I made choices in my life that sealed my fate. I'm beyond redemption. But even the damned are capable of doing some good.


—Spawn in his ending narration for Mortal Kombat 11,

Albert Francis "Al" Simmons, better known as Spawn, is a playable guest character in Mortal Kombat 11. Spawn is best known from the comic series of the same name.

Spawn made his debut as the final character available through DLC as part of the Kombat Pack.

About Spawn

In life, Al Simmons was a highly decorated officer, serving in the U.S. Marine Corps (attaining the rank of Lieutenant Colonel), then moving onto the Secret Service and the CIA, where he was recruited to eventually serve under Jason Wynn as a highly trained assassin in the US Security Group that shadows over the other agencies.

However, when he wished to retire from his covert line of work, Wynn had Al's partner kill him on his last mission. Due to his life as an assassin, Simmons' soul went to Hell where he struck a deal with the demon lord Malebolgia to lead Malebolgia's army of Hell in exchange for seeing his wife Wanda again.

After being sent back to Earth with a disfigured body, and without memories of his past, Simmons was teased by the Clown, in which the he told him that Wanda remarried to his best friend, Terry, and had a daughter named Cyan.

Al, under his new alias "Spawn", now fights the forces of Heaven and Hell, going up against various threats like the demonic clown Violator, sadistic child killer Billy Kincaid and eventually both God and Satan themselves.


Spawn appears as a tall, dark figure wearing a full body form-fitting black suit with white highlights, most notably two large marks over his green glowing eyes, a stylized flowing red high-collar cape that seems to either flow in the wind or writhe as if it were a living creature and chains around his waist. His default costume is based on his more modern traditional appearance with visible sinew and muscle bulging through while one of his alternate costumes is of his classic original costume, a more simple design that includes a red highlight in his torso and gloves.

Exclusive to Mortal Kombat 11 is a custom NetherRealm Studios style skin that gives him an appearance more resembling a ninja with the usual aesthetics in mind, including a cloth around his waist and the usual white in his design replaced with a reflective onyx texture.


  • Mortal Kombat 11: "Al Simmons, once the U.S. government's greatest soldier and most effective assassin, was mercilessly executed by his own men. Resurrected from the ashes of his own grave in a flawed agreement with the powers of darkness, Simmons is reborn as a creature from the depths of Hell. A Hellspawn. Now he is thrust into the world of Mortal Kombat, where he will fight for supremacy against all Kombatants."

Combat characteristics

Powers and abilities

In life, Spawn was an exceptionally skilled soldier, practiced in many fields of combat from CQC to weapons, particularly favoring machine guns. Despite having lost his memories, he still retains his combat skills and prowess.

Spawn's costume is in fact a symbiotic lifeform called Leetha, bonded to his body that grants him a myriad of powers including enhanced strength and endurance as well as the ability to quickly regenerate from wounds, use magic or shapeshift. What the suit is ultimately capable of is limited by the imagination of its user. He primarily uses the suit to craft bladed chains that he can manipulate to ensnare and slash his enemies from a distance. His flowing cape moves as if a lifeform unto itself and can morph to block attacks or enable him to fly and glide in the air. The suit can also protect him even if he isn't aware of an immediate danger or is unconscious. These powers however consume Necroplasm, which has replaced his human blood and should he exhaust it, he will descend back into Hell.

