Spawn General Discussion/Q&A Thread

@crow_winters
No evidence suggests we're getting anything but the PS2 version + online mode. We were going to let this SA remain sad and empty so we could laugh at it in the future.

EDIT: TURNS OUT WE GET SPAWN.
 
Last edited:
Spawn's Soul Arena has been completed. As with the last couple of Soul Arenas that I've done, please raise any concerns, suggestions or questions with me in a PM. I'd like to hear what you think of the layout of the SC2HDO Soul Arenas.
 
So. Dat black guy, yeh?


Spawn seems to be outranged by damn near everybody. He also has a lot of highs for step-kills (yuck). Damage doesn't seem spectacular, either. A lot of his attacks have pushback/knock the opponent away, which exacerbates his range problem.

(Hmm, apparently, advancing guard exists in this game, so, that might help?)

From what I can see, the good points;

- Ezio-like 4A+B whiff punisher. Not as good, but it does reach all the way across the screen.
- 82 damage A command grab (LEV B followup), 76 damage B command grab (66B followup). Does this make him a throw character? These grabs don't seem to track!
- 1KKK, delayable, NCC, hit-confirmable low for 45+ damage depending on tech.
- Nobody is gonna know what you're doing for a while since Spawn was Xbox exclusive.

I don't know his frames, so I really can't get a good picture of what's going on, but these are my initial thoughts. I'll post some combos in the combo discussion thread before I go.

I also don't know how to play this game, so, you know.
 
Last edited:
My friend mains Spawn so I can probably answer some stuff
Spawn seems to be outranged by damn near everybody. He also has a lot of highs for step-kills (yuck). Damage doesn't seem spectacular, either. A lot of his attacks have pushback/knock the opponent away, which exacerbates his range problem.
66Ba is an incredible move/approach! 44A is also pretty good, and 66B is 66B. As for damage, spawn has great setups, but really most of his damage comes from his opponent not knowing the matchup. (levitation gimmicks, etc) But you are right, Spawn is prone to being zoned (as a yoshi main, I'm able to poke my friend's Spawn like crazy and keep him away) but at least he has an okay a bad projectile to help him convince the opponent approach a bit (not really, verticle highs = lol). But some characters, like Asta/Berserker who can 22B him out of levitation while also being able to zone him make Spawn have a very hard time. Also pretty bad vs Mitsu/Yoshi, Ivy, and Nightmare. Don't get me wrong, this character has his pros too, but definitely gonna take a lot of work to make work versus the top tiers.
I think his RO ability are so good. Isn't it?
Both of his command grabs give him reverse ring-out from a pretty generous range. (you have to combo for the B though, it's like 214B+G -> 66A+B iirc) And if you're opponent tries to duck, 44B them! :sc2spw1: As for forward ringout, 66A / 66bA, Levi A / 2A, 66aB, 44A.
2A+K seeable or no?
Hardly. I never see it, sometimes I can guard the second hit though since it isn't NC. Even if, the pushback is too good and you're obviously in crouch so it's very good versus everyone who can't WR B -> chief hold B you ^^;
 
I find Hidden move ladies - SoulCharge level 2 = 4+a,a,[a]. The lvl2 soulcharge adds a third mid A in the string making the string H,M,M which is a ncc and if the first A misses/wiffs the two final hits are nc. In all reality I think this move should be a lvl 1 soulcharge because it would easily be a top move for him but sadly its lvl2. Also if you start a soulcharge you can walk back or start 8wr then shift to 4 while mashing A will make the move come out as quickly as possible. I stumbled upon this while checking out his move properties in training mode yesterday using soulcharge to get counterhit instead of dicking with shitty menu's , at first I thought the third A was because of counter hit but it led to lvl2 sc and finally I think its a great move but the rq's make it suck.
 
Back