DNFD/Ghostblade: Difference between revisions

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==Overview==
{{MFlag|stub}}
{{DNFD/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4
| overview =  
|header=Overview
| lore = '''A Slayer that fights alongside the "Ghost"'''
|content=Ghostblade is a unique space control character who fights alongside his Warrior Ghost counterpart. Using {{clr|M|MS}} moves, Ghostblade can command the Ghost to attack independently from himself, making him a master of the neutral and whiff punish game, while also having options to attack and pressure in tandem with the Ghost for close range offense.


All Slayers resist the fate of their Ghost Hands in their own ways.
He can rule neutral by threatening high damage punishes via his long normals, and {{MMC|input=5M|label={{clr|M|5M}}}}, a fullscreen projectile which he can react to and hit confirm into {{MMC|input=5M~5M|label={{clr|M|5M~M}}}} for a crumple on normal hit, starting high damage combos that reliably carry to the corner. Ghostblade can also effectively control the airspace with {{MMC|input=236M|label={{clr|M|6M}}}}, netting a combo on a correct read, or otherwise putting him advantage, were the opponenet to block it on the ground. This is all tied together by {{MMC|input=623M|label={{clr|M|2M}}}}, a teleport that takes Ghostblade to his Ghost's current location in a moment's notice.


However, they are unable to control their Ghost Hands when they go berserk in the end, thus leading to a tragic end.<BR>
In pressure, Ghostblade makes use of {{MMC|input=214M|label={{clr|M|4M}}}} and {{MMC|input=j.M|label={{clr|M|j.M}}}} to mix up the opponent in between the Ghost's staggered attacks, threatening strike/throw mixups at any moment, mixing it up with tricky movement from his teleport to force mixups, bait attacks, or reset pressure. His combo routes also naturally lead into hard knockdowns that set up powerful Ghost-assisted safejumps into further mix ups.
However, some manage to escape this destiny by sharing their body; now neither dead nor alive, with their Ghost, leading to the coexistence of two souls.


Characterized by their ashen bodies and Ghost Hands that glow an icy blue, it is said that their lifelessness makes it seem as if they are but a ghost wielding a sword.
Where Ghostblade tends to struggle is on defense; {{MMC|input=623M|label={{clr|M|2M}}}} is not invulnerable on startup to make up for its great utility. This makes it so the opponent has more options to keep Ghostblade locked down on offense, and forces the player to think more carefully about when to take a chance and escape. In addition, Ghostblade lacks dedicated anti-airs besides highly committal and/or preemptive attacks in {{MMC|input=5S|label={{clr|S|5S}}}}, {{MMC|input=236M|label={{clr|M|6M}}}}, or rising air normals, making it best to simply not engage in these situations.
| summary = is classified as a '''''{{clr|#9569bc|Gimmicky}}''''' type. He has many strong poking moves and can send out his Ghost to attack independently. He is able to teleport to his ghost's position with {{MMC|input=623M|label=Ghost Retracer}}.
 
