Spike : I'm ready for Specter

GoddessBraceletGoddessBracelet Great Magic!Joined: Posts: 772
Spike Moveset Ap Gain -

Super Meter - Ap Needed
Lv 1 - 130 AP
Lv 2 - 210 AP (340)
Lv 3 - 250 AP (590)


All moves here are set on the ground -

Neutral Square - 5
Up Square - 15
Down Square - 20
Side Square - 30 (non charged)

Neutral Triangle - 20 (and crumples)
Up Triangle - 10
Down Triangle - 5 (and stuns)
Side Triangle - 20 (and lifts opponent in the air)


Neutral Circle - 5
Neutral Circle - 25 (mashed)
Up Circle - 0 (teleport)
Down Circle - 10 (charge lv 1)
Down Circle - 20 (charge lv 2)
Down Circle - 30 (charge lv 3)
Side Circle - 10 (uncharged)
Side Circle - 5 (charged but also stuns)



All moves here are set in the air -

Neutral Square - 5
Up Square - 15
Down Square - 20
Side Square - 10

Neutral Triangle - 20 (causes wallbounce)
Up Triangle - 10
Down Triangle - 10 (and stuns)
Side Triangle - 20

Neutral Circle - 4
Neutral Circle - 21 (mashed)
Up Circle - 0 (teleport)
Down Circle - 10 (lv 1 charge)
Down Circle - 30 (lv 2 charge)
Down Circle - 40 (lv 3 charge)
Side Circle - 30 (uncharged)
Side Circle - 30 (charged)
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Comments

  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    *reserved*

    http://imgur.com/a/4kNfa - 7 pages of spike from the guide.

    Okay so I know a lot of people are using 1, 2 , 3 for square, triangle and circle so thats what I'll start doing as well so we can stay even across the boards.

    I"m finding some fun stuff with Spike but I'm very much new to him yet so if anyone else has stuff to show just post it up.

    Combo 1 : d.+1, d + 1, up + 1 (add another 1 at the end of the baton spin) - 50 ap
    Combo 2 : 2 (press 2 to fire laser and make crumple), down + 1, up + 1 - 55 AP (70 with an added 1 at the end of up +1)
    Combo 3 : j. f. +1 , down + 1, up + 1, add another 1 - 60 ap
    Combo 4 : j. f + 1, down +1 , down + 2, j. d + 2 , j. d + 2 - 70 ap (my favorite one right now.
    Combo 5 (in the dojo) 2+2, d.+1, d.+2, u.1+1, j.1+1+1, u.1+1 -150 ap.

    Combo by Shadow_Nobody -
    J. F+1 (any charge on block), 2~2 (crumple), d1, d2, d1, jump forward j.111. (155 ap)
    you can get a lvl 1 off of the crumple obviously and it's a combo. Works midscreen, but is harder because you have to move the car slightly towards the opponent before activating it but it'll work. You can also Swap the jumpforward 11 with U11 ender midscreen for an easier version.
    If you're on a wall-less stage such as Parappa's you can do U11 after the first D1 and get a bit of meter and combo into lvl 1 in the corner.
    Stage specific combos - Parappa's Dojo
    new combo - can do in parappa's dojo in the corner.

    Air d.3(green), d.1, d.2,u.1+1, j.1+1+1 (the jump on this is more of a short hop.) -135 ap

    Variation - d.3(dash, 1st level) , d.1,d.2, u.1+1, j.1+1, j.1 - 135 ap (can be setup after an up throw in the corner)

    Variation - same as the first one but after the third bannana hits, add in the rc car for 140 ap.
    Super Setups :

    Lv1 Super setup -

    Neutral 2 + 2 (crumple) - Spikes little laser trap which causes crumple, confirm into your super.

    j d + 2 , Super - short hop your shock trap and hit super, easy confirm. (when doing this super, make sure you activate your j.d+2 at the descending arc of your jump. That gives you the time needed to link the super.

