Spawn by AceStanley

Version: 1.00 | Updated: 09/25/03 | Printable Version

Soul Calibur 2
Spawn FAQ
By AceStanley

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 Spawn and Necrid are the property of Todd 
McFarlane and all of the other characters in Soul Calibur 2 are 
property of Namco.

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:  
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
  \  |  /
   \ | /
   / | \
  /  |  \
 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 

[A]: When you see commands like this, I mean hold that button 

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 

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.

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.  

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 

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 

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 

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 
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 

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.

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.


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:
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.

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:
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:
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

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.