Spawn

Move List


INPUT COMMANDS
Hellish Hook
1
Shroud Strike
Back+1
Low Claw
Down+1
Straight Pain
2
Spinning K7
Forward+2
Rising Cape
Down+2
Chain Poke
3
Side Kick
Down+3
Spinning Heel
4
Haunting Reflection
Back+4
Devil's Boot
Forward+4
Necro Burst
Down+4
JUMPING ATTACKS
The Betrayer
1
War Devil
2
Hell's General
3or4
HOP ATTACKS
Leetha-Lash
Up,1orUp,2
Hammering Chains
Up,3orUp,4
GETUP ATTACKS
The Hunt
Up+2
Reflections
Up+3
FLAWLESS BLOCK ATTACKS
The Hunt
Up+2
Reflections
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A

Strategy


Spawn is a footsie character with long-ranged normal attacks and strong offensive options up-close. Spawn’s From Hell variation allows him to fire gunshots from a distance while being able to counter low attacks. His The One variation gives him access to high damaging combos. His Hellspawn variation gives him powerful mix-ups and the ability to turn invisible.

Key Moves

1,1 – High, hit confirmable, +2 on block
1,1HoldBack2 – High, hit confirmable, +7 on block, leads into a Krushing Blow on Kounter or Punish, can be interrupted before 3rd hit
Forward+2,1 – Advancing mid, hit confirmable, great range, safe on block
3,4 – High, hit confirmable, great range
Forward+4,1,3 – Fast 12 frame low, hit confirmable
BackForward1 (Necro Blast) – High projectile
BackForward2 (Unholy Veil) – Slow advancing high, projectile parry, leads into a Krushing Blow after parrying a projectile
BackForward3 (Soul Shattering War Club) – Mid, Armor Break, safe on block
DownBack3 (Fatal Phantasm) – Used as a combo ender, +4 on hit restand

Strengths

  • High damage
  • Good mix-ups
  • Long-ranged normals

Weaknesses

  • Highly whiff punishable
  • Weak counterzoning

Combo Starters

Spawn is able to start combos using his Back+1,2 string. Back+1,2 is very unsafe on block however and should not be used often. In his The One variation, Spawn can use Charging Hellspawn (BackForward3) that when Amplified, will launch the opponent up for a combo. This is usually done after 1,1,Forward+2,1,3,4 and Forward+4,1,3.

Combo Enders

All of Spawn’s combos are usually ended with Fatal Phantasm (DownBack3). Fatal Phantasm is a restand that will leave Spawn at +4 on hit. Additionally, Fatal Phantasm can be Amplified for maximum damage. In his Hellspawn variation, Hell Chain (BackForward2) is used at the end of combos, and can allow Spawn to turn invisible at the cost of 1 bar of Defensive Meter. Spawn’s Hellspawn variation also has the option to end combos with Lethal Leetha Stance (DownBack4) into Low Hell Chains (Hold Down, Release 4), 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 (Forward+2,1) string. Forward+2,1 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 Forward+2,1,Up+2. Although Forward+2,1,Up+2 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 (Back+1) attack. Having a start-up of 13 frames, it is slightly faster than Spawn’s Forward+2 and has great range. Since Spawn uses his cape to attack, he can attack from a distance without putting himself at risk. From Back+1 Spawn can use Back+1,2. 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 (BackForward1) after Back+1 and Amplify it. In the Hellspawn variation, using Raising Hell (DownBack3) and Amplifying it or Lethal Leetha Stance into Low Hell Chains after Back+1 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 (1,1) string. 1,1 is a high attack that leaves Spawn at +2 on block. This will create a frametrap as Spawn can follow up with a Down+1 which will stop the opponent from moving or attempting to attack. Another option is to backdash and use Back+1 or Forward+4,1,3 to whiff punish opponents trying to interrupt with a poke. Once the opponent is conditioned to block after 1,1, Spawn can then go for a throw.

From 1,1, Spawn can complete the string with either 1,1,2 or 1,1HoldBack+2. Spawn’s 1,1,2 is -8 on block but is safe due to pushback. After conditioning the opponent with 1,1,2, Spawn’s 1,1HoldBack+2 can be used as a mix-up. 1,1HoldBack+2 is +7 on block and will create a frametrap with Back+1. Be careful when using this string as it can be interrupted by any attack that is 10 frames or faster.

Furthermore, 1,1HoldBack+2 becomes a Krushing Blow if used as a Kounter or Punish. This is best used to punish unsafe moves on block for high damage.

Mix-ups

Spawn’s main string to use for mix-ups is his Back+1,2. The 2nd hit of this string is an overhead that launches the opponent up for a combo. Back+1,2 can occasionally be used against opponents blocking low in anticipation to Spawn’s Forward+4,1,3 and Forward+2,1 strings. In Spawn’s From Hell variation, Blaze of Glory (DownBack1) can be used after Back+1 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.

