🎮 Guide to Playing as Spinal
Guide to Playing as Spinal
Follow the guide below to best use Spinal.
- His strongest ranged normal attack is Standing HP, but Crouching HP works well as an anti-air attack and Jump HP is a strong air-to-air attack.
- Players can block Dive Kick either standing or crouching.
- Spinal needs skulls to be used to his full potential. If you do not have any skulls, you should focus on getting some. You can hold up to five at a time, and you get skulls by ending combos with Searing Skull, using his throws, using Power Devour to absorb a special attack, or using Instinct.
- If you have to fight without any Skull Power, stay at the maximum range of your standing heavy punch. You can cancel it into medium Boneshaker and then use Skeleport to avoid a counterattack.
- When the medium Searing Skull is blocked, it is +2.
- When you use Searing Skull to end a combo, it opens up a lot of opportunities. Use the heavy (overhead) version of Searing Skull and then launch run mix-ups. Slide Kick is a possibility, because if you time it correctly, Searing Skull will keep your opponent from punishing you in response. If you use the Shield Crush overhead, you can cancel it into a special move to make it safe, and then use light/medium Bonecrusher, any version of Soul Sword, or medium Searing Skull.
- Another strategy is to use Skeleport, then run and throw or run and use a second overhead Searing Skull to reset the mix-up.
- If you choose to use a medium Searing Skull, you will get +2 if it’s blocked, and if it hits, you can start a combo.
- Another strategy is to use a light Searing Skull from just past halfway across the screen and then run toward your opponent. Spinal will get there first, and can begin a mix-up. If the opponent jumps away, use a jump heavy punch or a heavy Searing Skull.
- Skeleport is a risky move unless you have Skull Power to cancel the heavy version into a special move, or if it’s covered by Searing Skull so your opponent cannot punish you. It is the best wake-up option, because Spinal will be invincible until he reappears, but if your opponent predicts that you will use it, you could be in trouble.
- Light Skeleport, on the other hand, is a great defensive option, because your opponent will have to anticipate it to punish you.
Ender Properties
- Boneshaker – Wall Splat
- Soul Sword – Juggle State
- Skeleport – Maximum Damage
- Searing Skull – Gain Skulls