Signature Moves

  • Necro Blast: Spawn sends a blast of Necroplasm at the opponent using his Hell Chains. If the opponent is close to Spawn when he used the attack, they will take additional damage from the chains. (MK11)
    • Amplifying the attack has Spawn send a secondary blast at the opponent for more damage. The second blast has an increased hitbox, which can strike ducking opponents.
  • Unholy Veil: Spawn pulls up his Demonic Cape then charges his opponent, grabbing them by the face and slamming them into the ground. While the Cape is drawn, it can parry projectiles. The attack can also be delayed or canceled before Spawn charges. Canceling the attack requires and spends a bar of Defensive Meter. (MK11)
    • If the attack parries a projectile, with the exception of projectile based Fatal Blows, the attack turns into a Krushing Blow, where when Spawn slams the opponent on the ground, it has much more impact, deals increased damage and bounces the opponent off the ground for a juggle.
  • Soul Shattering War Club: Spawn quickly spawns in his mace and strikes the opponent twice with it, knocking them away. This attack has armor breaking properties, ignoring the armor granted by specific abilities, Fatal Blows and Getup Attacks. When successfully shattering the opponent's armor, the attack will deal over double its original damage. (MK11)
    • Amplifying the attack replaces the second mace strike with Spawn summoning Hellfire beneath the opponent's feet, launching them away and dealing increased damage. The Hellfire summoned beneath the opponent tracks the opponent's location, regardless of if the initial strike connects, the Hellfire always erupts under the opponent's feet.
  • Fatal Phantasm: Spawn summons a wave of Necroplasm at the opponent where it removes the opponent's skin before returning them to normal to deal damage. (MK11)
    • Amplifying the attack has Spawn summon Hellfire beneath the opponent, levitating them off the ground as their skinned body is burnt before dropping them on the ground dealing almost double the original damage.
  • Guns Blazing: Spawn draws one of his submachine guns and fires it in an upward diagonal fashion, striking airborne opponents should they be caught in the cross fire. The damage of the attack varies based on the number of bullets that strike the opponent. Additionally, when close to the opponent, the first shot is capable of hitting the opponent, however if the opponent ducks, the attack will miss. This ability replaces Necro Blast when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn draw a second submachine gun after firing and proceed to unload on the opponent with both guns while advancing forward, knocking them away with the final shots and dealing increased damage. The attack's hitbox is not altered, and the opponent can dodge the entirety of the attack should they duck, leaving Spawn vulnerable.
  • Blaze Of Glory: Spawn crouches and puts his back to the opponent, with the Demonic Cape briefly being engulfed in Necroplasm. He then draws one of his submachine guns and fires at the opponent's shins, dealing damage and causing them to stumble backwards. When the Demonic Cape is drawn during this, it can parry Low Attacks. The attack can also be delayed or canceled before Spawn fires his submachine gun. Canceling the attack requires and spends a bar of Defensive Meter. This ability conflicts with Plasm Pool when equipped, disabling the option to select Plasm Pool. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn draw a second submachine gun after firing and proceed to unload on the opponent with both guns while advancing forward, knocking them away with the final shots and dealing increased damage. Similar to Guns Blazing, the opponent can dodge the entirety of the attack should they duck, leaving Spawn vulnerable.
    • If the attack parries a Low Basic Attack, the attack turns into a Krushing Blow, with the shot to the to the shin causing blood to splatter and dealing three times the attack's original damage. Additionally, the attack can still be amplified after performing the Krushing Blow, dealing massive damage to the opponent should the attack be amplified.
  • Plasm Pool: Spawn creates a bubbling pool of Necroplasm at his feet. While inside the pool, the regeneration of Spawn's Offensive and Defensive Meters is greatly increased. Connecting or being struck by a Krushing Blow or Fatal Blow ends this effect prematurely. This ability conflicts with Blaze Of Glory when equipped, disabling the option to select Blaze Of Glory. (MK11 - Equip Ability)
    • Amplifying the attack greatly increases the pool's radius while retaining the same properties.