    Monkey radar lv1 (d.3), super

    Lv.2 Super Setup -
    Rc car (2, 2) , super

    Sweep (d.1) , super

    Grounded d.3 (charged to green), causes stagger, hit for lv.2 super or lv. 1

    R. +3 (fully charged) - super
    A decent set up to this is use air d.3(until green) while they get hit by the bannanas, position yourself and charge up your boxing glove, on hit use your super.

    SamuelVimes - Lv 2:
    D.3 (do not need to hold it to green, combos with regular monkey dash if close enough.

    D. + 3 (hold until green), super. It puts them in blockstun but super will kill them anyways.
    (Low) D + 2 , super - this one is a little trickier but think of the low as a short hop and then mash your super.

    Lv3 setup - push buttons lol

    All of these have been tested and proven to work, if you need help just ask :)


    Mixups :

    Mixup in the corner for walless stages - I am using the dojo as a base stage for this.

    Also I have the computer set to autoblock and random wakeup options

    1. Use your shock cannon on your descending arc of your jump.
    2. Jump and use lv.1 monkey radar
    3. J.u1+1 , j.u1+1, j.u1+1, j.u1+1, ap burst - 130 ap
    4. Variation (ju1.+1, j.u1+1, j.1+1+1, j.u+1+1) - 130 ap.
    You do have other options of attack, but abusing the j.1+1 gives you the easiest way to generate free ap in a 1v1 setting or 2v2 if your teammate has the other opponent locked down.

    Air cannon < teleport super lv.1 (j.2, u.3 with left or right direction held, super.)

    Guard Breaks:
    If opponent is guarding the boomerang coming back : boomerang, roll to side, f.1(charged)
  • DukeofFortuneManDukeofFortuneMan I still like Nemesis... Joined: Posts: 1,278
    Small note on combos that is slightly obvious but worth putting down, most of his d1 confirms you can hit off his j.f1, which is the closest thing I can see in this game to a comboable divekick, excluding Parappa's 50 thousand feet.
    UMVC3: I know a ton of characters, not all of them great, but for now focusing on Deadpool/Vergil/Shuma, Deadpool/Taskmaster/Hawkeye, and Taskmaster/Vergil/Hawkeye MK9: Freddy Krueger, Stryker, Sektor ; Skullgirls: Cerebella/Filia for life (<3) ; Playstation Allstars: Ratchet ; Injustice: Zombie, Teen Titans

    Youtube channel: Derpfighter6
    Add me if you want to play some Marvel, GAU, Skullgirls or PSAS, I'm TiberiusF on PSN
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Small note on combos that is slightly obvious but worth putting down, most of his d1 confirms you can hit off his j.f1, which is the closest thing I can see in this game to a comboable divekick, excluding Parappa's 50 thousand feet.
    Thank you for the heads up, I modified my last 2 combos with that and it worked out great!
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Aww yeah I really want Spike to be one of my boys because Ape Escape will always have my party loyalty. Let's level this kid up.

    So I never used his level 3 in a fight, is it identical to Parappa's?

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Pretty much, one use, all cutscene. He uses a giant satellite laser.
  • DukeofFortuneManDukeofFortuneMan I still like Nemesis... Joined: Posts: 1,278
    Yeah. His level 3 seems okay, but because I don't like Spike's other supers and I do like Spike's meter gain, it seems much more viable than other guaranteed triple kill supers.

    Also, has anyone found good hitconfirms into super?

    Level 1 all I can get is his neutral triangle's crumple.

    I've found that a low j.down triangle hits into level 2 with some good timing, I found that out in the trial where you dodge the compy's level 2's, actually, Spike's is a bitch because he confirms into it with 100% accuracy.

    Level 3, pressing it is the hitconfirm, lol.
    UMVC3: I know a ton of characters, not all of them great, but for now focusing on Deadpool/Vergil/Shuma, Deadpool/Taskmaster/Hawkeye, and Taskmaster/Vergil/Hawkeye MK9: Freddy Krueger, Stryker, Sektor ; Skullgirls: Cerebella/Filia for life (<3) ; Playstation Allstars: Ratchet ; Injustice: Zombie, Teen Titans

    Youtube channel: Derpfighter6
    Add me if you want to play some Marvel, GAU, Skullgirls or PSAS, I'm TiberiusF on PSN
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    I am pretty sure that you can do down.triangle into Level 1 if you are very, very quick about it.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Yeah. His level 3 seems okay, but because I don't like Spike's other supers and I do like Spike's meter gain, it seems much more viable than other guaranteed triple kill supers.

