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Spawn General Discussion Thread

Hey friends, got a small list of gear/skins I am missing and wondering if you guys have them and if you remember where you unlocked them. I am a bit confused because I have done the character tutorial, all 5 stages of his character towers, his set of premier towers that went live today and so many other towers last week with him that I placed 1% in Race Against Time and have only been getting augments for days now....Anywhere here are the names...

Boots - "Into The Abyss" & "Hellbound"

Arms/gauntlets - "Nether World" & "Dead Evil"

Capes - "Death and Rebirth" & "Damned Devastation"

Skins - "Architect Of Fear" & "King Of Rat City"

Everything else I have unlocked.
You have a few more gear pieces than I do but I'm missing the exact same ones you are. I'm only missing the same 2 skins as well. Seems like all I've been getting lately were augments so I stopped the tower grind. I can only assume these skins/gear are just not available yet.
 

Blade4693

VIVIVI
You have a few more gear pieces than I do but I'm missing the exact same ones you are. I'm only missing the same 2 skins as well. Seems like all I've been getting lately were augments so I stopped the tower grind. I can only assume these skins/gear are just not available yet.
Well golden boy @Eldriken over here somehow has King Of Rat City and a few of the other ones I am missing but he can't remember how/where he got them :mad:

:D
 
Agreed with above, Spawn feels kinda free to jump ins. And not because he has bad anti airs but because his conversions off them are so weak. Like it almost seems unintentional that his stand 1 has such a long recovery. I don't know of any other character with this problem.
 
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DarksydeDash

You know me as RisingShieldBro online.
Agreed with above, Spawn feels kinda free to jump ins. And not because he has bad anti airs but because his conversions off them are so weak. Like it almost seems unintentional that his stand 1 has such a long recovery. I don't know of any other character with this problem.
Up close, forward/Back dash and trip guard with b1. This requires labbing of character jump ins but for example, you can dash forward under Kabal's jump 2 but you can back dash all of Sub Zero's jump ins.

From far: Use s3 and input bf3 if you're in V2. If not, db3.

For crossups, d1 is amazing and when you see the down hit, 24 into conversion.
 

Nevan_PTF

All your mains belong to me!
I'm going Spawn only this KL and it's not easy, at least for me.

Been playing V1 only, since I don't enjoy the others like I do V1, it feels more complete in terms of tools, like DB3 and BF3, giving access to the +4 restand and the anti-breakaway. He has solid damage as well, better than V3.

Great usage of B1 feels essential, it's such a good button but gotta use it well. B1 BF3 at max range is hard to punish by some characters and you can AMP it to make is safe. B1 DB1 can be really annoying and it's amazing to chip them out.

S3 is also really good!!! You can punish lots of things with 34 BF2, which combos at max range. 11B2 on block gives you a free 34 after, other option of your choice. S3 will also tag em if they like to jump between your strings. 34 BF3 at max range is hard to punish as well.

DB1 has a pretty good range and it's really annoying to deal with. Do care that it can be punished like you punish Storm Cell from Raiden, block the low and let go of block, because the AMP version is a HIGH.

I thought I was going to miss V2/3 BF1 but after playing more games I don't really miss it anymore. The range of the 1st hit isn't bad at all, it forces you to play at ranges where Spawn excels, in range of F21/F234/34/B1, and once you tag em you can AMP it. It works as a good AA, you can tag Sindel out of her air whip for example.

D1 BACKDASH is a really good tool, you can fish for something from the opponent and punish with a B1/34.

AA is kinda meh, imho, on this variation, so far I've been doing D2 up close or BF1 from afar.

His dive kick ain't bad either!

On this variation I feel you need to work harder and use the DB1 cancels, which I haven't implemented yet, in order to open people up. Once you have the momentum gotta be smart to keep it and make every hit count. Once you have the life lead you can play it lame if you want because you have great tools to hang people up.

In my case I need to work better on punishments, using more BF3 after a launcher to tag breakaways and better usage of F21. Other than that it's just getting matchup knowledge. Btw Cassie is mad annoying...
 

DeftMonk

Noob
So I am probably the only person in the world using v1 but I am making it work best I can... That being said the ex of bf1 is bugged on pc... some times the bullets from the ex go out like less range than his b1 people just stand up nnot holding block or anything right outside of sweep and the bullets stop in front of them like they are neo or some bullshit.... Is ps4 like that? Not sure what causes this to happen yet but its def not intended.
 
Anyone notice that Necro Blast amp can be delayed heavily?
Spawn can amp this move at any time as long as he's still in his recovery animation from firing the first shot (with his chains extended).
You can really play with the timing on this move, perhaps this is why the amped shot can be precision low profiled with so many characters.
 

Zviko

Noob
Anyone notice that Necro Blast amp can be delayed heavily?
Spawn can amp this move at any time as long as he's still in his recovery animation from firing the first shot (with his chains extended).
You can really play with the timing on this move, perhaps this is why the amped shot can be precision low profiled with so many characters.
This is the projectile move right? I was facing this Spawn and I thought the timing of the amp one was acting a bit strange. It might be the reason yeah. I was very inconsistent low profiling him.
 
