 
                 |------------------------------------------| 
                 | Medium  | 63,000 \ 8        \ 5   \ 20   | 
                 |------------------------------------------| 
                 | Heavy   | 83,000 \ 10       \ 5   \ 21   | 
                 |------------------------------------------| 
                 | Special | 88,000 \ 10       \ 5   \ 21   | 
                 .------------------------------------------.
 
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. 
 
 
 
---Assists--- 
 
Alpha Assist: Wire Grapple L 
  - Does the ground forward version of his Wire Grapple special. 
 
Beta Assist: Wire Grapple M 
  - Does the ground angled version of Wire Grapple. Mainly used as an anti-air. 
 
Gamma Assist: Armor Piercer 
  - Does Armor Piercer special. Causes wall-bounce 
 
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. 
 
 
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 :). 
 
 
 
 
=============================================================================== 
                ___  ____  ____  ___  ____    __    __    ___ 
               / __)(  _ \( ___)/ __)(_  _)  /__\  (  )  / __)
               \__ \ )___/ )__)( (__  _)(_  /(__)\  )(__ \__ \
               (___/(__)  (____)\___)(____)(__)(__)(____)(___/ 
                                  [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. 
 
 
 
 
 
 
=============================================================================== 
                      _   _  _  _  ____  ____  ____  ___ 
                     ( )_( )( \/ )(  _ \( ___)(  _ \/ __)
                      ) _ (  \  /  )___/ )__)  )   /\__ \
                     (_) (_) (__) (__)  (____)(_)\_)(___/ 
                                  [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't be cancelled out of until the 5th hit. 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]
=============================================================================== 
 __ 
/  )
 )( 
(__)[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.  
 
 
 
 
---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) 
 
 
 
My Recent Blog 
--- 
http://jerecaine.blogspot.com/ 
 
 
 
Trag13's Youtube Channel 
--- 
http://www.youtube.com/user/trag13 
 
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, 
to Gamefaqs and Super Cheats for hosting this faq (these are the only sites I'm 
allowing to host at this moment), and to Capcom and Marvel for joining forces 
once again to bring you...this wonderful game! 
 
BIONIC...AAARRRRRMMMMMMMMMMMMM! 
~Spencer