Spawn
Table of Kontents

Move List
INPUT COMMANDS |
Hellish Hook
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Shroud Strike
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Low Claw
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Straight Pain
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Spinning K7
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Rising Cape
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Chain Poke
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Side Kick
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Spinning Heel
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Haunting Reflection
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Devil's Boot
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Necro Burst
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JUMPING ATTACKS
|
The Betrayer
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War Devil
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Hell's General
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HOP ATTACKS
|
Leetha-Lash
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Hammering Chains
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GETUP ATTACKS
|
The Hunt
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Reflections
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FLAWLESS BLOCK ATTACKS
|
The Hunt
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Reflections
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THROWS
|
Toward Throw
Throw+
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Back Throw
Throwor
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ROLL ESCAPES
|
Forward Getup Roll
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Backward Getup Roll
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AIR ESCAPE
|
(Air) Breakaway
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MOVE DATA |
DAMAGE | BLOCK DAMAGE | F/BLOCK DAMAGE | ||
N/A | N/A | N/A | ||
MOVE TYPE | ||||
N/A | ||||
PROPERTIES | ||||
|
||||
DESCRIPTION | ||||
N/A |
FRAME DATA |
START-UP | ACTIVE | RECOVERY |
N/A | N/A | N/A |
CANCEL | ||
N/A | ||
HIT ADVANTAGE | BLOCK ADVANTAGE | F/BLOCK ADVANTAGE |
N/A | N/A | N/A |
Last Updated: December 18, 2020
Strategy

Spawn is a mid-ranged footsie character with high damage and long-reaching normals. Spawn can attack his enemies from a distance with several ranged attacks while also being able to apply pressure using his Necro Blast. Additionally, Spawn can obtain high damaging combos if he lands a hit and has decent zoning tools for controlling space.
Strengths | Weaknesses |
---|---|
|
|
Key Moves
Name | Input | Description |
---|---|---|
Soul Chamber | ![]() ![]() ![]() ![]() |
High, hit confirmable, +7 on block, triggers a Krushing Blow if it is a Kounter or Punish, can be interrupted before 3rd hit |
Vaporizer’s Visage | ![]() ![]() ![]() |
Advancing mid, hit confirmable, great range, safe on block |
It’s About Power | ![]() ![]() |
High, hit confirmable, great range |
For Wanda | ![]() ![]() ![]() ![]() |
Fast 12 frame low, hit confirmable |
Necro Blast | ![]() ![]() ![]() |
High projectile |
Unholy Veil | ![]() ![]() ![]() |
Slow advancing high, projectile parry, triggers a Krushing Blow after parrying a projectile |
Soul Shattering War Club | ![]() ![]() ![]() |
Mid, safe on block, great pushback, Armor Break |
Fatal Phantasm | ![]() ![]() ![]() |
Used as a combo ender, +4 on hit restand |
Combo Starters
+
,
- Charging Hellspawn
Spawn is able to start combos using his +
,
string.
+
,
is very unsafe on block however and should not be used often. By equipping the Charging Hellspawn (
) ability, Spawn can combo off of any of his moves. This is usually done after
,
,
+
,
,
,
and
+
,
,
.
Combo Enders
- Fatal Phantasm
- Hell Chain
- Low Hell Chains
All of Spawn’s combos are usually ended with Fatal Phantasm (). Fatal Phantasm is a restand that will leave Spawn at +4 on hit. Additionally, Fatal Phantasm can be Amplified for maximum damage. If the Hell Chain (
) ability is equipped, it can be used at the end of combos, allowing Spawn to turn invisible at the cost of 1 bar of Defensive Meter. The Lethal Leetha Stance (
) ability can also be used as a combo ender and followed up with Low Hell Chains (Hold
, Release
), which will switch positions with the opponent while leaving them fairly close on knockdown.
Vaporizer’s Visage
One of Spawn’s primary attacks to use in footsies is his Vaporizer’s Visage (+
,
) string.