| pros =  
If you enjoy a slippery neutral game that can transition into strong offense, and don't mind staying put on defense, Ghostblade might be the character you're looking for.
* '''Whiff Punishing:''' Ghostblade can punish nearly any move on whiff thanks to {{MMC|input=5M|label=Ghost: Single Strike}} into Dyad: Soul Cross's incredible speed and range.
}}
* '''Corner Carry:''' If being able to rapidly close distance, sometimes from fullscreen, to start combos already wasn't enough, Ghostblade can further carry the opponents with OTG {{clr|M|4M}} re-launching and juggling them further.
{{DNFD/Infobox
* '''Strong Okizeme:''' Ghostblade can create potent Okizeme situations with {{clr|M|4M}} and {{clr|M|j.M}}'s staggered Ghost attacks enabling safejumps as well as strike/throw mixups.
|fastestAttack={{clr|A|2A}} (7F)
|reversal=None
}}
{{ProsAndCons
| intro =is classified as a '''''{{clr|#9569bc|Gimmicky}}''''' type. He has many strong poking moves and fights alongside his Ghost, attacking in tandem with it or using {{clr|M|{{MMC|input=623M|label=Ghost Retracer}}}} to teleport to its position.
| pros =
* '''Neutral King''': Most of Ghostblade's attacks are amazing neutral tools, threatening a combo at any range. Combined with his teleport, letting him quickly reposition at any moment, Ghostblade's moveset lends itself to a strong neutral game.
* '''Ghost Presence''': Ghostblade's MS Skills are amazing screen control options, such as {{clr|M|{{MMC|input=236M|label=6M}}}} keeping opponents from safely being able to jump. {{clr|M|{{MMC|input=5M|label=5M}}}} into {{clr|M|{{MMC|input=5M~5M|label=5M~5M}}}} is also an amazing whiff punish tool with high damage return.
* '''Strong Okizeme''': Ghostblade's combos almost always end in safejumps. These can be turned into setups with Ghost that lead to strong strike/throw mixups.
* '''Corner Carry''': Many of Ghostblade's combo routes naturally push the opponent deep towards the corner. He can also reliably side switch mid-combo by using the Ghost's active frames or taking advantage of the crumple state and rolling through the opponent.
| cons =  
| cons =  
* '''Weak Defense:''' Ghostblade's reversal is not a DP and not invincible from the first frame. This combined with his average startups and low HP means he struggles on defense without resources to spend on Guard Cancel.
* '''Weak Defense''': Ghostblade's reversal is not a DP and not invincible from the first frame, and he lacks a dedicated and reliable anti air attack, which means Ghostblade generally struggles to defend his weak health pool.
* '''Anti Air Struggles:''' Ghostblade does not have a grounded attack that hits directly above him other than {{clr|S|5S}}, which is very committal.  
* '''Fragile Ghost''': The Ghost that is summoned with {{clr|M|{{MMC|input=214M|label=4M}}}}, {{clr|M|{{MMC|input=236M|label=6M}}}}, {{clr|M|{{MMC|input=j.M|label=j.M}}}}, and {{clr|M|{{MMC|input=5M|label=5M}}}} can be killed in one strike, ending the rest of the move.
* '''Fickle Ghost:''' The Ghost that is summoned with {{clr|M|4M}}, {{clr|M|6M}}, {{clr|M|j.M}} and {{clr|M|5M}} can be killed in one strike, ending the rest of the move and robbing Ghostblade of his otherwise safe approaches.
* '''Meter Reliant''': {{clr|M|MP Skills}} are a huge part of Ghostblade's gameplan at all times, and without resources to use them, he loses several threatening options to set the pace of the match with.
| difficulty_rating =
}}
| official_difficulty =
</div>
|unique_mechanic1_name= Unique Mechanic: Ghost
|unique_mechanic1=Each of Ghostblade's {{clr|M|MP}} Skills, with the exception of {{MMC|input=623M|label=Ghost Retracer}}, will summon their soulbound Ghost onto the battlefield and fight alongside them. The Ghost can strike independently of Ghostblade, and even cut down projectiles, but it can also be attacked, disappearing instantly if struck by any attack, without absorbing the hit in the process.


By using {{MMC|input=623M|label=Ghost Retracer}}, Ghostblade can teleport to the exact location of the Ghost and end its current action. This allows Ghostblade to reposition extremely quickly by using the Ghost to set up positions.
===Unique Mechanics===
 
{{card|width=4
|unique_mechanic2_name= Awakening Effect: [[File:DNFD_Ghostblade_Awakening_Icon.png|40px]] Phantasmal Binity
|header=Unique Mechanic: Ghost
|unique_mechanic2= <div style="text-align: center">
|content=Ghostblade's {{clr|M|MP Skills}} summon his soulbound Ghost onto the battlefield and have him attack in different ways. The Ghost can strike independently of Ghostblade, but it can also be attacked, disappearing instantly if struck by any attack, without absorbing the hit in the process.
{{FrameDataNotes|DNFD|Awakening Overview}}
}}
 
