nodq
wicked
(Update) MK11 Ultimate (November 2020)
Seeme like all kombos are still working like they did before. Damage seems to be the same, too. Patch Notes only have one single thing for Spawn.
(Update) Aftermath
It seems the combo thread is kinda inactive, right? And I do not see any "The One" thread. I have some combos that I really do not see in any other thread or combo video or even streamers when they play as Spawn The One. Are you guys using these already and just do not share them? Or does nobody care about Spawn anymore?
The usual combos I see and read are those with the Leetha Glide double J2. I don't know how you guys feel about it, but I think it is really annoying to use, it isn't fun, it isn't cool. It is just stupid imho. At least in combos. Also all combos I see are ending in AMP Fatal Phantasm which gives you the damage but you do not have the great restand without AMP.
Here are some combos with the restand/D2 ender and without the Leetha Glide (Air DB2) and it does more damage. If these are already known, don't witch hunt me please! I just came back to play MK11 little bit more active. Also note, that some 1 BAR combos may be optimal with Leetha Glide, I do not use them tho as i think the move is really annoying to use. If you know some, tell me here and I will add them if you want!
Example:
F23 seems to be the best starter for max damage, right? Other starters = F21 / 34 / F4 / F41(3)
Just as an information if you end the combo with D2 it will do more damage but of course with no restand. You then need to do F21 instead of just F2.
You can maybe end the combo with 24 > DB3 instead of B1 > DB3. I didn't try it long enough, but the timing seems to be too short to pull that off. Maybe someone else gets it done? Please tell us then.
AMP = Amplify special move (use a meter bar)
DEF = use defense bar
xx or ~ = Cancel move
1 = square (PS4 controller) / X (Xbox controller)
2 = triangle (PS4 controller) / Y (Xbox controller)
3 = cross (PS4 controller) / A (Xbox controller)
4 = circle (PS4 controller) / B (Xbox controller)
D = Down
B = Back
F = Forward
U = Up
FF/BB = Dash Forward/Dash Backwards
FB = Flawless Block
FaB = Fatal Blow
KB = Krushing Blow
JP# = Jump Punch #
DB3 Fatal Phantasm restand ender (2 bars)
The 480,31 damage combo seems really easy to do now with the D2 ender. Seems like the the +7 instead of -9 on hit for F23 is the reason for it.
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Seeme like all kombos are still working like they did before. Damage seems to be the same, too. Patch Notes only have one single thing for Spawn.
- Spawn - Low Claw (Down + Front Punch) is now -6 on block (down from -4)
(Update) Aftermath
It seems the combo thread is kinda inactive, right? And I do not see any "The One" thread. I have some combos that I really do not see in any other thread or combo video or even streamers when they play as Spawn The One. Are you guys using these already and just do not share them? Or does nobody care about Spawn anymore?
The usual combos I see and read are those with the Leetha Glide double J2. I don't know how you guys feel about it, but I think it is really annoying to use, it isn't fun, it isn't cool. It is just stupid imho. At least in combos. Also all combos I see are ending in AMP Fatal Phantasm which gives you the damage but you do not have the great restand without AMP.
Here are some combos with the restand/D2 ender and without the Leetha Glide (Air DB2) and it does more damage. If these are already known, don't witch hunt me please! I just came back to play MK11 little bit more active. Also note, that some 1 BAR combos may be optimal with Leetha Glide, I do not use them tho as i think the move is really annoying to use. If you know some, tell me here and I will add them if you want!
Example:
F23 seems to be the best starter for max damage, right? Other starters = F21 / 34 / F4 / F41(3)
Just as an information if you end the combo with D2 it will do more damage but of course with no restand. You then need to do F21 instead of just F2.
You can maybe end the combo with 24 > DB3 instead of B1 > DB3. I didn't try it long enough, but the timing seems to be too short to pull that off. Maybe someone else gets it done? Please tell us then.
AMP = Amplify special move (use a meter bar)
DEF = use defense bar
xx or ~ = Cancel move
1 = square (PS4 controller) / X (Xbox controller)
2 = triangle (PS4 controller) / Y (Xbox controller)
3 = cross (PS4 controller) / A (Xbox controller)
4 = circle (PS4 controller) / B (Xbox controller)
D = Down
B = Back
F = Forward
U = Up
FF/BB = Dash Forward/Dash Backwards
FB = Flawless Block
FaB = Fatal Blow
KB = Krushing Blow
JP# = Jump Punch #
DB3 Fatal Phantasm restand ender (2 bars)
- F23~BF3 AMP, F2~BF3 AMP, B1~DB3 (469.48)
(432.71) - F21~BF3 AMP, F2~BF3 AMP, B1~DB3 (450.58)
(413.71) - 34~BF3 AMP, F2~BF3 AMP, B1~DB3 (449.48)
(412.71) - F41(3)~BF3 AMP, F2~BF3 AMP, B1~DB3 (450.48)
(413.71) - F4~BF3 AMP, F2~BF3 AMP, B1~DB3 (441.56)
(402.85)
- F23~BF3 AMP, F21~BF3 AMP, D2 (480.31)
(443.15) - F21~BF3 AMP, F21~BF3 AMP, D2 (461.31)
(424.15) - 34~BF3 AMP, F21~BF3 AMP, D2 (460.31)
(423.15) - F4~BF3 AMP, F21~BF3 AMP, D2 (452.95)
(413.84)
- F23~BF3 AMP, 24~BF3 AMP, D2 (479.49)
- F21~BF3 AMP, 24~BF3 AMP, D2 (460.49)
- 34~BF3 AMP, 24~BF3 AMP, D2 (459.49)
- F4~BF3 AMP, 24~BF3 AMP, D2 (452.10)
- B12, 24~BF3 AMP, FF~24~DB3 (385.81)
- B12, 24~BF3 AMP, B1~DB3 (369.90) (easier)
- 34~BF3 AMP, JP2, 24~DB3 (373.95)
- Spawn - Straight Pain (Back Punch) now has 5 more blockstun frames with increased block pushback
- Spawn - The King Of Hell (Towards + Back Punch, Front Kick) is now +7 on hit (up from -9)
- Spawn - The first hit of Charging Hellspawn Amplify no longer causes additional damage scaling
- Spawn - Slightly reduced the gravity on the hit reaction to Up Hell Chains (Lethal Leetha Stance)
- Spawn - Rising Cape (Down + Back Punch) is no longer invulnerable to high attacks during a few frames of its standing recovery
- Spawn - Fixed some rare visual issues with Spawn's cape when he is the victim in some Fatal Blow cinematics
- Spawn - Fixed a visual issue with invisibility not working properly while inside some area of effect attacks
- Spawn - Fixed a rare issue which could cause visual obstruction during Spawn’s fatalities on Prehistoric Age Arena
- Spawn - Fixed a rare issue which could cause opponent performing a wall run interaction to use an improper animation while Spawn is performing Soul Shattering War Club Amplify
The 480,31 damage combo seems really easy to do now with the D2 ender. Seems like the the +7 instead of -9 on hit for F23 is the reason for it.
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