What's new

Why Soul Shattering War Club Is Sub Par and T2 Doesn't Need It/Mini Spawn Guide

Soul Shatter War Club (BF3) is a default Special Move that comes with Spawn's Tournament Variation 1 (From Hell) and Tournament Variation 3 (Hellspawn). His Tournament Variation 2 (The One) replaces it with Charging Hellspawn (BF3) which is a launcher. I don't think the move is bad, but I do think Charging Hellspawn is superior.
All damage listings in this write-up are in a 'about' range and not exact.



Soul Shattering War Club and Breaking Wake-Up Fatal Blows
This is only really viable against beginner (which you shouldn't have a problem beating anyway) and some intermediate players. In order to use Soul Shattering War Club to beat a wake-up Fatal Blow, you have to make a read. This grants you anywhere from 29%-35% (In order to get 35% you have to spend 2 bars of offensive meter) depending on if you use armor and which combo route you decide to choose. In Variation 2, you have to make a read also. When they are waking up with a Fatal Blow, you simply block and punish for a 35% combo (With only one bar of meter) into a restand. The only problem becomes if they decide to breakaway from the Charging Hellspawn launcher which deals around 22% and back into the same OKI situation.

This same applies if the opponent wakes up with U3, except in Variation 1 and 3 you get a launch which the opponent can then breakaway from back into the same OKI situation. In Variation 2, neutral is reset.

Now, you could be asking, "What if I just do Soul Shattering War Club by default every time on my opponents wake up. Well, a Foward Roll will easy make you stop doing this because it leads to any combo of the opponents choosing after the roll. This leads me back to my first point in it being a read for all variatons. The take away here is in Variation 2, you use less resources when being in the exact same situation.


Variation Damage Differences
In Variation 1 and 3, after 11/F21/F413 you can cancel into Amplified Fatal Phantasm (DB3) for around 25%. B12 - 34 xx Amp DB3 gets your around 30% and leaving the opponent in a range where you can dash in and be in the range you want to be with Spawn. This is the better damage you get from these two variations which you can also get in Variation 2.

Variation 1 gets just a slight bit less with B12 - 34 xx Amp BF1, but leaves the opponent at full screen which is trash so don't ever go for this combo.

In Variation 1, you can also end any starter with Amp DB1 for around 22%, but then again, why ever do this when you get more damage ending with DB3 into a RESTAND.

Now lets say you do Charging Hellspawn after a combo starter and the opponent does a breakaway. They can breakaway right before the Amplified part of Charging Hellspawn hits, but no one ever does this. They always breakaway after they are launched which deals 22% into an OKI situation where you are right next to your opponent. That is just a few percent less than Variation 1 and 3's most damaging combos off of anything but B12.

Variation 2 gets so much more damage from Charging Hellspawn and so little less when they breakaway it clearly outweighs the benefits of Soul Shattering War Club. Not to mention, you can always get the same unbreakable damage as Variations 1 and 3.


The Actual Benefit of Soul Shattering War Club But Not Really
After B12 connects and an opponent tries to breakaway you can immediately do Soul Shattering War Club and you will launch the opponent for a combo that does 29% restand if you decide not to spend the bar or 35% if you do spend the bar. If you do spend the bar that is 2 bars of meter you just spent for 35% damage. On top of that, you are in a OKI situation where Variation 2 plays in by default anyway.

In Variation 2, if the opponent does a breakaway after B12 (10-12%) you are standing right next to them into a pretty nice OKI situation since the opponent will not have any defensive meter and the next combo you do will be at least 35% into another restand.


Bonus
The Mix-Up
There is a mix-up that I see people doing with Variation 1 that is B12 (Mid into Overhead) or B1 xx DB1 (Mid into Low) (Can Amplify the low or not for an extended mix-up). You can do the same mix-up with Variation 2 by doing B1 xx DB3 so I still see no benefit there of Variation 1 over Variation 2. Variation 3's mix-ups are a little better because the DB3 is safe when you Amplify it and he has the command grab. All of these are still able to be fuzzy guarded and should not be your main strategy. As a matter of fact i rarely go for this mix-up.

Charging Hellspawn Benefit:
Is it is another way to whiff punish certain moves that Spawn normally can't in Variations 1 and 3.

