01-26-2013 11:37 AM
01-26-2013 11:52 AM
I think spike is a pretty good character but I think he could be the best in the game if you master his teleport. And learn a few counters of course
I might have to agree on the teleport bit. Using it seems awkward for me but I know that it's necessary to win. The most I can do to "trick" someone is tele behind a ECole who is punch happy so he wastes it, but I feel the potential is a lot greater.
01-30-2013 12:09 PM
I know that it's been a long time since I posted something in this thread, but a few days ago I was experimenting with the double B-Launcher as a potential level 1 confirm, or at least a trap into an aerial move. For me, it works (the confirm part), but veeery rarely, so as of now I see no use for it in a match... but I have been practicing to try and get at least a little bit more consistent.
You may be asking, why wouldn't you just fish for one shorthop b-launcher instead of doing this? The answer is, you can't shorthop b-launcher in the middle of a combo starting with a safe move (down-square, air side-square...) The point of using two B-Launchers is to finish a potential 95 AP into Level 1 combo (that being said, the combo starter itself is terribly unsafe (grounded banana monkey), but why not try and keep something like that in the back of your head?)
If anyone else wants to try it out and have it work every time for them magically, suit yourself. If you don't know what I mean, this video is a visual of my attempts at it:
01-30-2013 02:38 PM
02-01-2013 06:33 AM
I think you could make a point about how his Magic Punch while in air gives a fantastic 30AP. Spike is my main and, with practice, you hardly notice the startup. That said, better to use his Air Square moveset against certain characters (such as Raiden) who will be much quicker in the air.
Besides that, loved reading this guide and I'm happy there are others who appreciate his best combos and constructs.