Soul Calibur 2
Spawn FAQ
By AceStanley
[email protected]
Legal Stuff:
This is my character FAQ for Soul Calibur 2. There are many like
it, but this one is mine! If you want to use any part of it, use
the above e-mail address and ask me first or face the wrath of my
giant legal team. As of this moment this FAQ can only be seen at
www.GameFAQs.com. Spawn and Necrid are the property of Todd
McFarlane and all of the other characters in Soul Calibur 2 are
property of Namco.
Introduction:
So Namco decides that they want to spice up the console releases
of Soul Calibur 2. Nintendo gives them permission to use Link in
their version. They decide to add a character from their other
popular franchise Tekken (Heihachi) in the PS2 version. It seems
all very fitting thus far as Link is a huge Nintendo franchise
and the Tekken series gained a good deal of it's popularity from
being one of the premier fighters on Sony's consoles. That leaves
the big green X left. Who do they pick? Master Chief you say? The
Madcat from Mechassault? No silly, those choices wouldn't make
much sense. Besides, I don't think MS are as liberal with their
franchises as Nintendo. Then that begs the magical question of
"Who do they pick?" If you're reading this FAQ, you probably
already know. Spawn doesn't really make a whole lot of sense as
the Soul Calibur 2 representative for the Xbox any way you slice
it. Maybe, it's because he's mostly black with green glowing
eyes, kind of like an Xbox. The real reason probably has to do
with a mix of a new Spawn game coming out for all 3 consoles
produced by Namco, and the fact that they probably ran out of
ideas. Anyway, Spawn is a pretty interesting character. Not to
mention the fact that he can be beastly if used correctly. If
you're into comics, worship the devil, like the color black, or
wish to kick so much tail that your opponent fears you
highlighting your cursor over the Hellspawn himself, then this
character is for you.
Character Info:
Spawn
Real Name: Al Simmons
Age: 31
Birthplace: Detroit, Michigan
Height: 6'2"
Weight: Over 400lbs
Birthdate: March 16
Blood Type: Necroplasm
Weapon: Cape transformed into an axe
Family: Wife/Wanda (Believes Al is Dead)
Blood Relatives/ No Contact since becoming Spawn
Upon his death, Lieutenant Colonel Al Simmons made a pact with
the devil in order to return to the world of the living. But the
resurrection the dark lord Malebolgia bequeathed was far
different from anything Al Simmons envisioned. His body, memories
of his past, and even time were taken from him. His fate was to
exist as a Hellspawn.
He was then sent to the 16th century on a mission to bring back
Soul Edge. Spawn had to obey his master, for it was his only
chance of returning to his time.
Key Commands (Xbox):
7 8 9
\ | /
\ | /
4---5---6
/ | \
/ | \
1 2 3
Above would be the D-pad on the Xbox controller. Some of you
might be wondering why it's numbered. The Soul Calibur series
uses a special 8-way run system. A lot of you might be asking
yourselves, "What makes Soul Calibur different from other
fighters on the market? I can move in 8 different directions in
other 3-D fighting games, and I don't need to learn a numerical
system to understand those." Well, the 8-Way run system has a big
impact on the moves that are used. If Up-Forward is tapped or
held in many other fighting games, the same moves come out. In
Soul Calibur, different moves come out depending on whether the
direction is tapped or held. 6 is always toward your opponent and
4 is always away from you opponent. This works as a defensive
measure as well.
Xbox button translations (default):
X: Attack A (or simply A) (Horizontal attack)
Y: Attack B (or simply B) (Vertical attack)
B: Attack K (or simply K) (Kicking attack)
A: Guard (or simply G)
R: Soul Charge (A+B+K does this as well)
GI: Guard Impact
Guard impacts are Soul Calibur's version of the parry.
6G parries High and Mid attacks.
4G Repels Mid and Low attacks
aB: When you see commands like this, they mean slide your finger
in one quick motion from one button to the other. Sometimes, it
will be aA or something like that. Press that button quickly
twice.
[A]: When you see commands like this, I mean hold that button
down.
2G leads to a crouching position. Moves change while you are
crouched down.
WS: While Standing from a crouching position
7G, 8G, or 9G lead to a Jump
WJ: While Jumping
WL: While landing
SCUB: Only unblockable with a soul charge.
SCGB: Only Guardbreaks with a soul charge.