{{card|width=4
Increases damage dealt to opponents by 10%.</div>
| header= [[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: Fiend Incarnate [[File:DNFD_Ghostblade_Awakening_Icon2.png|40px]][[File:DNFD_Movement_Speed_Up_Icon.png|40px]]
| content =
<div style="text-align: center;">{{FrameDataNotes|DNFD|Awakening Overview}}</div>
*Ghost: Sky Slash and Ghost: Phantom Wind can be jump cancelled
*Ghost Retracer is enhanced
*Movement speed is greatly increased
}}
{{card|width=4
| header= [[File:DNFD_Clear_Cube.png|40px]] Awakening Effect:  Phantasmal Binity [[File:DNFD_DoubleDamage_Increase_Icon.png|40px]][[File:DNFD Guard Damage Up Icon.png|40px]][[File:DNFD_Movement_Speed_Up_Icon.png|40px]]
| content =
<div style="text-align: center;">{{FrameDataNotes|DNFD|Awakening Overview2}}</div>
*Increases damage dealt to opponents by 14%. (both red and white damage are increased).
*Increases Guard Damage.
*Increases Movement Speed.
}}
}}


==Normal Moves==
==Normal Moves==
===<big>5A</big>===
===<big>{{clr|A|5A}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5A
|input=5A
|description=
|description=
At 8 frames this move isn't fast but goes very, very far. Despite the looks, no one can low profile this, making it very free to put into your pressure strings.
Not very fast at 8 frames of startup, but covers a significant range to compensate. As it cannot be crouched and is relatively noncommittal, this normal is very useful in neutral, whether to apply pressure or as a whiff punish. Combo routes from it should be adjusted to account for its poor proration.
* Confirm starter, combo routes should be adjusted to account for reduced untech times.
 
* Quite minus but the delayable gatlings into literally any other move make it unfavorable to press buttons after.
* Decent anti-air, if somewhat inconsistent.
* Inconsistent anti air.
* Being an {{clr|A|A}} normal, it has a huge number of cancels on contact, including {{clr|A|5AA}} for catching rolls. This makes its -4 frame advantage more appealing than at first glance.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA<sup>[+]</sup>}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>5AA</big>===
===<big>{{clr|A|5AA}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5AA
|input=5AA
|description=
|description=
* Placeholder
Combo and blockstring filler. Slightly more negative than {{clr|1|5A}} but retains a huge amount of cancel options which makes it similarly scary. A whiff cancel option from {{clr|1|5A}}, making it great option to rollcatch after a corner throw.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>5B</big>===
===<big>{{clr|B|5B}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5B
|input=5B
|description=
|description=
* Placeholder
Great poke with some forward movement, allowing it to hit from roundstart. Combos into {{MMC|game=DNFD|chara=Ghostblade|input=5M|label={{clr|M|5M}}}} on regular hit at any range, allowing for a full combo when doing the followup.
 
Generally undesirable as combo filler outside of confirming from {{clr|A|A}} normals, as {{clr|B|2B}} has better followups in most scenarios and may whiff if cancelled into due to this move having more range than it.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>2A</big>===
===<big>{{clr|A|2A}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2A
|input=2A
|description=
|description=
Your low jab. 2A is only average in statup, losing to some characters' abare, but just like his 5A, the range is kind of absurd for a move with only 7 startup frames.
Ghostblade's fastest low.  
* Quite disadvantageous, if unpunishable, and the good followup options make it hard to mash against.
 
* Confirmable combo starter, but your routes sometimes need to be adjusted for the prorated untech times of later hits.
Its startup makes it difficult to use for abare, but similarly to {{clr|A|5A}}, it has great range that allows it to punish attacks that would otherwise be safe at certain spacings, allowing for a confirm into a full combo.  
 