  • Hell Chain: Spawn summons one of his Hell Chains that grabs the opponent by the neck and slams them on the ground. This ability replaces Unholy Veil when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn use the chain to break the opponent's neck before tossing them away for increased damage.
    • Additionally, when amplifying the attack, Spawn can become completely invisible at the cost of a bar of Defensive Meter. While invisible, there is no indication of Spawn's location. Additionally, while invisible, all of Spawn's damage dealt will be decreased. Connecting or being struck by a Krushing Blow or Fatal Blow in addition to landing either of Spawn's Throws ends this effect prematurely.
    • If Spawn connects and amplifies Hell Chain while invisible, the attack turns into a Krushing Blow, where when Spawn breaks the opponent's neck, he uses the chain to snap their neck around, shattering the opponent's neck in the process and dealing over double the amplified version of the attack's original damage.
  • (Air) Leetha Glide: Spawn propels himself forward using his Demonic Cape. While in the air and utilizing this attack, Spawn can use airborne attacks. (MK11 - Equip Ability)
  • Charging Hellspawn: Spawn grows large green-black spikes that protrude from his body and charges at his opponent, knocking them away. This ability requires two ability slots and replaces Soul Shattering War Club when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn summon both his battle axe and sword beneath the opponent to launch them in the air for increased damage and a juggle.
  • Raising Hell: Spawn slams a fist covered in Hellfire into the ground, first causing the opponent to stumble backwards then sends a wave of Hellfire underground towards the opponent using his Hell Chain that knocks the opponent off their feet. The attack can travel full-screen distance to hit the opponent. The opponent takes less damage if they are struck by only the traveling Hellfire. The ability replaces Fatal Phantasm when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn pull his Hell Chain, causing an explosion of Hellfire beneath the opponent's feet after the wave of Hellfire connects with them, knocking them further away and dealing increased damage. The attack can be amplified at any time when the Hellfire travels to created the second explosion.
  • Invoking The Legion: Spawn clutches his fists near his chest, surrounding his arms with Necroplasm. While active, Spawn can use his Fatal Blow while his health is above 30% health, however at a cost of it dealing slightly less damage. Additionally, if this effect is active while Spawn is below 30% health, his Fatal Blow, in its entirety, deals increased damage. Connecting or being struck by a Krushing Blow or Fatal Blow ends this effect prematurely. (MK11 - Equip Ability)
  • Soul Forfeit: Spawn empowers himself with Necroplasm, causing his eyes to glow green. While active, Spawn gains access to all his Krushing Blows, ignoring their requirements. When performing this ability, Spawn loses a bar of Offensive Meter for the remainder of the match and can not regain it. Additionally, this can only be used for one round of the match and his Krushing Blows deal slightly decreased damage. (MK11 - Equip Ability)
    • Note: Performing a Mercy during the final round this is performed on removes the effect (See Errors).
  • (Air) Fallen Angel: While in the air, Spawn jumps down at the opponent, striking them with his Demonic Cape, knocking them away. (MK11 - Equip Ability)
  • Lethal Leetha Stance: Spawn enters a stance, readying this Hell Chains to attack the opponent. The stance can be delayed or canceled before Spawn performs an attack. Canceling the attack requires and spends a bar of Defensive Meter; (MK11 - Equip Ability)
    • Cancel Stance: Spawn returns to his normal fighting stance.
    • Up Hell Chains Release: Spawn uppercuts the opponent with his chains. When used in the corner of an arena, Spawn is offered a brief moment for a juggle; otherwise, the opponent is knocked away.
    • Low Hell Chains: Spawn commands his Hell Chains to stab the opponent in the legs, then tosses them away in the opposite direction.
      • Amplifying this version of the attack has Spawn command one of the chains to pierce through the opponent's leg and then through their back. Spawn then sends a blast of Necroplasm through the chain to the opponent, dealing increased damage and knocking the opponent almost full-screen distance away.
      • If Spawn maintains Lethal Leetha Stance for a long duration then connects and amplifies Low Hell Chains, the attack turns into a Krushing Blow, where when the chain stabs the opponent in the back, it is dug significantly deeper. Spawn still delivers the Necroplasm blast through the chains, which in turn causes the attack to deal over double the attack's original damage.