Soul Shattering War Club Benefit:
Safe on block at -7 with huge push-back.
Flawless blocking the amplified 2nd hit can only be punished by opponents who dash forward and then flawless block it, making it -12. Even then it requires a long range normal 11f or faster (e.g. Jade's b2) or a 12f advancing special reversal (Johnny's shadow kick).
Unless you're Sub-Zero. No dash required for him.
-Provided By Sage Leviathan

After A Fatal Phantasm Restand:
B4 will almost guaranteed jail if they are trying to mash a button because only a 6 or 7 frame move will beat it out and there is only a 1 or 2 frame gap for the 6 frame or 7 frame move to connect. Online, this is near impossible to do. Most of the time you will even be able to micro step back and whiff punish the opponent for a full combo (Please wake up D2 and watch your life bar get deleted. I love D2 spammers).
The opponent can jump out of this, but once you know they know they can do this it becomes a 50/50. After a restand with DB3 and they try to jump and you read it, you can F413 into full combo back into a restand and into the same situation. And of course, you always have the trusty grab after they are conditioned to block the sweep If they don't want to guess to jump out or not and just hold block, you could always F4 stagger into grab. F4 will also work as the B4 does, but is even better because it is 1 frame faster (only punished by 6 frame pokes) and the stagger pressure and hit confirmation it has. B4 hits twice and surprises some people. You could also short hop if you really have them conditioned to block low.


Conclusion And Final Thoughts
The character is extremely based around spacing and baiting and contrary to popular belief, he is NOT slow. A 12 frame low, 13 frame mid that are both hit confirmable. A 7 frame punish with 11 that is +2 on block, and a 7 frame poke that is +15 on hit that jails into your 11, or F4 that up close allows you to pressure back into your offense. Pressure as in: Staggers with 1/11/11HoldB2 (grab after any one of these except the KB string), F4 grab or at any time on hit you can confirm F413 and 11 into huge damage (if they breakaway you are in a low risk OKI situation since you can just stop the combo and the opponent will have no meter).

This is my reasoning why I think Soul Shattering War Club isn't that great and why Charging Hellspawn is a better move. In fact, this alone is why I think The One is his best variation. This may have turned into a bit of a guide in some sorts, but in any event I hope it helps people have more of an understanding for Spawn and maybe I can get some feedback if I've missed anything.

If anyone has a different opinion, I'd really enjoy hearing it and reading other people's point of view. If you can prove me wrong about any of this or change my mind, then I'm more than open to it because I'd love being able to play Variation 1. Right now I just think the Guns are useless and Soul Shattering War Club is sub par. Variation 3 and it's gimmicks are fun so even though it isn't as good as Variation 2 either, I still am able to enjoy playing it.
 
Last edited:

Sage Leviathan

I'm platinum mad!
You neglected to mention that amp club is safe (-7, massive pushback).

Flawless blocking the amplified 2nd hit can only be punished by opponents who dash forward and then flawless block it, making it -12. Even then it requires a long range normal 11f or faster (e.g. Jade's b2) or a 12f advancing special reversal (Johnny's shadow kick).

Unless you're Sub-Zero. No dash required for him.
 
You neglected to mention that amp club is safe (-7, massive pushback).

Flawless blocking the amplified 2nd hit can only be punished by opponents who dash forward and then flawless block it, making it -12. Even then it requires a long range normal 11f or faster (e.g. Jade's b2) or a 12f advancing special reversal (Johnny's shadow kick).

Unless you're Sub-Zero. No dash required for him.
Thanks, I added this to my original post.
 

Lt. Boxy Angelman

(NOTHING)
Premium Supporter
Further proof that The One is the only variation anyone should be planning to compete seriously with.

I know the anti-Breakaway specials seemed like the biggest deal in the beginning, but when you're playing a character whose main big damage combo starter (B12) is picking you up off the ground immediately, getting someone to come off their bar and leave them vulnerable to an inescapable Charging Hellspawn seems like a way better idea.
Mind games, mind games, mind games. And those mind games do not exist the same in V1 or V3.
 

Ck AeroVoid

Mk Casual, KI God
Soul Shatter War Club (BF3) is a default Special Move that comes with Spawn's Tournament Variation 1 (From Hell) and Tournament Variation 3 (Hellspawn). His Tournament Variation 2 (The One) replaces it with Charging Hellspawn (BF3) which is a launcher. I don't think the move is bad, but I do think Charging Hellspawn is superior.
All damage listings in this write-up are in a 'about' range and not exact.



