Soul Calibur 2 Spawn FAQ By AceStanley email@example.com 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.