Should not be used for neutral, however, as {{clr|A|5A}} is only one frame slower while having better range and still hitting crouchers, though {{clr|A|2A}} can catch low slides. Similarly to its standing cousin, it can be scary for opponents to challenge it due to the large amount of cancel options despite its poor frame advantage.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>2B</big>===
===<big>{{clr|B|2B}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2B
|input=2B
|description=
|description=
* Placeholder
Combos into {{MMC|input=4S|label={{clr|S|4S}}}} on air hit if the opponent is high enough and scaling isn't too severe; as a result, it's one of Ghostblade's most important combo filler normals, though unfortunately not fit for use in neutral due to having barely more range than {{clr|A|2A}} and more recovery.
 
Similarly to most {{clr|B|2B}}s, this move launches on hit. On counterhit, it gives a hard knockdown.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


===<big>j.A</big>===
===<big>{{clr|A|j.A}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.A
|input=j.A
|description=
|description=
Quick horizontal slash. Great air-to air and the closest thing Ghostblade has to an anti air. Chainable to j.B which can lead into j.S for a combo on air connect.
Great air-to-air and the closest thing Ghostblade has to an anti-air (aside from {{clr|1|5A}}). Chainable to {{clr|2|j.B}} which can lead into {{clr|3|j.S}} for a combo on air connect.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|j.B}}, {{clr|S|j.S}}, {{clr|M|j.M}}
}}
}}


===<big>j.B</big>===
===<big>{{clr|B|j.B}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.B
|input=j.B
|description=
|description=
Decent startup and range, the hitbox makes it your jump-in button. Also useful as an avenue from air-to-air j.A to j.S.
Strong air button for jump-ins and air-to-air combos. Its vertical hitbox is much deeper than {{clr|1|j.A}}, though it has slightly more landing recovery, making it less preferable in some safejumps.
*Hits some crouched characters when done rising. Make sure to do it outside of blockstun to avoid the anti-fuzzy protection.
 
**Rising j.B hits: Vanguard, Crusader, Launcher, Ghostblade, Hitman.
Hits some crouching characters when done rising. Make sure to do it outside of blockstun to avoid the anti-fuzzy protection.
*Hits standing opponents universally on the way up, which can make it useful as a throw tech bait.
* Rising {{clr|2|j.B}} hits: Vanguard, Crusader, Hitman, Lost Warrior
* Hits standing opponents universally on the way up, which makes it useful as a throw tech bait.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|j.S}}, {{clr|M|j.M}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===<big>Throw</big>===
===<big>Throw</big>===
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}'''}}
{{DNFD_Move_Card|
{{DNFD_Move_Card|
|input=A+B
|input=A+B
|description=
|description=
The crux of your mixup. Unlike most characters, Ghostblade doesn't really mind sending the opponent away with a midscreen throw, since he's still very powerful at that range. As for the corner, your best option after is 5A while inputting 5B, and holding block. This will whiff on several reversals and keep you safe, start pressure or a combo on mash, and even catch jump, while still having an option to pressure or punish the opponent for rolling.
The crux of Ghostblade's mixup. The abundance of situations where Ghostblade can force a mixup make it a strong tool, especially considering he is one of the few characters that can combo off throw - Ghostblade also possesses damaging routes to punish someone looking to tech this.
 
Unlike most characters, Ghostblade doesn't really mind sending the opponent away with a midscreen throw, since he's still very powerful at that range. As for the corner, the most stable post-throw option is {{clr|1|5A}} while inputting {{clr|2|5B}}, and holding block. This will whiff against several reversals while remaining safe, starting pressure, score a combo against abare attempts, and even catch jumps or rolls. Even if the opponent chooses to block, Ghostblade gets to maintain pressure.
 
