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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''Great Neutral | * '''Great Neutral:''' Lots of long range, advancing buttons for threatening whiff punishes and conversions. | ||
* '''Frightening Damage Potential:''' Charging Hellspawn opens his damage up significantly, with access to practical | * '''Frightening Damage Potential:''' Charging Hellspawn opens his damage up significantly, with access to practical 50-60% damage combos if he manages his resources right. | ||
* '''I Want My Corners:''' | * '''I Want My Corners:''' Spawn's neutral tools are especially good at pinning people down in the corner, with 3,4 into Fireball being hard to challenge. His throw game is also scary here even if he's the one with his back to the wall. | ||
* '''Stand Up!:''' His usual combo ender, Fatal Phantasm, can deal impressive damage when amplified & keeps Spawn close at +5. | * '''Stand Up!:''' His usual combo ender, Fatal Phantasm, can deal impressive damage when amplified & keeps Spawn close at +5. | ||
* '''Install Super:''' Soul Forfeit makes him one of the scariest opponents at Round 3 as it enables Easy Krushing Blows in case you felt he didn't do enough damage. | * '''Install Super:''' Soul Forfeit makes him one of the scariest opponents at Round 3, as it enables Easy Krushing Blows in case you felt he didn't do enough damage. | ||
|cons= | |cons= | ||
* '''...Just Don't Miss:''' Long range is a privilege to be earned as he's especially slow on whiff. | * '''...Just Don't Miss:''' Long range is a privilege to be earned as he's especially slow on whiff. | ||
* '''It's Damage or Armor Break:''' Charging Hellspawn replaces War Club meaning he loses access to his Armor Break. | * '''It's Damage or Armor Break:''' Charging Hellspawn replaces War Club, meaning he loses access to his Armor Break. | ||
}} | }} | ||
Revision as of 03:58, 12 October 2023
Spawn #MK11_SPA | |
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ATONEMENT
Al Simmons, once the U.S. government’s greatest soldier and most effective assassin, was mercilessly executed by his own men. Resurrected from the ashes of his own grave in a flawed agreement with the powers of darkness, Simmons is reborn as a creature from the depths of Hell. A Hellspawn. Now he is thrust into the world of Mortal Kombat, where he will fight for supremacy against all Kombatants. | |
Data | |
Health | 1000.00 |
Hitbox | Big Body |
Introduction
A guest character nearly a decade in the making.
Strengths | Weaknesses |
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|
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Movelist
Normals and Strings
1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
2
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
4
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Jump and Hop Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Throws
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Special Moves
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Fatal Blow
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Kustom Abilities
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Strategy and Kombos
General Tactics
Popular Variations
Universal Kombos
Variation Kombos