Soul Shattering War Club and Breaking Wake-Up Fatal Blows
This is only really viable against beginner (which you shouldn't have a problem beating anyway) and some intermediate players. In order to use Soul Shattering War Club to beat a wake-up Fatal Blow, you have to make a read. This grants you anywhere from 25%-35% depending on if you use armor and which combo route you decide to choose. In Variation 2, if you make a read, when they are waking up with a Fatal Blow, you simply block and punish for a 35% combo into a restand. The only problem becomes if they decide to breakaway from the Charging Hellspawn launcher which still deals around 22% anyway and back into the same OKI situation.

This same applies if the opponent wakes up with U3, except in Variation 1 and 3 you get a launch which the opponent can then breakaway from back into the same OKI situation. In Variation 2, neutral is reset.


Variation Damage Differences
In Variation 1 and 3, after 11/F21/F413 you can cancel into Amplified Fatal Phantasm (DB3) for around 25%. B12 - 34 xx Amp DB3 gets your around 30% and leaving the opponent in a range where you can dash in and be in the range you want to be with Spawn. This is the better damage you get from these two variations which you can also get in Variation 2.

Variation 1 gets just a slight bit less with B12 - 34 xx Amp BF1, but leaves the opponent at full screen which is trash so don't ever go for this combo.

In Variation 1, you can also end any starter with Amp DB1 for around 22%, but then again, why ever do this when you get more damage ending with DB3 into a RESTAND.

Now lets say you do Charging Hellspawn after a combo starter and the opponent does a breakaway. They can breakaway right before the Amplified part of Charging Hellspawn hits, but no one ever does this. They always breakaway after they are launched which deals 22% into an OKI situation where you are right next to your opponent. That is just a few percent less than Variation 1 and 3's most damaging combos off of anything but B12.

Variation 2 gets so much more damage from Charging Hellspawn and so little less when they breakaway it clearly outweighs the benefits of Soul Shattering War Club. Not to mention, you can always get the same unbreakable damage as Variations 1 and 3.


The Actual Benefit of Soul Shattering War Club But Not Really
After B12 connects and an opponent tries to breakaway you can immediately do Soul Shattering War Club and you will launch the opponent for a combo that does 25% restand if you decide not to spend the bar or 35% if you do spend the bar. If you do spend the bar that is 2 bars of meter you just spent for 35% damage. On top of that, you are in a OKI situation where Variation 2 plays in by default anyway.

In Variation 2, if the opponent does a breakaway after B12 (10-12%) you are standing right next to them into a pretty nice OKI situation (Especially since the opponnet will not have any defensive meter) which is the situation you will most always be in outside of the restand ender.


Bonus
There is a mix-up that I see people doing with Variation 1 that is B12 (Mid into Overhead) or B1 xx DB1 (Mid into Low) (Can Amplify the low or not for an extended mix-up). You can do the same mix-up with Variation 2 by doing B1 xx DB3 so I still see no benefit there of Variation 1 over Variation 2. Variation 3's mix-ups are a little better because the DB3 is safe when you Amplify it and he has the command grab. All of these are still able to be fuzzy guarded and should not be your main strategy. As a matter of fact i rarely go for this mix-up.

Charging Hellspawn Benefit:
Is it is another way to whiff punish certain moves that Spawn normally can't in Variations 1 and 3.

Soul Shattering War Club Benefit:
Safe on block at -7 with huge push-back.
Flawless blocking the amplified 2nd hit can only be punished by opponents who dash forward and then flawless block it, making it -12. Even then it requires a long range normal 11f or faster (e.g. Jade's b2) or a 12f advancing special reversal (Johnny's shadow kick).
Unless you're Sub-Zero. No dash required for him.
-Provided By Sage Leviathan

After a DB3 restand, a B4 will almost guaranteed jail if they are trying to mash a button because only a 6 or 7 frame move will beat it out and there is only a 1 or 2 frame gap for the 6 frame or 7 frame move to connect. Online, this is near impossible to do. Most of the time you will even be able to micro step back and whiff punish the opponent for a full combo (Please wake up D2 and watch your life bar get deleted. I love D2 spammers).
The opponent can jump out of this, but once you know they know they can do this it becomes a 50/50. After a restand with DB3 and they try to jump and you read it, you can F413 into full combo back into a restand and into the same situation. And of course, you always have the trusty grab after they are conditioned to block the sweep If they don't want to guess to jump out or not and just hold block, you could always F4 stagger into grab. F4 will also work as the B4 does, but is even better because it is 1 frame faster (only punished by 6 frame pokes) and the stagger pressure and hit confirmation it has. B4 hits twice and surprises some people. You could also short hop if you really have them conditioned to block low.