+
,
is a 16 frame advancing mid attack that can be safely hit confirmed into a combo. The 2nd hit of this string is a low attack that can catch opponents off guard. Spawn also has the option to complete the string by using
+
,
,
+
. Although
+
,
,
+
is -14 on block, it creates a decent amount of pushback where only certain characters will be able to punish.
Shroud Strike
Another strong footsie move is Spawn’s Shroud Strike (+
) attack. Having a start-up of 13 frames, it is slightly faster than Spawn’s
+
and has great range. Since Spawn uses his cape to attack, he can attack from a distance without putting himself at risk. From
+
Spawn can use
+
,
. The 2nd hit of this string is an overhead that can launch the opponent up for a combo, albeit being unsafe on block. A safer option is to use a Special Move such as Necro Blast (
) after
+
and Amplify it. Equipping either the Raising Hell (
) or Lethal Leetha Stance (
) abilities and using them after
+
will also leave Spawn safe on block. Due to the large amount of pushback, many characters will be unable to punish Spawn.
Back From Hell
A great string to use up-close is Spawn’s Back From Hell (,
) string.
,
is a high attack that leaves Spawn at +2 on block. This will create a frametrap as Spawn can follow up with a
+
which will stop the opponent from moving or attempting to attack. Another option is to backdash and use
+
or
+
,
,
to whiff punish opponents trying to interrupt with a poke. Once the opponent is conditioned to block after
,
, Spawn can then go for a throw.
From ,
, Spawn can complete the string with either
,
,
or
,
Hold
+
. Spawn’s
,
,
is -8 on block but is safe due to pushback. After conditioning the opponent with
,
,
, Spawn’s
,
Hold
+
can be used as a mix-up.
,
Hold
+
is +7 on block and will create a frametrap with
+
. Be careful when using this string as it can be interrupted by any attack that is 10 frames or faster.
Furthermore, ,
Hold
+
triggers a Krushing Blow if it is a Kounter or Punish. This is best used to punish unsafe moves on block for high damage.
It’s About Power
Spawn’s It’s About Power (,
) string involves using his chains to attack.
,
is a high attack that has amazing range. Since it is a weapon attack, Spawn can use
,
to attack safely from a distance without putting himself at risk. After
,
, use a Special Move such as Necro Blast and Amplify it to stay safe. If done at maximum range, Amplified Necro Blast can leave Spawn at a slight advantage, allowing him to attack again.
,
is much stronger when used in the corner as Spawn can keep opponents locked down with long-ranged attacks.
For Wanda
Spawn For Wanda (+
,
,
) is a 12 frame low attack that is best used up-close. In order for Spawn to use this string, it must be dialed in by quickly entering in each input of
+
,
,
. After the string is dialed in,
+
,
,
can be hit confirmed after the 2nd hit.
Necro Blast
Necro Blast () is a high projectile that is mainly used in zoning to keep opponents away. If Amplified, Spawn will fire an additional projectile that will hit as a mid. Amplifying Necro Blast will leave Spawn at -4 on block, but can be advantageous depending on the distance it’s used. Necro Blast can also be used after attacks such as
+
and
,
to stay safe while keeping the opponent pushed back.
Unholy Veil
Unholy Veil () is a slow 36 frame advancing high attack that leaves Spawn at -4 on block. Unholy Veil can be delayed by holding
and cancelled at the cost of 1 bar of Defensive Meter by inputting
. Unholy Veil also acts as a parry against projectiles. After a successful parry, Unholy Veil will trigger a Krushing Blow and launch the opponent up for a combo. This is usually done on a read at midscreen in anticipation to an opponent using a projectile. Unholy Veil should be used with caution as the opponent can duck on reaction and punish Spawn since it is a high. It’s a good idea to react to the opponent if they did not throw a projectile, and cancel out of Unholy Veil to stay safe.
