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 -
[INDENT=1][FONT=Helvetica]J. F+1 (any charge on block), 2~2 (crumple), d1, d2, d1, jump forward j.111. (155 ap)[/FONT][/INDENT]
[INDENT=1][FONT=Helvetica]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. [/FONT][/INDENT]
[INDENT=1]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.[/INDENT]
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
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
- Use your shock cannon on your descending arc of your jump.
- Jump and use lv.1 monkey radar
- J.u1+1 , j.u1+1, j.u1+1, j.u1+1, ap burst - 130 ap
- 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.)
If opponent is guarding the boomerang coming back : boomerang, roll to side, f.1(charged)