    Also, has anyone found good hitconfirms into super?

    Level 1 all I can get is his neutral triangle's crumple.

    I've found that a low j.down triangle hits into level 2 with some good timing, I found that out in the trial where you dodge the compy's level 2's, actually, Spike's is a bitch because he confirms into it with 100% accuracy.

    Level 3, pressing it is the hitconfirm, lol.

    playing 2v2 now with hawkingbird.

    Can't confirm right now but i have lv.1 super'ed off of his down +1

    Also, using radec's shock grenades and your own down + 2 is sick and diabolical in 2v2. I could feel the tension building as we locked a team down from moving. Anways, using his shock grenades into your own shock trap is great for a lv2 super setup :)
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    I am pretty sure that you can do down.triangle into Level 1 if you are very, very quick about it.
    This is possible, its not as taxing as you may think speedwise. Very nice find I will add this to the top of the page.
  • DukeofFortuneManDukeofFortuneMan I still like Nemesis... Joined: Posts: 1,278
    Also, using radec's shock grenades and your own down + 2 is sick and diabolical in 2v2. I could feel the tension building as we locked a team down from moving. Anways, using his shock grenades into your own shock trap is great for a lv2 super setup :)

    Oh my goodness, air bananas plus Radec keepaway. I like this even more than my brother's idea of Evil Cole plus Sackboy.
    UMVC3: I know a ton of characters, not all of them great, but for now focusing on Deadpool/Vergil/Shuma, Deadpool/Taskmaster/Hawkeye, and Taskmaster/Vergil/Hawkeye MK9: Freddy Krueger, Stryker, Sektor ; Skullgirls: Cerebella/Filia for life (<3) ; Playstation Allstars: Ratchet ; Injustice: Zombie, Teen Titans

    Youtube channel: Derpfighter6
    Add me if you want to play some Marvel, GAU, Skullgirls or PSAS, I'm TiberiusF on PSN
  • ShADoW_NoBODyShADoW_NoBODy Mash with purpose Joined: Posts: 368
    J. F+1 (any charge on block), 2~2 (crumple), d1, d2, d1, jump forward j.111. (155 ap)
    you can get a lvl 1 off of the crumple obviously and it's a combo. Works midscreen, but is harder because you have to move the car slightly towards the opponent before activating it but it'll work. You can also Swap the jumpforward 11 with U11 ender midscreen for an easier version.
    If you're on a wall-less stage such as Parappa's you can do U11 after the first D1 and get a bit of meter and combo into lvl 1 in the corner.
    UMvC3: Deadpool/Doom/Hawkeye, Learning RR, Strange
    SFxT: Paul/King, Bryan/King,
    SF4: Makoto, T. Hawk, Rose
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    J. F+1 (any charge on block), 2~2 (crumple), d1, d2, d1, jump forward j.111. (155 ap)
    you can get a lvl 1 off of the crumple obviously and it's a combo. Works midscreen, but is harder because you have to move the car slightly towards the opponent before activating it but it'll work. You can also Swap the jumpforward 11 with U11 ender midscreen for an easier version.
    If you're on a wall-less stage such as Parappa's you can do U11 after the first D1 and get a bit of meter and combo into lvl 1 in the corner.

    Great find! I'll add it into the combo section!
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Some more super combos. Easy and probably known but not on main page so here we go:

    Lv 2:
    D.1: sword into level 2. Someone said they might have sworded into level 1 but I cannot replicate.

    D.3 (do not need to hold it to green, combos with regular monkey dash if close enough)
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Some more super combos. Easy and probably known but not on main page so here we go:

    Lv 2:
    D.3 (do not need to hold it to green, combos with regular monkey dash if close enough.

    Great, i'll add it!

    Were you wondering if d. 2 goes into lv.1 super? I just recreated it so it does for sure.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Man, then I guess my timing is off. I know the jumping version combos, do not think standing does. Edited my post with another easy level 2 in case you missed it.

