ErmacMKX
Mortal
Can't believe they allowed itPlaying with soul forfeit must be how Geras players feel.
Can't believe they allowed itPlaying with soul forfeit must be how Geras players feel.
Plasma pool for the zoning memesSo 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 really like Soul Forfeit too, I've been running SF, Leetha, and Blaze of Glory.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'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.Not sure if this is known but you can get a trade combo from Fatal Phantasm, it's very situational though:
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.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.
Is it? I don't doubt it or anything but how are you utilizing it?Plasm Pool is so broke lmao
Laughs in Soul Shattering War ClubWhile 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.
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.Is it? I don't doubt it or anything but how are you utilizing it?
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).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.
-Hit a two bar bnb for 46%Is it? I don't doubt it or anything but how are you utilizing it?
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.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 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.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?