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Spawn General Discussion Thread

ticklebandit!

Apprentice
Alright everyone repeat after me, "There is no such thing as soul forfeit. We have never heard of such move. Such move is not in the game. People are mistaken."
























Just trying to keep it in the game as a one slot move. If we see it in tourny or on stream we react like westworld robots looking at robot stuff "I don't see anything." Deny deny deny!!
 

ErmacMKX

Mortal
So I have charging hell spawn as on of my abilities, I don't know what to use for my last (not interested in soul forfeit). It's between Leetha Stance, Blaze of Glory and Raising Hell. Any advice?
 

DarksydeDash

You know me as RisingShieldBro online.
So I have charging hell spawn as on of my abilities, I don't know what to use for my last (not interested in soul forfeit). It's between Leetha Stance, Blaze of Glory and Raising Hell. Any advice?
Plasma pool for the zoning memes
 
Does anyone have any tips for variation 1 Spawn? His guns dont seem to have alot of point to them. Even with pressure something.

Also does anyone notice that this dude is akimbo wielding two ARs?
 
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Deleted member 5032

Guest
Now that kustoms are allowed, I've started messing with Spawn again, and good fucking lord, Soul Forfeit seems really good! It let's you get around 45% 1-bar off a throw anywhere on screen, and that's without his bf3 kombo special (I'm messing with Command Grab, Leetha, Soul Forfeit). You can kombo the throw KB into j1~b12-d2(free krushing blow)-24~bf2~amplified (another free KB into invisibility). That setup does around 45%, though it's far from his only setup. You can even keep it unbreakable by canceling the j1 into 21~db3. That's 27% meterless, 32% amplified.

Soul Forfeit makes his next d2 anti-air deal 36% 1-bar into invisibility. It also lets him kombo into the Leetha KB, which is otherwise impossible. The KB's do less damage with that move active, but that first kombo only loses 6%.

I did a load of testing and it looks like his bf3 launcher move usually adds about 10% to Spawn's kombo damage, as opposed to other 1-bar kombos. That's pretty good, but it barely helps in the neutral. It's also just fucking boring lol. That's why I opted for Grab, Leetha, and Forfeit. The grab isn't great, but it serves a really useful purpose: hitting people who try to block the 2nd hit of b12. It's a little reactable, but access to Leetha helps you mask it a bit.

Overall, I think dropping bf3 for those other specials will allow me to connect way more attacks in the neutral, netting better damge in the long run and certainly better utility. By dropping bf3 and taking my chosen specials, I maintain access to Necro Blast, War Club, and Phantasm, and I make it more difficult to deal with b12. I do miss the projectile parry (since it's replaced with command grab), but I could swap that in depending on the matchup.
 
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Now that kustoms are allowed, I've started messing with Spawn again, and good fucking lord, Soul Forfeit seems really good! It let's you get around 45% 1-bar off a throw anywhere on screen, and that's without his bf3 kombo special (I'm messing with Command Grab, Leetha, Soul Forfeit). You can kombo the throw KB into j1~b12-d2(free krushing blow)-24~bf2~amplified (another free KB into invisibility). That setup does around 45%, though it's far from his only setup. You can even keep it unbreakable by canceling the j1 into 21~db3. That's 27% meterless, 32% amplified.

Soul Forfeit makes his next d2 anti-air deal 36% 1-bar into invisibility. It also lets him kombo into the Leetha KB, which is otherwise impossible. The KB's do less damage with that move active, but that first kombo only loses 6%.

I did a load of testing and it looks like his bf3 launcher move usually adds about 10% to Spawn's kombo damage, as opposed to other 1-bar kombos. That's pretty good, but it barely helps in the neutral. It's also just fucking boring lol. That's why I opted for Grab, Leetha, and Forfeit. The grab isn't great, but it serves a really useful purpose: hitting people who try to block the 2nd hit of b12. It's a little reactable, but access to Leetha helps you mask it a bit.

Overall, I think dropping bf3 for those other specials will allow me to connect way more attacks in the neutral, netting better damge in the long run and certainly better utility. By dropping bf3 and taking my chosen specials, I maintain access to Necro Blast, War Club, and Phantasm, and I make it more difficult to deal with b12. I do miss the projectile parry (since it's replaced with command grab), but I could swap that in depending on the matchup.
I really like Soul Forfeit too, I've been running SF, Leetha, and Blaze of Glory.
I think swapping out command grab for unholy veil is more optimal since veil KB becomes a combo starter from any string except f21. Also, using Leetha Stance in the corner for the meterless pop up and ending in Phantasm is hella nice to have for a quick 30% if we want to amp.

With Soul Forfeit up Spawn can 2-shot 1000 health characters with an armor break read, and get Shao and Kotal using super. I think it's a really amazing round 3 cleanup tool using leftover KBs, and I've been using it in round 2 as a gamble while I'm ahead. Ez 30% meterless combos using single KB touches if need be, which helps manage the single attack bar we have left.

This character was already super fun but this makes him genuinely unique among the cast in a really interesting and fun way imo.

Also, as an extra note, after activating Soul Forfeit your fatal blow hit will change to the triple grenade toss from Invoking the Legion until you use a KB. The damage is the same, but this seems like a bizarre choice that only further pushes Legion away from something worth using.
 
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Deleted member 5032

Guest
How many KBs have you been able to chain together? Off the throw KB, you can get the 24u24 kb followed by d2 kb followed by possibly the Veil KB, followed by your final KB.
 

KingHippo

Alternative-Fact Checker
If you could link another KB after 24u24 and D2 I'd eat my hat, I couldn't even get FB to link after those two
 
There's no point in trying to go for more KBs after that. Veil is only an opener.
1-2 KBs per combo is more efficient. At most I'd use 3 together, (starter~Veil KB, 24u32 KB, j1/j2/j3, d2 KB, f2~Phantasm).