When setting up {{MMC|input=214M|label={{clr|M|4M}}}} in the corner, the opponent can be thrown before the first hit comes out, which will dump them into the third hit of the Ghost's attack, enabling a combo off of throw.
}}
 
===<big>Dodge</big>===
{{InputBadge|'''{{clr|W|6G}}'''}}
{{DNFD_Move_Card
|input=6G
|description=
}}
 
===<big>Backwards Dodge</big>===
{{InputBadge|'''{{clr|W|4G}}'''}}
{{DNFD_Move_Card
|input=4G
|description=
* Has 7 frames more recovery than forward dodge, but the same Invulnerability.
}}
}}


===<big>Guard Cancel</big>===
===<big>Guard Cancel</big>===
{{InputBadge|'''{{clr|B|6B}}+{{clr|S|S}}'''}}
{{DNFD_Move_Card|
{{DNFD_Move_Card|
|input=6B+S
|input=6B+S
|description=
|description=  
* Massive hitbox making it one of the best guard cancels in the game.
Ghostblade does not possess an invincible reversal, which makes the universal Guard Cancel very important for him. It uses {{MMC|input=2S|hitboxMode=true|label={{clr|S|2S}}}}'s hitboxes, giving it extremely long range, and is highly unlikely to whiff unless hard baited.
* Ghostblade does not possess an invincible reversal which makes this move very important for him.
 
While this is very expensive for a character as meter-reliant as Ghostblade, this is still pretty much the best Guard Cancel in the game considering the massive hitbox and the frame advantage afterwards.
}}
}}


==Special Moves==
==Skills==
===<big>Ultimate Phantom Slash</big>===
===<big>Ultimate Phantom Slash</big>===
{{InputBadge|'''{{clr|S|5S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5S
|input=5S
|description=
|description=
Slashes multiple times in a wide horizontal area around the Ghostblade.
Slashes four times in a wide horizontal area around the Ghostblade, with a short pause before the final swing. A strong stagger pressure option that covers a lot of space.
* Can cancel into MP moves during any individual hit.
 
* Final hit launches opponent, which can be cancelled straight into 4S for a knockdown or MP move combo extensions.
While {{clr|3|5S}} is very unsafe on block, the threat of cancelling into other moves can make opponents afraid to challenge it. {{clr|M|5M}}, {{clr|M|6M}}, and {{clr|M|4M}} are all safe cancels after this move, with options to catch a roll or other defensive options. {{clr|S|4S}} is also a cancel option, which leads into that move's similar stagger situation that can be risky to challenge. Make sure to not run out of meter when using this move, as Ghostblade has no safe manaless followups.
* There is a window before the last hit to roll through it, but the freedom in cancelling the move makes it risky for the opponent to attempt this
 
* Is unsafe on block but the ability to delay gatling into 4S can make people afraid to punish you.
{{clr|S|5S}} > {{clr|S|4S}} is a central meterless combo route for Ghostblade, and a core way to convert into a combo when lacking the mana for {{clr|M|5M~5M}}'s crumple. The final hit launches and naturally combos, but {{clr|B|2B}} > {{clr|S|5S(2)}} > {{clr|S|4S}} also works for less scaling and more consistency at different ranges. {{clr|S|6SSS}} can also work in long-range conversions, especially useful when out of mana and needing to convert a hit that would otherwise drop.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}}
}}
}}


===<big>Spectral Eradication</big>===
===<big>Spectral Eradication</big>===
{{InputBadge|'''{{clr|S|2S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2S
|input=2S
|description=
|description=
A massive horizontal slash that reaches a little more than half the screen and crumples the opponent on counter hit.
A massive horizontal slash that reaches a little more than half the screen. While it has as no true strings leading into it, it's still a powerful poke, pressure option, punish tool, and combo tool.
* Good neutral tool but very punishable on whiff or roll.
 