Conclusion And Final Thoughts
The character is extremely based around spacing and baiting and contrary to popular belief, he is NOT slow. A 12 frame low, 13 frame mid that are both hit confirmable. A 7 frame punish with 11 that is +2 on block, and a 7 frame poke that is +15 on hit that jails into your 11, or F4 that up close allows you to pressure back into your offense. Pressure as in: Staggers with 1/11/11HoldB2 (grab after any one of these except the KB string), F4 grab or at any time on hit you can confirm F413 and 11 into huge damage (if they breakaway you are in a low risk OKI situation since you can just stop the combo and the opponent will have no meter).

This is my reasoning why I think Soul Shattering War Club isn't that great and why Charging Hellspawn is a better move. In fact, this alone is why I think The One is his best variation. This may have turned into a bit of a guide in some sorts, but in any event I hope it helps people have more of an understanding for Spawn and maybe I can get some feedback if I've missed anything.

If anyone has a different opinion, I'd really enjoy hearing it and reading other people's point of view. If you can prove me wrong about any of this or change my mind, then I'm more than open to it because I'd love being able to play Variation 1. Right now I just think the Guns are useless and Soul Shattering War Club is sub par. Variation 3 and it's gimmicks are fun so even though it isn't as good as Variation 2 either, I still am able to enjoy playing it.
I really LOVE the guide.
I can see your reasoning but:
Charging hellspawn is EXTREMELY Unsafe, And people know to look for that move because it is a common combo starter.
where as The warclub Both:
A: is safer and AMP can hit where ever the opponent is
B: can be used to yeet them of their FATAL BLOWS and any ARMORED Move
Atleast by my experience, Charging war club is Far Superior!

But hey, we all play differently and have our own personal risks we are willing to take :p
 

Ck AeroVoid

Mk Casual, KI God
I really LOVE the guide.
I can see your reasoning but:
Charging hellspawn is EXTREMELY Unsafe, And people know to look for that move because it is a common combo starter.
where as The warclub Both:
A: is safer and AMP can hit where ever the opponent is
B: can be used to yeet them of their FATAL BLOWS and any ARMORED Move
Atleast by my experience, Charging war club is Far Superior!

But hey, we all play differently and have our own personal risks we are willing to take :p
My wins are
80% V3
10% V1
5% v2
My Losses:
40% V2
30% V1
20% Custom var- (down left a/Puddle/Easy KB's)
10% V3

(ROUGHLY ESTAMATED BASED ON WINS AND LOSSES ONLINE)
 

DeftMonk

Noob
I mean I haven’t been playing much lately but it seems that another huge downside to the breaker buster(a Conclusion that is based on labbing 30 minutes then one KL session so I’m quite possibly wrong lol) if u don’t immediately use it after b12, u will miss someone that broke right after. So I set spawn to do 3 combos randomly (b12 instant buster, b12 delayed buster, and normal combo into restand). If I saw him immediately lift up the club I just wouldn’t break. Anything else I’d break and always got out scot free after 20 seconds of testing.
 
I really LOVE the guide.
I can see your reasoning but:
Charging hellspawn is EXTREMELY Unsafe, And people know to look for that move because it is a common combo starter.
where as The warclub Both:
A: is safer and AMP can hit where ever the opponent is
B: can be used to yeet them of their FATAL BLOWS and any ARMORED Move
Atleast by my experience, Charging war club is Far Superior!

But hey, we all play differently and have our own personal risks we are willing to take :p
No one playing V2 should be just throwing out Charging Hellspawn raw. It should be used only after a hit confirm or as a whiff punish at ranges other moves cannot reach. As for breaking Fatal Blows I mentioned that first thing. That is probably the least effective way to use Soul Shattering War Club. As for War Club being safe. That is all fine and what have you except, as I mentioned, you should be confirming your hits into Charging Hellspawn which mean every string you so on block outside of B12 (which I think should be used as a punish anyway) is safe if you do not commit to Charging Hellspawn on block.

You are correct. We all play and take pour own risks that is why I love hearing other people's opinion. I may be missing something or may be able to have my mind changed. Right now though, I just do not think it is better than charging Hellspawn. I'll probably make another post later why I think his guns in Tournament Variation 1 are totally useless.
In any event, these posts I'm making or all in all to get people talking constructive about a character instead of bashing each other on how stupid we think each other is like most do on here. Gotta get this community back on track.
 