To end with super you can do s2~Super after the d2.
 
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Deleted member 5032

Guest
I'm thinking about putting some work into Spawn. Is there any agreement on what his tougher matchups are? Figure I should try grinding out a few of those in the lab. Because of his kustom versatility, I imagine he has answers for most characters.
 
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Deleted member 5032

Guest
Not sure if this is known but you can get a trade combo from Fatal Phantasm, it's very situational though:
I'm in training mode against Kitana and I can get it to happen 100% reliably by setting her to reversal d1 and then getting her to block d4~Phantasm.
 

Pyrosis

Gentlemen, behold! My opinion!
I'm thinking about putting some work into Spawn. Is there any agreement on what his tougher matchups are? Figure I should try grinding out a few of those in the lab. Because of his kustom versatility, I imagine he has answers for most characters.
In my experience Spawn doesn't really struggle with much. I haven't explored his options too extensively this patch just yet, but he can prosper at any range. Unless they have a move to beat it, people who want to zone have to the constantly fear the cape counter.
 

DarksydeDash

You know me as RisingShieldBro online.
While Soul Forfeit is cool for all these high damage combos, two words: breakaway.

You're gonna get more bang for your buck if you land a bnb on them and force them to break. If you still have the throw KB loaded then they must guess for their life after a breakaway.
 

Pyrosis

Gentlemen, behold! My opinion!
While Soul Forfeit is cool for all these high damage combos, two words: breakaway.

You're gonna get more bang for your buck if you land a bnb on them and force them to break. If you still have the throw KB loaded then they must guess for their life after a breakaway.
Laughs in Soul Shattering War Club
 
Is it? I don't doubt it or anything but how are you utilizing it?
It regenerates Spawn's meters back pretty fast, and it also slows the opponent's regen if they're touching it, significantly. I think it works pretty well for corner hell, and using moves like command grab, leetha stance low amped, or raising hell amped all push Spawn back into your pool if you want to plant it just outside the corner and dominate them with amps. Using invisibility is pretty efficient with plasm pool, too.

While Soul Forfeit is cool for all these high damage combos, two words: breakaway.

You're gonna get more bang for your buck if you land a bnb on them and force them to break. If you still have the throw KB loaded then they must guess for their life after a breakaway.
There's ample chances for an armor break read on I think everything but his 24u32 KB (unless he can cover that too and I'm slow?), and beyond that his remaining options are unbreakable (Blaze of Glory, Leetha Stance, Forward throw KBs).

I wouldn't recommend taking Charging Hellspawn with Soul Forfeit for the reasons you're saying, though. I agree smaller bnbs are more efficient.
 
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shoshinsha

Apprentice
Are there any really good Spawn loadouts that are a bit more setup or command grab oriented? I don't really dig either hardcore rushdown or zoning. I like moves that help control the pace of the match and force the opponent to sit still or make mistakes.
 

Error404

Kombatant
Is it? I don't doubt it or anything but how are you utilizing it?
-Hit a two bar bnb for 46%
-Wave dash backwards
-Use it and gain back your bars in ~3 seconds
Or really just activate after any random ex projectile because it starts up in 21 frames and doesn't go away on block .
Also it builds your defensive bar back super fast. If your opponent doesn't have a solid way to punish breakaway you'll have a field day with it.
 
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Deleted member 5032

Guest
Are there any really good Spawn loadouts that are a bit more setup or command grab oriented? I don't really dig either hardcore rushdown or zoning. I like moves that help control the pace of the match and force the opponent to sit still or make mistakes.
I've been having success with Soul Forfeit, Low Parry, and Leetha, though I might swap the parry for Hell Raiser or whatever the low projectile is called. It would deal less damage but would also be less reactable and safer.

I don't like taking his 2-slot launching special because it removes War Club, which is just such an important tool in the neutral. Yes, it allows Spawn to add about 10% damage on average to his kombos, but it doesn't really do anything in the neutral.

I also don't like taking the command grab because it replaces Veil. With Soul Forfeit, Veil becomes a meterless hit-confirmable launcher off of several important strings, including 34, leading to 40%+ meterless kombos.

The low parry is a bit of a mixed bag. I like it, for the most part, but it's much easier to react to than his db3 low projectile. The only issues I have with the low projectile are that it replaced Phantasm, limiting Spawns damage output, and it's massively unsafe without meter. It also does very little damage. However, I'll probably end up switching between parry and low projectile depending on the matchup. Having either of these low-hitting specials makes his b1 way more effective, since it becomes a mildy-reactable 50\50.

Leetha is my 3rd move, mostly by default. However, using Low Leetha as a kombo ender puts Spawn in a very advantageous oki position and it does solid damage. It's also a nice side switch to get out of the corner. It's -14 on block, but with it's pushback it can be difficult for some characters to punish.

It sounds like you might have a lot of fun with this load out since it can do a lot of things well and isn't locked into one playstyle. War Club really allows you to go ham when you have meter to keep it safe, and it anti-airs like a motherfucker. And getting 40% meterless damage off a forward throw anywhere on screen is always fun lol.
 

Onryoki

We all die alone. So love yourself before you go.
So I have charging hell spawn as on of my abilities, I don't know what to use for my last (not interested in soul forfeit). It's between Leetha Stance, Blaze of Glory and Raising Hell. Any advice?
I have Blaze of Glory for the easy 50/50. If you do B1 into Blaze of glory you often catch a lot of players with it. That move also is really good on amplify with its chip damage, I won quite some fights with the chip damage. So I def recommend it. It’s unsafe and at higher levels I don’t recommend doing it too often, but it’s still fun.