![]() ![]() Hit-confirmable into the Charging Hellspawn. Single buttons won’t win you the match, so you need to memorize these best strings to win:ī1, 2 – Only use when you know you will land it, as it’s unsafe on block and will be punished.į2, 1 – Advancing mid. Spawn also has insane corner pressure, so use that to your advantage. His buttons have a decent range on them, so you should try to control the space. Spawn’s goal is to get the opponent to come to you while you’re trying to zone them out. Players have the option to select their own Variations in tournament settings, so here are AVirk13’s Spawn ones: Great range, damage, and anti-air.ĭ4 – A serviceable button for when you need it.ī4 – One of the best sweeps in the entire game. Good range and only 7 frames.ģ – Hands down Spawn’s best button. The only downside is the miserable range.ĭ1 – One of the best D1s in the entire game. You should try to use them whenever the opportunity presents itself since they offer the best neutral, anti-air, and pressure value.ġ – At 7 frames, this is Spawn’s fastest punish. For, if a string is blocked and a player goes into a special move, it is likely that the opponent will punish the character for a ton of damage.The Best Buttons are the key moves for the character. Many of Spawn's special moves are incredibly negative on block, forcing players to master the art of hit-confirming. although not a crippling fault, it does allow the character to crumble when facing fast rush down characters. The first of which is the characters below-average speed. Paired with Spawn's devastating combo potential and his versatile Fatal Phantasm, which leaves an enemy standing and Spawn in advantage, it is easy to see how the Hellspawn would be considered a top/high tier character.Įven with all these strengths, Spawn is not without some flaws. Spawn also possesses absurd range on his cape normal attacks, two strings associated with his cape, Fighting the Phlebiacs and Vaporizers Visage providing an ambiguous high-low mix up game in itself. Coupled with Soul Chamber's powerful Krushing Blow, which triggers on a counter-hit, players can condition their enemy to not press buttons allowing Spawn to unleash some devastating mind games. Both Back From Hell and Soul Chamber are plus on block, allowing the anti-hero to maintain his overwhelming pressure on his enemy. ![]() Starting with his basic, and fastest strings, Back From Hell and Soul Chamber, both provide Spawn a powerful mind-game at his disposal. Spawn has a seemingly endless list of strengths. Overall this is the easiest variation to use and allows for intense damage out-put when mastered. It also allows Spawn to extend his jump cancel combos if used correctly, however, this is may require some advance execution. Spawn also has access to a useful glide special move which allows the character to approach from the air from a further distance away. Equipped with powerful Chargin Hellspawn special move, which when amplified serves as Spawn's launcher in this variation. The One, Spawn's second competitive variation, is the standard Combo-heavy variation of his three. This dive-kick can be used to check opponents who are prone to anti-airing Spawn's jump-in attacks, forcing them to think twice before attempting to do so. Spawn gains access to a dive-kick special move in this variation as well. Guns Blazing can be used to end Spawn's combos, but it creates a large amount of space between Spawn and his opponent, effectively rendering him useless, as his guns cannot reach the full screen. ![]() Equipped with two different gun special moves, the first Guns Blazing is a useful anti-air gunshot, which when amplified, fires off a barrage of bullets towards an opponent. Spawn's first competitive variation, From Hell, provides players with a mid-ranged zoning play-style. ![]()
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