Fatal Blow

  • The Eighth Circle Of Hell: Spawn tosses a stun grenade at the opponent, then jumps in the air, where he pulls out his sub machine guns and spawns an armada of weapons with his Demonic Cape and blasts the opponent with a barrage of bullets. He then summons demonic hands that force the opponent to the ground and claw at their upper body. He then summons his chain beneath the opponent to briefly launch them in the air, only for Spawn to rain down a powerful fist coated in Necroplasm, knocking the opponent to the ground and causing an explosion of Necroplasmic energy. (MK11)

Other Moves

  • Throw (Forward): Spawn plants a battle axe in the opponent's shoulder, impales them with his sword, then knocks them away with a swing of his mace to the opponent's face. (MK11)
    • If Spawn connects the attack while in the corner of the arena, the attack turns into a Krushing Blow, where when Spawn stabs the opponent with his sword, the sword is dug significantly deeper, causing blood to splatter, dealing increased damage. Spawn does not strike the opponent with his mace, but leaves the opponent stunned and open for additional attacks.
  • Throw (Backward): Spawn punches the opponent with a fist engulfed in Hellfire, then teleports through the opponent, pulling his chain through the opponent's body, burning them, then blasting them away with a Hellfire blast from the chains. (MK11)
  • Soul Chamber: Spawn delivers two followed by a final punch with his fist wrapped in Hell Chains and Necroplasm, knocking the opponent away. (MK11)
    • If this combo is performed on the opponent as a Kounter or Punish, the combo turns into a Krushing Blow, where when Spawn punches the opponent, his fist covered in his Hell Chains shatters the opponent's ribcage, dealing over three times the combo's original damage.
  • Heaven And Hell: Spawn delivers a quick punch, a knee to the opponent's stomach followed by a rising knee strike, launching them into the air and jumping up and finishing the combo with a fist slam engulfed in Necroplasm, knocking the opponent to the ground. (MK11)
    • If the second knee strike successfully lands, whether the opponent successfully blocks the first hit and not the second or the second strike lands on its own, the attack turns into a Krushing Blow, with the second knee strike shattering the front of the opponent's skull, dealing increased damage and launching the opponent in the air for a juggle. After performing this Krushing Blow, Spawn immediately performs an (Air) Leetha Glide even if the ability is not equipped.


  • Rest in Pieces: Spawn wraps his cloak around his opponent's head and lifts them into the air. He then uses his chains to penetrate through the opponent's body in many different places. Afterwards, he sends Necroplasm moving along the chains to travel up to the center of the opponent's body, which then explodes, causing them to burst into pieces. (MK11)
  • Unchained: Spawn digs his chains into the ground where they erupt underneath the opponent and coil around them, constricting and slicing against their flesh. With a gesture, the chains instantly flays the skin off of their body except for the head. As they fall and plummet to their knees, Spawn engulfs his cape around them and enchants it with Necroplasm, giving them a firm squeeze before throwing it back, revealing a burnt skeleton. (MK11)


  • The Klassic: Spawn performs an uppercut, decapitating the opponent with a rising swipe of his Demonic Cape with their spine still attached. This Brutality is shared with every character.
    • Must not block an attack for the entirety of the final round.
    • A button must be held.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.
  • Speared: Spawn performs his Throw (Forward), first slamming his opponent with a battle axe in the shoulder, then thrusting his sword into their stomach. After pulling the sword out, the opponent turns away from him, which he then thrusts his sword into the opponents head, leaving it there until the opponent is decapitated.
    • A button must be pressed repeatedly.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.
  • Severed Spine: Spawn performs his Throw (Backward), pulling out the opponent's head with their spine attached from behind after teleporting.
    • Certain buttons must be pressed repeatedly.
  • Shredded: Spawn performs an amplified Blaze Of Glory, firing off the skin and flesh from the hands and front part of the body of the opponent to the bones and destroying his head.
    • A button must be held.
  • Lost Soul: Spawn performs an amplified Necro Blast, leaving a gaping a hole in the opponent's body and tearing off his hands and head.
    • A button must be held.
    • Must not be close to the opponent.
  • To Hell: Spawn performs an amplified Soul Shattering War Club, blowing up the opponent, leaving only a skeleton covered with necroplasm.
    • A button must be held.
  • Headcase: Spawn performs his Low Hell Chains, shooting off the opponent's head afterwards.
    • A button must be held.
  • Severed: Spawn performs an amplified Charging Hellspawn, cutting the opponent vertically in two with the sword in the air.
    • Requires Spawn to be at a certain health level.
    • A button must be held.
  • Chain Reaction: Spawn performs an amplified Hell Chain, tearing off the opponent's head with a chain.
    • A button must be held.
  • Hell's Hand: Spawn performs his Unholy Veil, slamming the opponent two more times, smashing off their shins after second hit and destroying the head after third hit.
    • A button must be pressed repeatedly.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.