LV: Levitation
(If you haven't really grasped a good basic defensive strategy
besides holding the block button down, head to Practice mode, set
the Training Type in the practice options to VS CPU. Once you've
done that, get the timing down on your Guard Impacts. Practice
ducking under high attacks and jumping over low attacks. Once you
believe that you have gotten the timing down, you're on your way
*thumbs up* Don't fret though, we've all been down that road
before)
8wr: 8-Way run (i.e. Hold the direction down)
1_2: When you see commands like this, the _ means "or", so you
can tap 1 or 2 and you will get the same result.
RO: Ring out
CH: Counter Hit (Basically, you hit them while they are trying to
hit you. It adds extra damage)
H: High attack
M: Mid attack
L: Low attack
Spawn's Moves:
A moves
Dark Ripper:
A, A (H, H)
This move is a quick and useful counter for those pesky enemies
that try to run around you and attack.
Shadow cleaver:
6A, B, A (H, H, L)
If you notice that your enemy is on to your High attack game, mix
this bad boy in there to surprise him. It RO's too, so it's not a
bad option when your opponent is near the edge of the stage.
Night Stalker Flurry:
6A, B, B_[B} (H, H, M)
When the last B is held down, it's a Guard Breaker. If you think
adding this move to your Spawn attack game would be a good idea,
then hold the button down. The speed difference between the
tapped B and the held B isn't really that major. If your opponent
guards a lot, this move could be an option to set up an opening.
The held down B is about as quick as 66B, and it guard breaks.
Dark Deed~Levitation:
6A, B, B+K (H, H)
Following this up with A or K is the safest route. Use, but don't
abuse. Mixing up his standard 6A, B moves with levitation out of
nowhere can be a real surprise, but follow this up quickly or you
will get snuffed out of the air.
Headhunter:
66A/8wr6A (H)
This is one of Spawn's essential weapons. If you feel that your
opponent is getting too close, smack him with one of these. It's
pretty safe and it RO's too. Spawn isn't that much of a close
ranged character anyway.
Divider:
3A (M)
It's good to poke with this every once in a while. It Crumple
Stuns on a counter hit. Not to mention the fact that it comes out
very fast for a Spawn move. Lately, I have become a fan of this
move.
Cleaver:
2A (SM)
It hits mid, it's quick, and crouches, sounds pretty good right?
I would seriously recommend this move for your arsenal, but his
other options far outweigh this. 2K owns this for free as a quick
and dirty counter hit and in range, 2B hits mid and owns this as
far as range goes, and 3A owns this in speed as well as being a
quick and dirty counter hit.
Shadow Stalker:
1A, B/ 8wr1_7A B (M)
It crumples them to the ground right in front of you. Use once in
a while from a safe distance. It can be sidestepped fairy well
because its recovery is pretty bad. Use CH 3A if you want them to
crumple.
Demonic Killer:
4A, A (H, M)
This is a lightning fast attack with decent range and decent
attack power. Use this!
Demonic Salvage:
4A, B (H, M, M, M, M)
Make it a priority to add this to your arsenal. For recovery
though, I'd give the nod to the Demonic Killer. The range on this
move is deceptive (but in a very good way), so keep it in mind
for a long distance attack. Use both to mix up your mid-range
game.
Harbinger of Violence:
44A/ 8wr4A (L)
When in long or mid range, this move is effective, but don't
abuse it otherwise, or you could be hurting. If your opponent
swings low, throw this out. This move leaves you crouched long
enough to follow it up with a WS A, A or a WS B_[B]. If you're
feeling lucky, you can follow it up with WS A, B_[B]. The timing
on that is a bit tricky, but it can pack a hell of a wallop.
Hell Spiral (1)/ Hell Spiral (1)~Levitation (Hold for
Levitation):
A+B_[A]+[B] (M)
I'm all about Spawn moves that lead to Levitation, but the sorry
range on this move would only hurt Spawn. For it to connect, you
must be in close range. In close range, Spawn dies to many
characters. It's an option as a close range RO though.
Hell Spiral (2)/ Hell Spiral (2)~Levitation (Hold for Levitation)
66A_[A]+B_[B} (M, M)
I prefer this over the Hell Spiral (1), but they both are
severely lacking. After a 1A, B, CH 3A, or any move that drops
them in front of you, throw this out and hold the buttons down.