    I am exploring instances where you can meaty into supers. At the moment I see that you can hit with a level 2 right after an upgrab as long as they get up or get up and roll backwards. Unfortunately it misses if they delay, roll immediately before getting up, or forward roll, so it is pretty useless atm.

    Best I have now is that it LOOKS like you can punish a backwards roll very close to you with a level 2 on great reaction, but too far and it missed (they can mash roll and evade).

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • ShADoW_NoBODyShADoW_NoBODy Mash with purpose Joined: Posts: 368
    Spikes down throw is terrible and really situational. 2v2 it might be decent since teammates can combo, but outside of that he is really negative on it. The best use I've found with it is with banarang on wake up and go for the throw if they roll towards you and the bananrang will hit them when you throw them so you'll be safe. Also j. d3 (green) is one of his best tools along side bananarang.
    Still working on any uses for Hoop
    UMvC3: Deadpool/Doom/Hawkeye, Learning RR, Strange
    SFxT: Paul/King, Bryan/King,
    SF4: Makoto, T. Hawk, Rose
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Man, then I guess my timing is off. I know the jumping version combos, do not think standing does. Edited my post with another easy level 2 in case you missed it.

    I am exploring instances where you can meaty into supers. At the moment I see that you can hit with a level 2 right after an upgrab as long as they get up or get up and roll backwards. Unfortunately it misses if they delay, roll immediately before getting up, or forward roll, so it is pretty useless atm.

    Best I have now is that it LOOKS like you can punish a backwards roll very close to you with a level 2 on great reaction, but too far and it missed (they can mash roll and evade).

    Sent from my DROID2 GLOBAL using Tapatalk 2

    I caught your lv2 post, added it to the top of the page. So landing a lv2 on a roll is only reaction right now? Let us know what you come up with. I may be on a little later but not sure for now, I will keep an eye on this thread tonight to update it.
    Spikes down throw is terrible and really situational. 2v2 it might be decent since teammates can combo, but outside of that he is really negative on it. The best use I've found with it is with banarang on wake up and go for the throw if they roll towards you and the bananrang will hit them when you throw them so you'll be safe. Also j. d3 (green) is one of his best tools along side bananarang.
    Still working on any uses for Hoop

    I really like j.d3(green), its helped me and my 2v2 partners setup some nasty multikills. I usually end up running interference and extending combos with j.d2 more than using my own. So far its been some great teamwork.

    I believe a fully charged hoop on it you can add a u.1+1 for around 30-40 ap. Also in the corner mashing circle you can catch them meaty for 20 ap, don't know about any follow ups but they will fly away at the end so that gets them out of a corner.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Any chance of seeing the bananas for 2v2 justice? I am really interested.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    http://imgur.com/a/4kNfa

    7 images about spike from the guide. I don't know how to put images from my cpu onto srk's forum so they aren't as zoomed in and nice looking as I made them. Anyways, if someone knows how to do that I would appreciate it. Take a look and dissect it guys, I'm heading in for the night. I'll update everything tomorrow, adding this to the top of the page and then sleeping.

    Night!
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Just feel like saying: Specter is the Ape Escape villain, Spectre is the organization from the 007 novels/movies.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Just feel like saying: Specter is the Ape Escape villain, Spectre is the organization from the 007 novels/movies.

    Sent from my DROID2 GLOBAL using Tapatalk 2
    I changed the thread title, thank you for the tip :)

    Will be on later today if anyone wants to 1v1 or do some 2v2.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    In corner : You can do a grounded boomerang and tech chase - all in all you get about 15-20 ap fully mashed. Its not the most reliable but its an option for people who don't tech forward.

    Throw your air boomerang, rush up to your opponent, jump and hit 1,1,1 you will net 60 ap.

    These are untested in battle but may be options to look at, if anyone else can give me some results that would be great.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    What is tech chasing again?

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    What is tech chasing again?