  • Mortal Kombat 11: "I'd snuffed out every devil in Hell... until Netherrealm invaders showed up to piss me off. It would've cost a lot of power, fighting them alone. But they were being hunted by my new friends. Call them Fire and Ice. They argue. CONSTANTLY. Which is why I usually like to roll solo. But when it comes to killing demonic assholes, these guys don't flinch. I can get along with that. The Grandmasters tipped me off to Kronika. Said she was resurrecting some Netherrealm god named Shinnok. But that's not happening on my watch. Kronika's just much a devil as Malebolgia. Both make promises. Both tell lies. Both underestimate me. That's why I'll make a new hell for them, where they can burn together... for eternity. [brief, creepy, satisfied laughter] The Netherrealm's locked down, but there's still eight Hells left to purge. It's time to bring up the reserves. I made choices in my life that sealed my fate. I'm beyond redemption. But even the damned are capable of doing some good. So all you Devils out there, making false promises and spewing lies? We're coming - and you don't have a chance in Hell."


  • Spawn is the first comic book character announced to appear in the series as a playable guest character, and the second comic book character after The Joker to be a playable guest character.
  • Spawn is the fourth guest character in the series to not come from a horror film franchise, rather he is a comic book anti-hero. The first was Kratos and second being The Terminator, and the third being The Joker.
    • However with the Terminator, the original film was intended to be sci-fi horror, however its sequels dropped this element in favor of being more action oriented.
  • Spawn is the third guest character in the series to be undead, after Freddy Krueger and Jason Voorhees.
    • Between the three, he is the only, and ultimately the only guest character so far, to be a Hellspawn.
      • Additionally, Spawn is the only undead guest character to not be of an Evil Alignment.
  • Spawn befriends Scorpion and Sub-Zero in his ending. Some of their pre-fight interactions even have them being rather kind to each other.
  • Much like Kratos, Spawn also first appeared in Bandai Namco's Soulcalibur games, prior to their second fighting game appearance in Mortal Kombat (in Spawn's case, first appearing in the Xbox version of Soulcalibur II and all versions of Soulcalibur II HD Online).
    • This is later referenced in an interaction with Scorpion (See Below).
  • In February 2015, Todd McFarlane granted Warner Bros. a limited window of permission to use Spawn in its games. In an interview in April 2015, Ed Boon revealed that Spawn had been discussed as a potential guest character early in development, but that he did not know McFarlane had made the offer until after Mortal Kombat X's release. This ultimately led to Spawn's inclusion as the first announced guest character for Mortal Kombat 11.
  • Spawn is voiced by Keith David, who previously voiced the character in the 1997 HBO animated series Todd McFarlane's Spawn.
  • Spawn was portrayed by Michael Jai White in the 1997 film of the same name.
  • Spawn was previously voiced by Kevin Michael Richardson in the video games, Spawn: Armageddon and Soulcalibur II.
  • In Spawn's skin pack for Mortal Kombat 11, Jacqui Briggs has a Hellspawn costume. This may be a reference to Spawn's miscarried child, Morana, who later grew and became a Hellspawn.
    • Her first appearance was in issue #152, though she was later retconned.
  • There are many references, mentions and cameo appearances in Spawn's dialogues, an intro animation, outro animation and ending referencing characters and entities from his origin franchise, much like many of the guest characters in the series.
    • In an interaction with Raiden, Raiden speaks about "another dark knight" that Spawn reminds him of. Spawn replies with "The billion-dollar crusader? He's a friend."
      • This is of course a reference to Batman, with Raiden's response to Spawn referencing both Mortal Kombat vs. DC Universe and Raiden's inclusion in Injustice 2 as a guest character.
      • Interestingly, Spawn knows of Batman from their crossover comic called Spawn/Batman that was published and released in 1994.
    • In an interaction with Sub-Zero, he speaks about "other caped wonders." This is a reference to Superman for when he froze him at the Fortress of Solitude in Mortal Kombat vs. DC Universe.
    • Violator, Spawn's arch-enemy, makes a cameo in one of Spawn's intros as a decapitated head on a metal bar.
      • This is a reference to issue #295, when Spawn decapitates Violator and places his head on a metal bar.
      • In an interaction with Erron Black, Black admits to Spawn that he is hard to pin down. Spawn asks why he's following him, in which Erron says that a clown paid him to. This is most likely a nod to the Violator.
      • In one of Spawn's mirror match interactions, it is revealed that one of the Spawns is Violator in disguise.
        • During the interaction, Spawn first asks, "Sir John?" This is the name of the Medieval Spawn.