I mean I haven’t been playing much lately but it seems that another huge downside to the breaker buster(a Conclusion that is based on labbing 30 minutes then one KL session so I’m quite possibly wrong lol) if u don’t immediately use it after b12, u will miss someone that broke right after. So I set spawn to do 3 combos randomly (b12 instant buster, b12 delayed buster, and normal combo into restand). If I saw him immediately lift up the club I just wouldn’t break. Anything else I’d break and always got out scot free after 20 seconds of testing.
Yeah, using it to break armor is a read, but I mean you are still getting damage whether they breakaway or not. Wouldn't be a bad idea to just throw it out by default after every B12. This seems extremely weak and it is the only time I think it is simi-useful.
 

Ck AeroVoid

Mk Casual, KI God
No one playing V2 should be just throwing out Charging Hellspawn raw. It should be used only after a hit confirm or as a whiff punish at ranges other moves cannot reach. As for breaking Fatal Blows I mentioned that first thing. That is probably the least effective way to use Soul Shattering War Club. As for War Club being safe. That is all fine and what have you except, as I mentioned, you should be confirming your hits into Charging Hellspawn which mean every string you so on block outside of B12 (which I think should be used as a punish anyway) is safe if you do not commit to Charging Hellspawn on block.

You are correct. We all play and take pour own risks that is why I love hearing other people's opinion. I may be missing something or may be able to have my mind changed. Right now though, I just do not think it is better than charging Hellspawn. I'll probably make another post later why I think his guns in Tournament Variation 1 are totally useless.
In any event, these posts I'm making or all in all to get people talking constructive about a character instead of bashing each other on how stupid we think each other is like most do on here. Gotta get this community back on track.
they are both extenders as well, both catching from the air. all games i have played online/ tot have had more wins with the war club, so i am just saying my 2 cents :p
 
they are both extenders as well, both catching from the air. all games i have played online/ tot have had more wins with the war club, so i am just saying my 2 cents :p
Have you played more games with one than the other? You also may just be comfortable with one over the other. I'm also not saying that War Club is not viable. It can be useful. I'm just saying on Fatal Blow wake-ups it is a read anyway and you use less resources without it. You can use it after B12 which I think is the best way to use it and of course you will catch people. I mean, it is either take the damage or get launched for more damage. It is also a mind game here because you can also do B12 - 24 xx War Club if they decide to break way here. The threat being there kind of forces you to take the damage to make up for the lack of damage V1 has else where, but then again V2 gets that same damage and if they breakaway the next combo is doing massive damage.
 

Ck AeroVoid

Mk Casual, KI God
Have you played more games with one than the other? You also may just be comfortable with one over the other. I'm also not saying that War Club is not viable. It can be useful. I'm just saying on Fatal Blow wake-ups it is a read anyway and you use less resources without it. You can use it after B12 which I think is the best way to use it and of course you will catch people. I mean, it is either take the damage or get launched for more damage. It is also a mind game here because you can also do B12 - 24 xx War Club if they decide to break way here. The threat being there kind of forces you to take the damage to make up for the lack of damage V1 has else where, but then again V2 gets that same damage and if they breakaway the next combo is doing massive damage.
7 games v1
23 games v2
19 games v3
my w/l ratio i guess is best with v3.
maybe my combos in v2 are predictable atm, i will have to wait a bit more to get a better understanding of them
 
7 games v1
23 games v2
19 games v3
my w/l ratio i guess is best with v3.
maybe my combos in v2 are predictable atm, i will have to wait a bit more to get a better understanding of them
The combos starters are the exact same in all three variations so it is all about how you space and bait with Spawn in order to open your opponent up. Also, he has the same combos in V2 as in V1 and 3 outside of the command grab ended and the guns which give you less damage anyway. Opening people up with V1 and 3 may be easier right now because of the gimmicks they have a people aren't used to it. I just don't see a benefit of them fundamentally over V2. I don't have a problem winning with either of the 3. I just don't see the point in V1's tools when there are better tools in V2 and 3. His guns may look cool, but they suck IMO outside of the low parry. I've seen people using DB1 as a spacing tool by throwing it out in neutral and whiffing it on purpose, but that is just stalling and not really progressing the game plan.
 