    Sent from my DROID2 GLOBAL using Tapatalk 2

    The definition i've always known is when an oppenent air or ground techs (rolls) you can dash after them with a low normal on the ground (mario's low slide kick in melee) or the hoop for spike in this (in the air)

    So when they recover you are there to hit them immediatly.
  • ShADoW_NoBODyShADoW_NoBODy Mash with purpose Joined: Posts: 368
    I like to get the opponent in the corner on stages and then lay down 3 bananas just outside of roll forward option and then just zone them with rc car and bananarangs until they get frustrated.
    UMvC3: Deadpool/Doom/Hawkeye, Learning RR, Strange
    SFxT: Paul/King, Bryan/King,
    SF4: Makoto, T. Hawk, Rose
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    new combo - can do in parappa's dojo in the corner.

    Air d.3(green), d.1, d.2,u.1+1, j.1+1+1 (the jump on this is more of a short hop.) -135 ap

    Variation - d.3(dash, 1st level) , d.1,d.2, u.1+1, j.1+1, j.1 - 135 ap (can be setup after an up throw in the corner)

    Variation - same as the first one but after the third bannana hits, add in the rc car for 140 ap.
    I have tried the hoop for a variation with no luck, i'm going to see what else we can squeeze out of these juggle states for this level.
  • ShADoW_NoBODyShADoW_NoBODy Mash with purpose Joined: Posts: 368
    Dojo is probably my favorite level by far because it allows for a lot of things. Also I found this while looking around.
    A lot of interesting stuff. My favorite being the tech chase after up throw.
    Another totally didn't realize is you can roll and jump cancel Side+3 like you can Up+2. Makes me think you can do tech roll set-ups to get them with something or just bail out of a misplaced one.
    UMvC3: Deadpool/Doom/Hawkeye, Learning RR, Strange
    SFxT: Paul/King, Bryan/King,
    SF4: Makoto, T. Hawk, Rose
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Dojo is probably my favorite level by far because it allows for a lot of things. Also I found this while looking around.
    A lot of interesting stuff. My favorite being the tech chase after up throw.
    Another totally didn't realize is you can roll and jump cancel Side+3 like you can Up+2. Makes me think you can do tech roll set-ups to get them with something or just bail out of a misplaced one.

    I found roll cancelling with his side.3 by accident because i double tapped when i first used him. I can't wait to see what we can do with it. Did not know about u.2 though, that is awesome. So what we're seeing here is spike evolving into a mix up character with boomerangs, monkies and his roll cancels.

    I really like his guard breaks, I wonder if we could implement that with his teleport as well? The tech chasing is definitley something to nail. As well as using the lv.3 monkey. I will add the sweep and rc car to the lv 2 supers, and the monkey lv1 to the lv1 supers.
  • Cyberman65Cyberman65 Joined: Posts: 2
    Yeah, I was going to post the video here later today, but I guess one of you already found it. But those are some setups that I found for Spike, along with help from the Spike boards at allstararena. He's the only character I use in this game. And even if his supers aren't that great and stuff with none of them having the ability to hit a character twice, I'm going to stick with him and hopefully find more stuff as well. I also like some of the stuff you guys posted in here. Also, pivot Air B. Cannon is really amazing and all Spike mains should use that.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Mixup in the corner for walless stages - I am using the dojo as a base stage for this.

    Also I have the computer set to autoblock and random wakeup options

    1. Use your shock cannon on your descending arc of your jump.
    2. Jump and use lv.1 monkey radar
    3. J.u1+1 , j.u1+1, j.u1+1, j.u1+1, ap burst - 130 ap
    4. Variation (ju1.+1, j.u1+1, j.1+1+1, j.u+1+1) - 130 ap.
    You do have other options of attack, but abusing the j.1+1 gives you the easiest way to generate free ap in a 1v1 setting or 2v2 if your teammate has the other opponent locked down.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Yeah, I was going to post the video here later today, but I guess one of you already found it. But those are some setups that I found for Spike, along with help from the Spike boards at allstararena. He's the only character I use in this game. And even if his supers aren't that great and stuff with none of them having the ability to hit a character twice, I'm going to stick with him and hopefully find more stuff as well. I also like some of the stuff you guys posted in here. Also, pivot Air B. Cannon is really amazing and all Spike mains should use that.