          • Geras mentions Spawn's counterparts. He specifically mentions Medieval Spawn as his favorable counterpart.
      • Violator also appears in Spawn's ending alongside the Phlbeiac Brothers.
    • Malebolgia, the first main antagonist of the Spawn series, makes a cameo appearance in one of Spawn's win animations and in his fatal blow.
      • Malebolgia is mentioned in dialogues between a few kombatants, such as Scorpion, Cetrion, and Noob Saibot.
        • In one intro with Cetrion, Spawn mentions that Malebolgia was Shinnok's and Cetrion's cousin.
      • Malebolgia also appears in Spawn's ending.
    • In an interaction with Jacqui Briggs, Spawn says "You remind me of someone I loved." Due to her looks and Spawn's past, this is most likely a reference to Al's ex-wife, Wanda Blake.
      • Wanda is mentioned in a Spawn mirror match.
    • In an interaction with Jax, he starts with "Nobody questions my loyalty." Spawn says "There's a snake in every operation." Spawn is referencing his own death, in which his former partner, Chapel, killed him.
      • This is more than likely a reference to Jax siding with Kronika in the Mortal Kombat 11's Story Mode.
      • Spawn may have also said this because Jax looks just a bit like Chapel himself.
      • Chapel was later retconned in Spawn issue #61, with Jessica Priest being his killer.
    • Mammon, the second main antagonist in the Spawn series, is referenced by name in a Spawn mirror match interaction.
    • Overt-Kill was mentioned when interacting with The Terminator.
      • His name is referenced but not entirely spoken in an interaction with Kano.
    • Sonya mentions Jason Wynn as an enemy of the state.
    • When interacting with Scorpion, both Hellspawns reference past games they have made guest appearances in, Scorpion referencing Injustice: Gods Amongst Us and Spawn referencing his guest appearance in Soulcalibur II, saying his "soul still burns".
    • Satan, the third main antagonist of the Spawn series, is mentioned in an interaction with Cassie Cage.
    • In an interaction with D'Vorah, D'Vorah mentions the Phlebiacs.
      • In Kollector's dialogue exchange, Spawn asks Kollector if he is another Phlebiac brother.
    • His Nemesis intro animation is a reference to a scene in the fanmade short film Spawn: The Recall where Spawn appears to a witch's son in the aisle of a supermarket.
  • Spawn is the second actual Immortal guest character featured to the series. The first being Jason Voorhees.
    • However, similar to guest character Freddy Krueger, Spawn possesses a form of Immortality rather than pure Immortality like Jason does;
      • Freddy is Immortal in the Dream Realm and the dreams of his victims, but is vulnerable in the real world.
      • Spawn's abilities grant him Immortality, however if he lose his powers and/or has a complete drainage of his powers, it can kill him.
  • Due to his nature as a Hellspawn, Spawn has green Necroplasm rather than the normal red blood.
    • With this, he is the only non-extraterrestrial guest character with bleeds in a different color.
  • Spawn is the first and only character that can use his Fatal Blow while above the 30% health requirement, this being achievable through his Invoking The Legion ability.
  • Spawn is the first and only character that can use all his Krushing Blows regardless of the requirements, this being achievable through his Soul Forfeit ability.
  • Spawn is the first and only character with a special attack that breaks all forms of armor, including the armor and invulnerability granted from a Getup Attack.
  • Majority of Spawn's moveset contains many different references to media that he appears in.
    • His Fatal Phantasm move is a combined reference to a scene where Spawn placed Jason Wynn into an illusion that made him believe that he was flayed alive and another scene where Spawn causes a serial killer to experience an illusion of herself being overwhelmed by insects.
      • This was somewhat confirmed in his Kombat Kast when Stephanie Brownback stated about the move that it "causes the opponent to have an illusion that their skin has burnt off and they're surrounded by flies".
    • His Charging Hellspawn special move and D-E-D, Dead! combo is a reference to a scene where Spawn's suit grows green spikes around his neck to pierce Violator who was restraining him with a chokehold.
      • However, these moves depict Spawn growing spikes out of his hand and cape.
    • Spawn's Throw (Forward) features him wielding a double edged axe that looks identical to the axe Agony that he wields in Soul Calibur II.
  • Spawn is the only character with a Fatality that does not remove the opponent's head gear, this being his Unchained Fatality.
    • However, the head gear vanishes once the opponent is skinned alive.
  • The Krushing Blow version of Spawn's uppercut is the weakest in the game, dealing only 17% damage as compared to the normal 19%. Why this is is currently unknown.
  • Despite being a Hellspawn, Baraka is the only character to refer to Spawn as a human.