Ck AeroVoid

Mk Casual, KI God
The combos starters are the exact same in all three variations so it is all about how you space and bait with Spawn in order to open your opponent up. Also, he has the same combos in V2 as in V1 and 3 outside of the command grab ended and the guns which give you less damage anyway. Opening people up with V1 and 3 may be easier right now because of the gimmicks they have a people aren't used to it. I just don't see a benefit of them fundamentally over V2. I don't have a problem winning with either of the 3. I just don't see the point in V1's tools when there are better tools in V2 and 3. His guns may look cool, but they suck IMO outside of the low parry. I've seen people using DB1 as a spacing tool by throwing it out in neutral and whiffing it on purpose, but that is just stalling and not really progressing the game plan.
I can agree on the fact v1 is his worst ATM
Gunna practice his v2 a bit more tonight
 
I can agree on the fact v1 is his worst ATM
Gunna practice his v2 a bit more tonight
I'll be playing V1 and 3 tonight to see if I can't find any other tech. Going to be using Spawn all KL. Just played one a few minutes ago using V1 and those Gun Shots in neutral seems so trash to me, It caught me a few times, but that was it. I used spacing to whiff punish everything he did and he never had a chance to use the low parry. I never even tried to break out of his B12 combos because I know I'd be out of defensive meter.

I played another before him and he spaced a lot more and it was a bit more taxing, but all in all once I got in it was over because the guy didn't know how to use his D1 jailing back into pressure and his spacing was just denying the inevitable. I hope I can catch someone who can show me a bit more of what V1 is capable of.
 

Ck AeroVoid

Mk Casual, KI God
I'll be playing V1 and 3 tonight to see if I can't find any other tech. Going to be using Spawn all KL. Just played one a few minutes ago using V1 and those Gun Shots in neutral seems so trash to me, It caught me a few times, but that was it. I used spacing to whiff punish everything he did and he never had a chance to use the low parry. I never even tried to break out of his B12 combos because I know I'd be out of defensive meter.

I played another before him and he spaced a lot more and it was a bit more taxing, but all in all once I got in it was over because the guy didn't know how to use his D1 jailing back into pressure and his spacing was just denying the inevitable. I hope I can catch someone who can show me a bit more of what V1 is capable of.
kL sucks! All spammers.
Play casual, they are actually good!
 

Dante

Noob
idk what yall talking about. V1 is probably the best variation at high lvl. I know it feels bad to forfeit tons of dmg of v2 but yeah. Dive cape is very good vs many matchups and war club being safe literally enables your 34 game, where as in v2 you get punished for every follow up. Now v1 vs v3, i actually think v3 is bad. No air mobility and no cape parries are the reasons. Chain specials feel very bad to me. Cant think of a matchup where its better than v1 honestly.
 

Ck AeroVoid

Mk Casual, KI God
idk what yall talking about. V1 is probably the best variation at high lvl. I know it feels bad to forfeit tons of dmg of v2 but yeah. Dive cape is very good vs many matchups and war club being safe literally enables your 34 game, where as in v2 you get punished for every follow up. Now v1 vs v3, i actually think v3 is bad. No air mobility and no cape parries are the reasons. Chain specials feel very bad to me. Cant think of a matchup where its better than v1 honestly.
V3 is great. You just have to outthink the opponent. 'Bout mix ups
V1 is amazing if they are jump happy
 
kL sucks! All spammers.
Play casual, they are actually good!
I destroy people in casuals. KL actually gives me a challenge every now and again. I have 14 different sparring partners I play with that are extremely good. That is who I mainly test and play against. In fact, after I posted I had a 4 hour play session with a few of them.
 
idk what yall talking about. V1 is probably the best variation at high lvl. I know it feels bad to forfeit tons of dmg of v2 but yeah. Dive cape is very good vs many matchups and war club being safe literally enables your 34 game, where as in v2 you get punished for every follow up. Now v1 vs v3, i actually think v3 is bad. No air mobility and no cape parries are the reasons. Chain specials feel very bad to me. Cant think of a matchup where its better than v1 honestly.
His dive kick is TRASH. His 34 game is viable in V2 with 34 xx BF1 Amplified. He forfeits damage and gets nothing else to replace it. Damage isn't everything, but when you get no tools to replace the damage then it becomes a problem. The low parry is average at best, guns are absolutely useless, dive kick is complete garbage. Who are you playing at high level because I play at a high level and have talked to people that do and dive kick is complete a utter dog crap.