It can lead to some opportunities to deal some damage. It has
some serious RO potential too.
Necro Blast:
4A+B_[A]+[B] (H)
This move might look pretty, but don't throw it out or people
will make you pay. At least you can cancel it with G. Hold the
buttons down for an unblockable attack.
Midnight Carver:
A+K A (H, H)
This move is another fairly safe mid-range attack, but there are
better ones. Both hits are high, so don't get repetitive with it.
It's a decent counter for those who like to sidestep around your
moves, but I like to be safe and just hit the Dark Ripper. This
move does, however, have some serious potential from a distance.
The range on it is deceptive. It could be a useful long-range
poke.
Midnight Force:
A+K, B (H, M)
The second hit on this moves likes to whiff if not hit from a
distance. This is another move with deceptive range. It seems
like a launcher, but it knocks them up in a way that you can't
really follow it up with a juggle. So if you do decide to add
this to your arsenal, follow it up with a 66B or something that
will hit them on the ground.
Shadow Spinner:
2A+K (L, L)
This move works as a decent ground attack. It can be followed up
with a WS move for a painful little combo. The speed on this is a
question though. It works well after 6B, B.
Hunting Cry:
66aB (M)
This move is a great poke. It's fairly quick and deals a decent
amount of damage. Definitely throw this move out when you see the
opportunity. Not to mention, it's a SCUB. The recovery is
lacking, so don't abuse it.
Decapitator:
8wr3_9A, A (H, H)
If you plan on sidestepping your opponent's move, this is the
move to use. It fits in well with his limited close-range and
long-range games. It's also an effective counter because of its
speed. It also works in the same manner as 66A and it's ilk.
Lost Humanity:
8wr2_8A_[A} (H)
Great move at the right range when the A is held down. They can't
just step around this unblockable. Like most unblockables, speed
must be taken into question, so don't abuse this move. The
standard A works well as a mid-range poke. This doesn't really
have the speed to be a really effective step move though. Mix it
up with 8wr2_8[B] at mid-range every once in a while when you see
the opportunity for an unblockable attack.
Destruction Reaver:
WS A, A (H, L)
If a move leaves you crouched (like the 2A or the better 2K) and
it leaves you at mid-range, don't hesitate to throw this out.
Destruction Axe:
WS A, B_[B] (H, M)
If held down, this move is unblockable. I would use the
Destruction Reaver before I would use this because of its speed.
B Moves
Dark Ripper:
B, B (H, H)
If an opponent hopes to close in on you with a horizontal attack,
smack him with one of these. This is as opposed to if your
opponent is merely trying to close in on you, which you should
smack them with 66A or other moves which we will discuss later
on. Also, if your opponent is in the air trying to pounce on you,
this is a perfect quick solution.
Dread Lancer:
6B, B (H, M)
This move is one of Spawn's primary mid-range pokes along with
66aB and other moves that will discussed later on. This move has
Great Range and deals decent damage, but its speed and recovery
are questionable.
Lancer Kick:
6B, K (H, L)
This moves serves the same purpose as 6A, B, A. I prefer the
latter, personally, because of the damage, range, and slight
speed. This move has better recovery, although not by much. It's
not bad as a CH, but I prefer 6B, B and other moves over it in
that department.
Night Stalker:
66B/ 8wr6B (M)
This move is great after a crumple or double over stun. It's a
great ground attack too. It works from a distance every once in a
while. It's not so great as much else. I prefer 8wr3_9B.
Jealous Rage:
3B (M)
This is your standard, bottom of the barrel, juggle starter. I
prefer other launchers to this.
Hell Splitter:
2B (M)
It seems like they intended this to be a mid-range poke. It's a
pretty decent one. Remember kids: Follow it up with a good WS
move. When up close, stick to 2K.
Beast Killer:
1B (M, M, M)
I wouldn't use this a whole lot. The recovery on it is lacking
and there are better attacks from midrange, but this move deals
great damage.
Malignant Tempest:
4B, B (M, M)
This is one of his few decent in-close moves. This is also a
great defense against attacks coming from the air. It looks
stylish too. "Get the hell out!"
Malignant Cyclone:
4B, A (M, L)
This is better than the Malignant Tempest at what it does. It's
good to switch up between the two every once in a while when
you're in close. If your opponent blocks the first hit, then use
the Cyclone, if he doesn't, use the Cyclone or the Tempest.