  • In Spawn's Fatal Blow, he spawns multiple guns with automatic fire modes to rain a bullet storm on the opponent. However, one can see a grenade launcher identical to Jax's firing bullets in full auto instead of grenades.
  • In Spawn's Ending, the scene of him standing above Kronika shows that his boot is on his left leg. It is supposed to be on his right leg.
  • When being attacked by other characters, his cloak may glitch/phase through him or the objects.
  • Guns Blazing is a projectile attack that can strike the opponent at full-screen distance when amplified, however, this does not happen if the first shot of the regular version of the attack connects, resulting in Spawn firing a barrage of bullets that don't do anything until the bullet's hitbox makes contact with the opponent. It is unknown if this is an actual gameplay mechanic of the ability or a bug.
    • This also seems to happen with Blaze Of Glory.
  • If the player or opponent performs a Mercy during the final round and Spawn has already activated Soul Forfeit during that round, the effect ends and Spawn will not and can not perform easy Krushing Blows and he will still have only one bar of Offensive Meter.
  • When Spawn performs his Unchained Fatality on the Terminator while the Terminator is in an outfit that reveals his endoskeleton arm, when the Terminator is skinned alive, the arm becomes skinned despite there being no flesh there originally.
    • If this Fatality is performed on Jax, Jax will have fleshly arms after he is skinned even though has cybernetic arms due to the fact that his normal arms were torn off by Ermac.


Ashrah | Baraka | Blaze | Bo' Rai Cho | Cassie Cage | Cetrion | Chameleon | Cyrax | D'Vorah | Daegon | Dairou | Darrius | Drahmin | Ermac | Erron Black | Ferra/Torr | Frost | Fujin | Geras | Goro | Havik | Hotaru | Hsu Hao | Jacqui Briggs | Jade | Jarek | Jax Briggs | Johnny Cage | Kabal | Kai | Kano | Kenshi | Khameleon | Kintaro | Kira | Kitana | Kobra | Kollector | Kotal Kahn | Kronika | Kung Jin | Kung Lao | Li Mei | Liu Kang | Mavado | Meat | Mileena | Mokap | Moloch | Motaro | Nightwolf | Nitara | Noob Saibot | Onaga | Quan Chi | Raiden | Rain | Reiko | Reptile | Sareena | Scorpion | Sektor | Shang Tsung | Shao Kahn | Sheeva | Shinnok | Shujinko | Sindel | Skarlet | Smoke | Sonya Blade | Stryker | Sub-Zero | Takeda | Tanya | Taven | Tremor | Triborg

Alien | Freddy Krueger | Jason Voorhees | The Joker | Kratos | Leatherface | Predator | Spawn | The Terminator
Batman | Captain Marvel | Catwoman | Dark Kahn | Darkseid | Deathstroke | The Flash | Green Lantern | The Joker | Lex Luthor | Superman | Wonder Woman

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