Soul Shattering War Club
Soul Shattering War Club () is a mid attack that can be used after blockstrings. If Amplified, Spawn will be at -7 on block. Although it can be Flawless Blocked, the amount of pushback it creates will cause many characters’ Flawless Block Attacks to miss. This allows Spawn to safely create pushback after attacks such as
+
,
and
+
,
.
Restand
Spawn has the ability to restand opponents at the end of combos with Fatal Phantasm (). This will leave Spawn at +4 on hit. Afterward the restand, Spawn can guarantee a
+
. If farther away,
+
can be used as well due to its range. Once the opponent is conditioned to block after the restand, Spawn can then go for a throw.
Throws
Both Spawn’s Toward Throw and Back Throw send the opponent away allowing him to start zoning. Spawn’s Toward Throw triggers a Krushing Blow if it is done with his back in the corner. This is incredibly strong while Spawn is cornered since the opponent must guess whether they will be thrown into the corner, or thrown out of the corner which will trigger the Krushing Blow. After the Krushing Blow, the opponent will be stunned long enough for Spawn to combo.
Abilities
Gun Blazing
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---|
![]() Replaces Necro Blast. Spawn fires a series of bullets upward.
|
Blaze Of Glory
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![]() Adds Blaze Of Glory Special Move. Spawn fires a series of shots at the opponent while being able to parry low attacks.
|
Plasm Pool
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![]() Adds Plasm Pool Special Move. Spawn creates a pool of Necroplasm that increases the rate his (Offensive/Defensive) meter gauge regenerates.
|
Hell Chain
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![]() Replaces Unholy Veil. One of Spawn’s Hell Chains grabs the opponent.
|
(Air) Leetha Glide
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![]() Adds (Air) Leetha Glide Special Move. Spawn can use his cape to glide while in the air.
|
Charging Hellspawn
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![]() Replaces Soul Shattering War Club. Spawn quickly charges toward his opponent.
|
Raising Hell
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---|
![]() Replaces Fatal Phantasm. Spawn pulls a Hell Chain from the fightline causing the ground to rupture.
|
Invoking The Legion
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![]() Adds Invoking The Legion Special Move. A buff that allows Spawn to use his Fatal Blow above 30% health, or increases its damage if he’s below 30% health.
|
Soul Forfeit
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![]() Adds Soul Forfeit Special Move. A buff that destroys one bar of Spawn’s Offensive Gauges, but allows him to perform easy Krushing Blows for the rest of the round. Krushing Blows deal slightly less damage.
|
(Air) Fallen Angel
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![]() Adds (Air) Fallen Angel Special Move. Spawn can perform a special attack while in the air.
|
Lethal Leetha Stance
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![]() Adds Lethal Leetha Stance Special Move. Spawn goes into a chain stance he gains access to various special attacks.
|
Gun Blazing & Blaze of Glory
The Gun Blazing () ability allows Spawn to use his gun and fire diagonally upwards. While slow at 23 frames of start-up, it can be a decent way to anti-air opponents at long distances. Blaze of Glory (
) allows Spawn to fire at the ground. Blaze of Glory is a low attack that covers a large amount of distance. It can be delayed by holding
and cancelled at the cost of 1 bar of Defensive Meter by inputting
. Blaze of Glory also acts as a parry against low melee attacks. After a successful parry, Blaze of Glory will trigger a Krushing Blow. Both Gun Blazing and Blaze of Glory can be Amplified, allowing Spawn to fire a series of high shots straight at the opponent and deal a great amount of chip damage on block.
Hell Chain
Hell Chain () is a 26 frame command grab that will connect against opponents blocking high. This is mainly used as a mix-up with
+
,
and at the end of combos. At the cost of 1 bar of Defensive Meter, Amplified Hell Chain allows Spawn to turn completely invisible by holding AMP. While invisible, Spawn’s mix-ups become much more difficult to defend against. If the opponent is hit by Hell Chain while Spawn is invisible, Amplifying it will trigger a Krushing Blow.
