I realize Spiral and the idea of rushdown seem counterintuitive at first glance (and second, and third blah blah etc) but since I run Spiral in an auxiliary position on a few of my low/mid tier teams I've been slowly building up a more rush-oriented game-plan with the sexy six-armed queen of the Mojoverse. Basically I found myself trying to make a comeback with a character that I would normally be content locking down at a safe distance, and getting nowhere.
I haven't really seen this so, dibs, haha. I was considering saving this stuff for competition, but its no fun sitting on it when I don't even play at comps regularly, plus I don't block at top tier level, so i wouldn't create the opportunity to land half this stuff anyway...
Here's what I came up with:
(Near) Instant Overhead
If you Tiger Knee the qcb+HK Quickdrop move, then late LP or LK you get the equivalent of a quick SJ, add LK with Mag or Storm, but just a hair later with the hit. I learned it by doing TK Quickdrop, mash LP, but its more consistent if you figure out the recovery timing on the quickdrop. Its 12 frames if I'm getting Joo's data right, but I'm not sure. At any rate, it's not as quick as Mag/Storm b/c their Air Dash recovers at I believe 1 frame, but it does give Spiral a beefed up 50-50 game. It's not a true tri-jump b/c you don't make forward progress with Quickdrop, but it's nice because you can pressure/be a threat without swords.
overhead combo options:
TK Quickdrop, sjLK(overhead), dLK, dHK, sj magic series, dp+P
TK Quickdrop, sjLK, dLK, dFP xx call swords xx lockdown
Call Tron, TK Quickdrop, sjLK, dLK+Tron hits, dHK at last ring, air combo
overhead pressure stuff
The overhead buffs up Spiral's already good swords stuff. For instance:
-You can typically throw a few swords, dash in, call assist plus do the overhead, then FP, swords, recall swords. Integrates a 50-50 chance into your trap rep.
-On standing opponents when close, you can SJ up LP xx Quickdrop LP for quick pressure. Land into FP, swords if you've got 'em. Basically two quick overheads, but they don't combo, so just for pressure.
-You can dash under someone jumping over you or someone coming down from a SJ, then do the overhead. Hard to block the first time around.
-TK Circle of Swords creates a strong enough pin where you can get an overhead chance too.
Speed Up Stuff
Another method I've taken to using in order to create some rush options for Spiral is to mix Speed Up into my trap. Fun because Spiral starts to feel like Strider, burning bar to lock down... I did this mostly with Mag/Gief/Spiral, since nobody on that team actually needs meter to play effectively, outside of DHCs.
Speed Up/Power Up Spiral tends to get overlooked probably because with Team Duc your Cable/Sent wants all that bar, but IMO you can make it a worthwhile option.
Speed Up with Tron backing gets gnarly like Wolvie/Tron. If you do LK+Tron, LKxxSpeed and Tron hits, you can dash into the speed up infinite. This eats up assists. Even if you don't catch the point, Tron and a couple reps of dash in HK is worthy damage. Throw swords, teleport, LK+Tron, LK... and TK Quickdrop, sjLK, LK+Tron, LK... are some mixups that can lead to Speed Up infinite schit.
Speed Up mode lets you Quickdrop overhead with HP and maybe HK as well. I don't know if its just me, but it seems like its a lot harder to TK Quickdrop while in Speed up... it just seems like I have to do the Tiger Knee motion even faster than normal. Its a good way to mixup into the dash infinite if you can pull it off.
This is ver. 1.0 of this stuff for me so please tear this a new one, or if some of the setups don't work as listed I'll be more specific/take another look at them. Maybe Spiral levels up soon...
I can't believe I'm Magnetro.