Tormented Rage/ Tormented Rage~Levitation:
44B_[B]/ 8wr4B_[B] (M)
The recovery could be better, but this is a very useful move.
Where does is start from with Spawn? Did somebody say mid-range?
Did somebody say SCUB? Did somebody sayyyyy...McDonalds!
Ravaged Armor:
66bA/ 8wr6bA (M)
This move acts like a mid-ranged 66A, but a little quicker. I
still prefer 66A because I feel it's a better counter.
Malignant Reaver:
8wr3_9B (M)
As a straight up 8-way run move, 8wr3_9A, A is better. As a
straight up counter move, this move rocks. On a CH, this move
bounces your opponent into the air. That leaves many potential
follow-up opportunities.
Necro Rage/ Necro Rage~Levitation:
8wr2_8B_[B] (M)
I'm not a big fan of this move as a step counter. The startup on
this move is pretty slow. When it's held, it's a guard breaker.
Mix in 8wr2_8A_[A] to throw them off ever once in a while. I
prefer this move over 8wr2_8A_[A] it breaks guard then Levitates.
Even if they step away from this move, the levitation will
effectively dodge a follow-up attack. It's a SCUB too. Follow up
the [B] with a LV A, it surprisingly works.
Grisly Rush:
8wr1_7B, A (M, H)
A Decent step move, but I like the one below a little better.
This has excellent RO potential though. It's an SCGB.
Grisly Spiral/ Grisly Spiral~Levitation:
8wr1_7B, B_[B] (M, H)
I prefer this over the Grisly Rush. It Levitates! It knocks them
away pretty far when you hold the button down, so press K after
the Levitation. It's an SCGB too! It slices! It dices! It comes
with a free letter opener if you order within the next 5 minutes!
Night Rage/Night Rage~Levitation
WS B_[B]
Keyword: Levitation. After hitting a 2K, why not compliment it
with a [B] while you're standing up. It's a great WS move. Don't
abuse it though, mix it up with WS A, A. It works as a great
standard launcher too.
K Moves
Double Kick:
6K, K (M, H)
This move is used like you would a 6B, B, only up close. It lacks
the range of that move, but for what it loses in range, it adds
up for in speed and recovery. So mix em up like Jello and water.
Devil Spiral/ Devil Spiral~Levitation:
66K, B_[B] (M, M, M)
When used at Mid-range, with the opponent swinging low, it's a
thing of beauty. It works as a ground attack as well. Use, but
don't abuse, its recovery is pretty bad compared to the other
moves of it's kind.
Double Devil Kick:
66K, K (M, M, M)
When your opponent is knocked down, you can use this move as a
ground attack. I prefer the above as a standing attack.
Abject Terror:
66K, 2K (M, L)
This is good as a ground attack move, better than the Double
Devil Kick. If you can follow-up quickly enough with a WS move
(*ahem*[B]) this move can bring the hurt.
Gut Wrench Kick:
3K (M)
This Spawn's a quick and dirty counter move. A lot of moves are
powerful counters, but when you need something quick and move
stopping, this can be your baby. I still prefer 3A though.
Shadow Clipper:
2K (L)
This is a quick and dirty counter move too. It's even dirtier
than the gut wrench kick. Want to know why? It's a quick and
dirty counter that can be followed up with WS moves. The range on
it is damn good. This move kills 2 birds in one quick little
stone making it one of Spawn's essentials.
Triple Kick:
1K, K, K (L, M, H)
A Spawn in-close move that doesn't suck? Count me in! Use this
like you would use A, A or 4A, B, only up-close. If the third hit
connects, it will knock them down in front of you regardless of
whether or not the first two connected.
Face Crusher:
4K (M)
I like this move a lot. This move works as a counter move and
doubles as a 66A type knock-away move. Keep this move at a
distance though, unless you are following up a 2K with it.
Dark Retribution:
44K/ 8wr4K (H, H, H)
From a safe distance, this move can catch a few people off guard.
It's a rushing mid-air move, so you have to be wary of sidesteps.
Don't use too often.
Avenger Sobat:
9_8_7K, K/ 8wr1_7K, K (H, H)
Spawn has better High attacks than this. It's surprisingly good
against jumping moves though. Just use the first kick instead of
the combo up close, use the second kick instead of the combo if
you're at a distance. The second kick has surprising range.