    Just wanted to say that was a great video of setups :) Thank you very much. I have a five stock match with my friends sly. Its not great quality but its all i have for now, so i'll upload that.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772


    I apologize for the quality, all i have is my 3ds to record. I need a new job for a capture card.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Spike is just so awesome. The way he can build meter from keeping out of the fight with Rangs, Charge, Pipotron, etc and still have quick and easy AP combos with D.1 combined with cheap and effective Lv1 and Lv2s makes him pretty much the perfect character for me.
    How is everyone using teleport? Is it fast enough to get away/punish some level 1s and/or square strings?

    Having some problems with Nobody's combo can someone elaborate how the j.S1 goes into rc crumple? Also not seeing D.3 into level one comboing.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Spike is just so awesome. The way he can build meter from keeping out of the fight with Rangs, Charge, Pipotron, etc and still have quick and easy AP combos with D.1 combined with cheap and effective Lv1 and Lv2s makes him pretty much the perfect character for me.
    How is everyone using teleport? Is it fast enough to get away/punish some level 1s and/or square strings?

    Having some problems with Nobody's combo can someone elaborate how the j.S1 goes into rc crumple? Also not seeing D.3 into level one comboing.

    With nobody's combo you must use that starter with any charge on an opponent that is blocking. The clash will cause them to stagger and you have time to set and release an rc car for the crumple, after that you can lv.1 super or do a bnb combo for big ap gain.

    With d.3 do you mean lv.1 monkey charge or lv.3 monkey charge? The lv.3 is considerably harder for myself because i do not use his large monkey a lot.

    Cyberman left us a nice video that contains some guard break stuff and a setup to spikes lv.1 super. You use your shock cannon on the descending arc of your jump and then teleport to the other side to mix them up with the super. Also people jumping at a platform you are on near the edge can be subjected to a lv.1 super.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    I can do Nobody's combo now. Was confused and thought "any charge" also meant uncharged and had no idea how that could work. Did not know there are 3 stages to stun club dash.

    And I just mean grounded d.3 boxing monkey dash into Lv1 super. Timing is not working out for me.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Okay so grounded lv.1 monkey radar in lv.1 super. This helps when coming down from a jump or short hop then do it and go to super. I made a short video for you here, i went a little ham in the middle of it messing with some other stuff i'm working on but you can for sure land lv.1 super off of d.3.

    You can do it from pretty far away
    You can do it out of a run
    You can do it out of a short hop

    As for timing it, wait for the monkey to be almost at your opponents feet and then go for the super, the monkey will hit during your super startup then nail them.

  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Probably common knowledge but Spike can change direction of jD.3 fully charged at the last minute. Can only do it with this charge and state, however.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Probably common knowledge but Spike can change direction of jD.3 fully charged at the last minute. Can only do it with this charge and state, however.

    Sent from my DROID2 GLOBAL using Tapatalk 2

    Can you link the lv.1 super now?

    Did not know that, pretty neat, thank you.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    It is not huge, it just helps to make last second modifications to the pipotron slam because the area of battle can change in the second or two of charging.

    I haven't tried yet. Mostly been just playing as Spike because in most games I do too much training not enough sparring. I am also trying really hard to consistently get the jN.111 after two D.1s to help my AP output which falls behind the silly **** Kratos and other characters get to do. I really should get the radar/super down because I need to start hitting my supers far more consistently if I want to start winning often. The way I see it, I need to always net 1 kill with Lv1 and 2 with Lv2 or they are wasted. I went 12 or so matches yesterday without using RC Laser once, or even much charged fist, and I think those must be pretty essential to getting points with Spike especially in 2v2 which is what I play.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    It is not huge, it just helps to make last second modifications to the pipotron slam because the area of battle can change in the second or two of charging.

    I haven't tried yet. Mostly been just playing as Spike because in most games I do too much training not enough sparring. I am also trying really hard to consistently get the jN.111 after two D.1s to help my AP output which falls behind the silly **** Kratos and other characters get to do. I really should get the radar/super down because I need to start hitting my supers far more consistently if I want to start winning often. The way I see it, I need to always net 1 kill with Lv1 and 2 with Lv2 or they are wasted. I went 12 or so matches yesterday without using RC Laser once, or even much charged fist, and I think those must be pretty essential to getting points with Spike especially in 2v2 which is what I play.