Dunno if old but Spawn can glide three times in a row. After messing around with it I believe it requires a minimum amount of time gliding before it can be done.
No idea how useful this might be, but made a quick vid showing a rough concept.

 
his V2 damage is insane, but if you know how to look for the shoulder charge, and set ups FOR the SC, He becomes a Punching bag
also he removes so many good moves, like the armor breaker

High risk High reward
Armor break on a wake-up FB is used as a hard read which means you can just make the read and block as usual. It is only useful after a breakaway from B12 which after they breakaway you still get OKI anyway. Move isn't good. The only time raw shoulder charge should be coming out is on a whiff punish. You have to know spacing and baiting very well to play this character. I imagine many people will drop him soon and you will finally be seeing people that actually know how to play him and MK11 properly.
 

Jowabunga

Woooooooooooooo!
Okay, strange moment yesterday: I had Geras in the corner after doing the 24U32 string and got reversal thrown despite the plus frames and doing my own throw as soon as I came out of blockstun. The replay showed his reversal starting up 3 frames ahead of my throw which should have meant mine would hit first, but Spawn didn't even start the throw animation.

The replay frame data display indicated that at the moment he threw me, I was at -42 on block for the string. Huh?

I labbed this and this string is peculiar. If you turn on frame data, set the AI to always block, then do the string, you'll notice that for a split second after the final hit the 'on block' number is -42 before it changes to +4. I'm not sure what's happening, but in the match I described at the beginning it looks like somehow I was still at -42 on block when I got thrown.

It's stuff like this that makes playing this game feel like I'm jamming bamboo sticks under my fingernails.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
Anyone notice that Necro Blast amp can be delayed heavily?
Spawn can amp this move at any time as long as he's still in his recovery animation from firing the first shot (with his chains extended).
You can really play with the timing on this move, perhaps this is why the amped shot can be precision low profiled with so many characters.
I just came gere to post this! You can really delay it quite a bit.
 
I've come around on variation two. I use to think you need mixups, but good neutral and whiff punishing are all you need. It's only going to be as good as you are, and yes, there will be matchups where I will switch to another character, but I'm variation two from here on out.
 

DarksydeDash

You know me as RisingShieldBro online.
Spawn reaallyyyyy struggles against zoning. Characters with amazing projectiles like liu kang destroy him. Even Sub Zero can zone you because you can't trade with him.
 
Spawn reaallyyyyy struggles against zoning. Characters with amazing projectiles like liu kang destroy him. Even Sub Zero can zone you because you can't trade with him.
You don't have to trade with someone who likes to zone. You can simple be patient, block, and work your way in. Spawn beats Liu Kang at about round start distance and Liu has to use projectile at that distance in neutral which Spawn can parry. It isn't that bad.
 

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
You don't have to trade with someone who likes to zone. You can simple be patient, block, and work your way in. Spawn beats Liu Kang at about round start distance and Liu has to use projectile at that distance in neutral which Spawn can parry. It isn't that bad.
I imagine characters with strong keepaway will give him tremendous problems. You can be as patient as you like, but Spawn isn't a chaser. How is he ever going to walk down a teleporting Cetrion?
 

xKMMx

Banned
I imagine characters with strong keepaway will give him tremendous problems. You can be as patient as you like, but Spawn isn't a chaser. How is he ever going to walk down a teleporting Cetrion?
RIght!? Im wondering why they made him so slow. You would think he'd be more of a rushdown character.
 

DarksydeDash

You know me as RisingShieldBro online.
Does anyone know which characters can challenge spawn after AMP db3 in V3?

Seems like I can stick out s34 after with no worry.
 

xKMMx

Banned
I don't know what variation name corresponds with V3 but I think in "the One" he is basically dead to rights on a blocked DB3 amped or not.
 
I imagine characters with strong keepaway will give him tremendous problems. You can be as patient as you like, but Spawn isn't a chaser. How is he ever going to walk down a teleporting Cetrion?
I agree. You could tough it out and probably win some games against hard zoning and keep away but why bother when you can just switch. If I see Jade I'm never picking Spawn.
P.S. Fuck Jade.
 

xKMMx

Banned
I agree. You could tough it out and probably win some games against hard zoning and keep away but why bother when you can just switch. If I see Jade I'm never picking Spawn.
P.S. Fuck Jade.
When I see Jade I just pick Jacqui and love life cause I know i'll just be ready to dash punch that bitch into oblivion as soon as she goes into her air glaves or low projectile and from there I just eat them alive in the corner and laugh my ass off when I predict their wake up D2 and neutral crouch for a KB into 40 percent.
After that its rinse and repeat cause those assholes never learn,
 
I don't know what variation name corresponds with V3 but I think in "the One" he is basically dead to rights on a blocked DB3 amped or not.
V3 is called Hellspawn and his DB3 in that variation is -7 on block which means only a 6 frame move can punish it, but it has push back so no move in the game can punish it.