Grounded Normals
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Nlight is a 3 hit normal that does the full animation on hit or whiff, this move is a great poke tool if you're on the ground and has chase dodge potential. Not to mention the ability to safely Edgeguard with it. Don't expect to kill with it though, it has fixed force. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Side Light is one of the most essential tools used for Spear, it leaves your opponent airborne, so it'll naturally go into Dlight IF your opponent messed up the dodge. This is the closest thing that spear has to a "Get Off Me" tool on the ground, however if you whiff this move in front of your opponent expect a hard punish. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Down Light is an anti-air move that only hits in the air, so don't bother throwing this out if your opponent is grounded unless you wanna get smacked for it or if it's an insane read. Down Light gives you a guaranteed Nair, or a Side Light. If you can call out dodges, then you can do GC Dlight again for more damage. |
Aerial Normals
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Spear Nair hits all around you essentially turning you into a hitbox, this move is great, however it is not meant for follow ups compared to something like Sair. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Side Air is a great neutral tool for Spear, chase dodge jump Sair will catch a lot of people off guard, Sair is also a great kill confirm for Spear. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Dair will poke your opponent from a distance directly below you. If you hit it while your opponent isnt on stage it will hit them more below where ever they were. However, if the opponent is on stage, it will pop them up allowing some more options depending on where you are. Chase Dodge Sair is possible, Weapon Throw, Nair, etc. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Spear's GP is a good tool for edgeguarding for the simple fact that it covers the entire wall, so it forces them to move completely out of the way or weapon throw to get past it, don't expect follow ups from this. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Recovery has the same hitbox as GP except it's upwards. Helicopter rule goes, don't touch the blades. With Spear combos going in the air fairly often, you most definitely snag some kills with the move. |
Combos
5A
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5A
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5A
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5A
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5A
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Edge Guarding
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