    Hey, if you want to do some sparring i'd be more than happy to help you out. I'll even record our videos so you can get some feedback on your playing. I'll hop on and see what I can to help you land d.1,d.1,jN.111 in a bit, more than likely tonight. I"ll post a video as well with some text to help out with timing.

    For lv.2 a great method is to roll behind an opponent and use your d.1 to super 2. Its a great confirm and throws people off. short hopping a d.2 is another great way to trap a group of people. 2v2 is great for this. I have some videos on my youtube that show off me using dashing lv.1 monkey super into the lv.1 super net.

    As for the rc car, using nobody's method of breaking their guard with a charged dash from the air sets up a perfect chance to use the crumple. Other than that, using air monkey radar lv2 and confirming they are hitting a grounded opponent is a good chance to come down and use the rc car for crumple.

    - this is one of my vids from last night, have a little better quality. I use the lv.1 money radar into lv.1 super net a lot.

    - this is another of mine from last night, full of good stuff.

    My psn : goddessbracelet - if you want to spar some hit me up :)
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    I'd certainly like to see your Spike up close but I am not that great a player so having me on a youtube channel or something might turn some subscribers away.

    I love the d.1 into Level2 hit confirm and use it often (reminds me of a question, how does the speed of n.1 and d.1 compare they seem similar?), but my problem is more consistently getting 2-3 kills with it to make it worth the cause (and compared to the other level 2s people aim to use which get 3-4 kills virtually always). All I can really do is try to wait for that time everyone is distracted and even then it is a bit of a tossup if they can roll or jump out (probably need to spend timing learning optimal times to do it in each person's combo). I do try the d.1 first even then to ensure one kill.

    I can get the Nobody combo down if I just practice it more (already good I just want it 100% to replace 111). Does the timing change on a character basis? I know that some hitboxes already negate some of Spike's combos (S.2 into S.1 for instance).

    Psn is QuackendriverV and I am free most every evening est thanks to a job with great hours.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    I'd certainly like to see your Spike up close but I am not that great a player so having me on a youtube channel or something might turn some subscribers away.

    I love the d.1 into Level2 hit confirm and use it often (reminds me of a question, how does the speed of n.1 and d.1 compare they seem similar?), but my problem is more consistently getting 2-3 kills with it to make it worth the cause (and compared to the other level 2s people aim to use which get 3-4 kills virtually always). All I can really do is try to wait for that time everyone is distracted and even then it is a bit of a tossup if they can roll or jump out (probably need to spend timing learning optimal times to do it in each person's combo). I do try the d.1 first even then to ensure one kill.

    I can get the Nobody combo down if I just practice it more (already good I just want it 100% to replace 111). Does the timing change on a character basis? I know that some hitboxes already negate some of Spike's combos (S.2 into S.1 for instance).

    Psn is QuackendriverV and I am free most every evening est thanks to a job with great hours.


    So far I have been unable to link two d.1 swords into j.111, they just tech out after the second sword hit, so i'm not really sure how to connect that.

    N.1 and D.1 are around the same speed to the naked eye, I don't have frame info. However, I would recommend d.1 a lot more due to its range.

    As for landing multiple supers, free for all is the derpier place to get your multikills. I usually am sticking with 2v2 or 1v1 with people on my psn. Anyways, if you have a raiden going to town on two others you can jump and use your shock cannon and then link lv.1 or 2 super for big kills.

    Lv.1 multikills - people not paying attention to your spacing, let someone else combo them and set them up. That net has stupid range. Stop people short with d.3(lv.1) It doesn't look like it will connect but it does.

    Lv.2 multikills - sometimes you just fall prey to the stage itself. Hades is a great stage to rack up kills with this super as opposed to loco roco. I could also reccomend the dojo, killzone, paris, alden tower and the middle of columbia's stage as oppurtunities to set this off.

