![]() On his third competitive variation this leads to some interesting mix-up opportunities, since he has his command throw that can be used after the initial hit. This makes Spawn a deceptively tough character to use, since you have to take care not to just throw out punishable overheads. It’s unsafe on block, and once you commit to the overhead you can’t cancel out and make it safe with some sort of special move. ![]() His biggest weapon is his long-range mid-to-overhead combo starter, which serves as the aforementioned meterless launcher – but it’s also a bit of a trap. The invisibility is a great tool, but it only works in the third competitive variation, and requires two bars of meter in order to threaten with the invisibility krushing blow. If you don’t correctly guess on an opponent’s breakaway, the War Club is a pretty underwhelming combo-ender, and it also takes the spot of Spawn’s main combo-extending special move, which hurts his damage. It’s legitimately stressful to be on the other end of an invisible Spawn, not knowing whether he’ll try to do the command grab or the krushing blow knee – or something else entirely.īut while Spawn’s arsenal is extensive, a lot of it is also very situational. That’s easy to see coming if you can literally see it coming, but much harder if you can’t. One is activated when he connects his unblockable command grab and enhances it while cloaked, and the other is triggered when he hits with just the third hit of a combo that has him traveling nearly the entire distance of the level. That’s a familiar gimmick for those who play a lot of Netherrealm fighting games, but with Spawn it’s particularly dangerous because he’s able to threaten with two different krushing blows while he’s invisible. ![]() It’s a very situational ability, but when you hit with it, it feels incredibly satisfying.īeyond the War Club, Spawn is also the only character on the roster that can turn invisible (without using a glitch). So, if they try to drop out of a combo and you use the War Club on them, not only will they not drop out, but they’ll actually be popped up for a combo extender and will be left completely without their defensive meter. His War Club special move has the unique capability of breaking an opponent’s breakaway. Spawn can also do things that literally no one else on the roster can do.
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