Raising Hell
Raising Hell () is a 14 frame low attack that travels 3/4th screen. If Amplified, it will leave Spawn safe at -7 on block. Raising Hell can be used in zoning which will deal a good amount of chip damage and push the opponent back on block. When using Raising Hell, Spawn will go into a crouching state allowing him to avoid high projectiles. Up-close, Raising Hell can be used as a mix-up with
+
,
, as well as make strings such as
+
,
and
,
safe on block. Another strong tactic is to use Raising Hell after pokes such as
+
to beat counterpokes.
Mix-ups
Spawn’s main string to use for mix-ups is his +
,
. The 2nd hit of this string is an overhead that launches the opponent up for a combo.
+
,
can occasionally be used against opponents blocking low in anticipation to Spawn’s
+
,
,
and
+
,
strings.
Spawn can use a variety of attacks as a mix-up with +
,
. The Blaze of Glory (
) ability can be used after
+
for a mix-up as it hits low. It should be noted that this mix-up is not very effective because both the overhead and low are unsafe on block and the mix-up can be fuzzy guarded.
Hell Chain () is a command grab that will connect if the opponent is blocking high and if Amplified, will allow Spawn to turn invisible at the cost of 1 bar of Defensive Meter. If the opponent blocks low however, it will whiff and Spawn will be left vulnerable to a punish. Raising Hell is a quick low attack that when Amplified will leave Spawn safe on block.
Lethal Leetha Stance into Low Hell Chains is another low attack that is safe against many characters. In general, it’s best to mix up all of these options. Since each option must be blocked with different timing, it can be difficult for the opponent to defend against them all.
Lethal Leetha Stance
The Lethal Leetha Stance () ability puts Spawn into a stance that can lead into multiple attacks:
Delay (Hold ) – Allows Spawn to delay the Lethal Leetha Stance.
Cancel Stance () – Allows Spawn to cancel out of the Lethal Leetha Stance at the cost of 1 bar of Defensive Meter.
Up Hell Chains (Release ) – Mid attack with a great vertical hitbox. Up Hell Chains is best used as an anti-air. To counter airborne opponents, delay the Lethal Leetha Stance then use Up Hell Chains on reaction to an opponent’s jump.
Low Hell Chains (Hold , Release
) – Low attack with a great horizontal hitbox. Low Hell Chains has a start-up of 28 frames and is -14 on block, but is safe against many characters due to its pushback. Low Hell Chains is mainly used after attacks such as
+
for mix-ups and to stay safe. If the opponent is hit, Spawn will switch positions with the opponent. Amplifying Low Hell Chains will keep the opponent on the same side and can trigger a Krushing Blow if Lethal Leetha Stance is maintained for a long duration.
Combos
Beginner
![]() Spawn – From Hell – Beginner CombosGun Blazing |
![]() Spawn – The One – Beginner CombosCharging Hellspawn |
![]() Spawn – Hellspawn – Beginner CombosHell Chain |
Advanced
![]() Spawn – From Hell – Advanced CombosGun Blazing |
![]() Spawn – The One – Advanced CombosCharging Hellspawn |
![]() Spawn – Hellspawn – Advanced CombosHell Chain |
Extra Guides
![]() Cape Parry StrategySpawn’s Unholy Veil () is a parry attack that allows Spawn to counter enemy projectiles. After successfully parrying a projectile, it will become a Krushing Blow. This allows Spawn to interrupt specific projectiles that have a large enough gap to parry in between. Unholy Veil can also be delayed by holding and cancelled by inputting . After cancelling, Spawn can then punish with or . While this does cost meter, it can be ... |
![]() ★ How to Fight SpawnBack from Hell
One of Spawn’s main forms of offense is to use his Back from Hell () string up-close which will leave him at +2 on block. After blocking , there are a number of options to counter Spawn’s next attack.
1. Block
The safest option is to simply block after . If Spawn follows up with an attack such as a or , it will be blocked leaving Spawn at a disadvantage. You can then ... |