    I'll be recording some more matches, I'll link them in if anything fun happens :)
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Well I hit d.1 d.1 j.111 often for my go to punish combo right now for 80 AP, so I know it works it just has tricky timing or else yes they tech out before the finish. I find it better than the one using shock cannon because it leaves you more vulnerable to counterattack for only 5 more AP.

    I primarily do 2v2 as my favorite especially now as I am racking up friends. So there I do not need multikills with Level 1 but I feel my level2 is wasted if I do not hit both opponents.

    Gonna practice more tonight though I started Drake today and really love him. He's very similar to Spike in a lot of ways and I have as much allegiance to Uncharted as I do to AE.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Well I hit d.1 d.1 j.111 often for my go to punish combo right now for 80 AP, so I know it works it just has tricky timing or else yes they tech out before the finish. I find it better than the one using shock cannon because it leaves you more vulnerable to counterattack for only 5 more AP.

    I primarily do 2v2 as my favorite especially now as I am racking up friends. So there I do not need multikills with Level 1 but I feel my level2 is wasted if I do not hit both opponents.

    Gonna practice more tonight though I started Drake today and really love him. He's very similar to Spike in a lot of ways and I have as much allegiance to Uncharted as I do to AE.

    Sent from my DROID2 GLOBAL using Tapatalk 2


    I am uploading about ten videos of matches i recorded today, some good, some not so good. If you find anything to take my from them I'm happy about it then.

    I'll have to work on nailing that link for d.1 d.1 j.111.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    New ap burst combo -

    j.f+1 (charged), d.1,d,2,d.1, j.111, burst - 135 ap.

    Probably looking at a good bnb for spike now with this framework. Persona has a video of spike combos out with a similiar combo to this but instead utiliize's u.1+1 into a wallbounce and then links j.111 for around 150 ap I think.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    New and easy ap burst combo - requires a wall

    use your bannanas to rest someone standing up and catch the with this

    grounded d.3 (charged to green), run forward, u.1+1, wallbounce, j.111, wallbounce, j.111, burst - 130 ap

    Air bannanas (all 3 hit), u.1+1, wallbounce, j.111, wallbounce, j.111, burst - 150 ap

    run up and catch them with u.1+1, bounce, j.111, bounce, j.111, burst -140 ap
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    [media]

    I hope you guys like it, sorry about the quality all i have is my 3ds to record.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    [media]

    Lv.1 air monkey radar combos


    Spike Mixups :

    air shock cannon, roll mix up
    air shock cannon, roll mix up to lv.1 super

    bannanarang, air shock cannon roll, either monkey lv.1 to j.u.1+1 or j.u.1+1 or to j.111

    air shock cannon, roll mix up, j.u.1+1, wall bounce, lv2 super

    up throw, lv.1 monkey radar if they don't roll, doing this low to the ground works best to catch them.

    monkey lv.1(air) , up throw, monkey lv.1, charged stun rod, guard break, either 111 or u.1+1



    roll forward tech
    Up throw, monkey lv.1, d.1, u.1+1

    Tech trap :

    monkey lv.1, charged stun rod, guard break, d.1, d.2, wait, super 1. catches them on the arc of the

    net

    in corner only (so far) air lv3 monkey, jump, air lv.1 monkey, air 111. 90 ap baby!

    ap burst combo - (catch them while they are jumping) air lv.1 monkey radar, air 111, u.1+1,wall

    bounce, j.111 - burst -145 ap
  • palipali PSN:Heavyjugz Joined: Posts: 976
    Dojo is probably my favorite level by far because it allows for a lot of things. Also I found this while looking around.
    A lot of interesting stuff. My favorite being the tech chase after up throw.
    Another totally didn't realize is you can roll and jump cancel Side+3 like you can Up+2. Makes me think you can do tech roll set-ups to get them with something or just bail out of a misplaced one.

    Yo those RC car mixups were sick.
  • GoddessBraceletGoddessBracelet Great Magic! Joined: Posts: 772
    Yo those RC car mixups were sick.
    Yeah he is a beast, i'm still working on a fast way to get the rc car crumple down. at this point i only land it 60% of the time in a match? It all comes down to practice. Haven't seen anything else from cyberman on spike though, its a shame, he had some cool stuff.
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