Spawn’s Hellspawn variation gives him much stronger mix-up options. After Back+1, Spawn has 3 different attacks to use as a mix-up with Back+1,2. Hell Chain (BackForward2) 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.

It’s About Power

Spawn’s It’s About Power (3,4) string involves using his chains to attack. 3,4 is a high attack that has amazing range. Since it is a weapon attack, Spawn can use 3,4 to attack safely from a distance without putting himself at risk. After 3,4, 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. 3,4 is much stronger when used in the corner as Spawn can keep opponents locked down with long-ranged attacks.

For Wanda

Spawn For Wanda (Forward+4,1,3) 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 Forward+4,1,3. After the string is dialed in, Forward+4,1,3 can be hit confirmed after the 2nd hit.

Necro Blast

Necro Blast (BackForward1) 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 Back+1 and 3,4 to stay safe while keeping the opponent pushed back.

Unholy Veil

Unholy Veil (BackForward2) is a slow 36 frame advancing high attack that leaves Spawn at -4 on block. Unholy Veil can be delayed by holding 2 and cancelled at the cost of 1 bar of Defensive Meter by inputting Down. Unholy Veil also acts as a parry against projectiles. After a successful parry, Unholy Veil will become 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.

Anti-Breakaway

Soul Shattering War Club (BackForward3 has the unique ability to break an opponent’s armor. This allows Spawn to punish opponents using a Breakaway in the middle of his combos. In order to do this, immediately use Soul Shattering War Club while the opponent is in the air during a combo. If done correctly, the opponent’s armor will be broken and Amplifying Soul Shattering War Club will launch up for Spawn to continue the combo. This is especially strong as the opponent will be unable to escape Spawn’s combos and can potentially waste Defensive Meter on a failed Breakaway.

Aside from armor breaking, Soul Shattering War Club can be used after blockstrings as well. 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 Forward+2,1 and Forward+2,3.

Restand

Spawn has the ability to restand opponents at the end of combos with Fatal Phantasm (DownBack3). This will leave Spawn at +4 on hit. Afterward the restand, Spawn can guarantee a Down+1. If farther away, Back+1 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 becomes 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.

Gun Blazing & Blaze of Glory

Spawn is able to use his gun to attack in his From Hell variation. Gun Blazing (BackForward1) allows Spawn to 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 (DownBack1) 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 1 and cancelled at the cost of 1 bar of Defensive Meter by inputting Down. Blaze of Glory also acts as a parry against low melee attacks. After a successful parry, Blaze of Glory will become 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

In Spawn’s Hellspawn variation, he gains access to Hell Chain (BackForward2). Hell Chain is a 26 frame command grab that will connect against opponents blocking high. This is mainly used as a mix-up with Back+1,2 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 Amplify. 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

Spawn’s Hellspawn variation also gives him the Raising Hell (DownBack3) Special Move. 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 Back+1,2, as well as make strings such as Forward+2,3 and 3,4 safe on block. Another strong tactic is to use Raising Hell after pokes such as Down+1 to beat counterpokes.

Lethal Leetha Stance

In Spawn’s Hellspawn variation, he gains Lethal Leetha Stance (DownBack4). Lethal Leetha Stance puts Spawn into a stance that can lead into multiple attacks:

Delay (Hold 4) – Allows Spawn to delay the Lethal Leetha Stance.

Cancel Stance (UpUp) – Allows Spawn to cancel out of the Lethal Leetha Stance at the cost of 1 bar of Defensive Meter.

Up Hell Chains (Release 4) – 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 Down, Release 4) – 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 Back+1 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 cause a Krushing Blow if Lethal Leetha Stance is maintained for a long duration.

Combos


From Hell

Spawn - From Hell - Beginner Combos

Spawn – From Hell – Beginner Combos


Spawn - From Hell - Beginner Combos
Spawn - From Hell - Advanced Combos

Spawn – From Hell – Advanced Combos


Spawn - From Hell - Advanced Combos

Hellspawn

Spawn - Hellspawn - Beginner Combos

Spawn – Hellspawn – Beginner Combos


Spawn - Hellspawn - Beginner Combos
Spawn - Hellspawn - Advanced Combos

Spawn – Hellspawn – Advanced Combos


Spawn - Hellspawn - Advanced Combos

The One

Spawn - The One - Beginner Combos

Spawn – The One – Beginner Combos


Spawn - The One - Beginner Combos
Spawn - The One - Advanced Combos

Spawn – The One – Advanced Combos


Spawn - The One - Advanced Combos

Guides


General

Cape Parry Strategy

Cape Parry Strategy


Spawn’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 Spawn

★ How to Fight Spawn


Back 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 ...

From Hell

Hellspawn

The One