Spinning Heel:
8wr3_9K (M)
This works as a decent countermove, but I like the move below
much more. It knocks them back a little bit. Both this, and the
move below hit mid and one can't really be disguised as the other
in a mix up, so use the move below.
Force Kick:
8wr2_8K (M)
This move knocks them back pretty far, almost in 66A territory.
So mix this up with the 4K, the 66A and moves of their ilk to
keep them where you want them. I prefer this when they are in
closer than a good 4K or 66A opportunity would warrant. It has
serious RO potential too.
Knee Kick:
WS K (M)
This is quick and painless as a WS move, but I still prefer the
WS A, A or the WS B_[B] because of opportunity. Use when you need
a quick hit.
Throws:
Messiah:
A+G
Your typical run of the mill front throw. It's deals run of the
mill damage, but there is a better way...
Doorway to Hell:
B+G
Read above
Pillar of Death:
From the Left side A+G_B+G
If you end up on the left side, be it through stepping or
whatever, this is your throw.
Deathbringer:
From the Right side A+G_B+G
If you end up on the right side, be it through stepping or
whatever, this is your throw.
Eighth Level of Hell:
From Behind A+G_B+G
This move, like most behind throws, does significantly more
damage than the aforementioned throws, so when you see the
opportunity to use it, use it.
Angel of Death~Levitation:
214A_G
You read that right. It said the magic word, "Levitation". This
should be one of, if not your primary, throw. The range on it is
good for a throw, and you can be a pain with it by holding B or
hitting K when you are levitated. It RO's too!
Imprisoning Tendrils:
214B+G
This move is different from the one above, but depending on your
mood it can be just as good. While it doesn't levitate, it does
bounce. So if you have a juggle in mind, use this, but if you
want to levitate, use the move above. Everybody wins (except for
your Opponent)!
Levitation Moves
Levitation:
B+K
I usually use a move to levitate as there are plenty to choose
from. If your opponent swings low or you don't have a move that
would be appropriate, then this is your way to touch the heavens.
It's a decent escape if your opponent has you in close range.
Heaven and Hell:
During Levitation A (H)
This is a hell of an up-close counter move. If you are in the sky
and you see that your opponent is walking forward, then bust this
baby out. It's Beautiful after a missed sweep. Like all of his
levitation moves, this serves a purpose. Use, but don't abuse.
Shadow Stalker Dive:
During Levitation 2A (L)
This doesn't have the range of Heaven and Hell, but if you're
opponent whiffs a high swing (which happens often if you are good
at levitating), this Dive will punish them.
Sigil of Hellspawn:
During Levitation B_[B] (M)
This is a move that has do not abuse written on the front of the
package, but it can be deadly in the right predicament. When
held, it can make a dangerous unblockable, especially after you
scored a good knockdown. If the knockdown is not so good, stick
with tapping B, but even then, holding B can be worth a shot.
Retribution Overdrive:
During Levitation K (M, M, M, M, M)
Say you just nailed them with a levitation starter, and it knocks
them away. What's a Spawn user to do? Hit that magic K button and
chip into their knocked down ass, that's what! It works as a
decent distanced counter as well. Don't go throwing it out when
you should throw out a LV A or LV B though, or somebody is going
to make you pay.
Levitation Necro Blast:
A+B_[A]+[B] (M)
Don't make this your primary levitation move, because there are
quite a few ways around it, but keep the option open at a
distance when it's held. Unblockables can be your friend. "Get a
load of this!"
Demonic Realm:
During Levitation B+K
This is a launcher or a ground attack depending on the situation.
As a launcher, I would use other launchers before I would use
this. As a levitation surprise every once in a while when you see
the opportunity? It's worth a shot, as it can lead to a big
payoff. It has a much better recovery than 44B. Sneak it in
between uses of LV A or LV 2A and it's opportunity city.
Strategy: Coming Soon
Combos: Coming soon
I would like to thank:
Namco: For making such a phenomenal fighting game
Gamefaq's: For being such a useful and informative site about
nearly every video game known to man.
CjayC: For paving the way for all of us to write FAQs
Billy Bong Thorton and his girl Mary Jane: Two friends who make
SC2 a little bit more fun and competitive than it would be if I
was my regular old self.