* Plus enough on hit that links are possible, if you are close enough.
Very strong, long range poke that is barely minus on block, but punishable if made to whiff preemptively with a roll or jump. With good knowledge of the opponent's options and tendencies, {{clr|S|2S}} is a strong option to fish for hits with, especially considering that it's possible to confirm into a full combo with the cancel to {{clr|M|2M}}.
* Launches far on air connect but leads to a very advantageous knockdown in the corner.
 
* Key combo tool in the corner, allowing for followups on air hit on high connect.
Even if {{clr|S|2S}} gets blocked, an instant cancel to teleport is still +1, which lets Ghostblade restart pressure against many characters from up close. On top of that, the move is completely roll-safe even leading into a punish in cancels from {{clr|B|B}} normals, but it can be delayed if someone is eager to mash roll and claim their turn, leading to a big damage combo. {{clr|S|2S}} is also Ghostblade's single best starter on counterhit, which makes it especially rewarding as a frametrap to punish mashing.
 
An absolutely vital combo tool in the corner. Thanks to its recovery, most {{clr|S|2S}} airborne hits can link into another (sometimes even a third depending on the opponent's character) while still setting up for a {{clr|B|2B}} > {{clr|S|4S}} ender that leads to a safejump. This makes Ghostblade's corner combos very beneficial for his meter economy, while also setting up his strong okizeme.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|M|623M}}
}}
}}


===<big>Drive Slash</big>===
===<big>Drive Slash</big>===
{{InputBadge|'''{{clr|S|6S}}'''}} {{DNFDicon|icon=pi}} {{DNFDicon|icon=ti}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6S
|input=6S,6S~S,6S~S~S
|versioned=yes
|versioned=yes
|description=
|description=
A dashing Rekka that can only chain into subsequent strikes on hit.
A dashing 3-hit {{keyword|rekka}} that can only chain into subsequent strikes on hit. Has unique properties on its individual hits, though all of them are generally similar. Combo starter and ender that leads into Awakening Skill.
* Does not combo into MP moves, but can combo into Awakening Skill.
 
* Can crossup, however, it is easily punishable on block and negated entirely via the Guard button.
;{{clr|S|6S}}
'''Drive Slash {{clr|3|6S}}'''
The first hit. Has brief projectile invincibility. Very fast for its range but in exchange it's usually unsafe on block or if no followups are input on hit. Is a crossup but can whiff at close ranges.


Strike One
Has great synergy with Conversion and {{clr|M|j.M}}/{{clr|M|4M}}, which make it a safe tool to enforce guard bar usage and give way to strike/throw mixups. Using Conversion makes this move a 15 frame, half screen lunge attack that immediately lets Ghostblade start offense, which makes him very threatening after getting thrown or getting out of offense.
* Placeholder
----
'''Drive Slash {{clr|3|6SS}}'''


Strike Two
*Cancels into Awakening skill.
* Placeholder
* Time the {{clr|S|6S}} between the two attacks of {{clr|M|j.M}} to get a safe guard button check.
* Stay close to the opponent before the first hit of {{clr|M|4M}} to make {{clr|S|6S}} whiff and you'll be safe in way that can even give you your turn, while checking for guard button usage.
----
----
'''Drive Slash {{clr|3|6SSS}}'''
;{{clr|S|6S}}~{{clr|S|S}}
 
Identical to the first hit, but is guaranteed to hit if the first one has already landed, and not available otherwise. As such its uses are extremely limited and it's rarely, if ever, worth stopping here.
Strike Three
<hr>
* Placeholder
;{{clr|S|6S}}~{{clr|S|S}}~{{clr|S|S}}
Sends the opponent into a soft knockdown, securing miniscule frame advantage depending on the height of the hit. Cancellable into any {{clr|M|MS}} move, making it a good tool to convert long range hits into combos for cheaper, or get time to recover meter in regular routes. While a reliable ender in juggles, it has an awkward tendency to fall out in grounded confirms with highly prorated hitstun.
* Can once again be cancel into Awakening Skill.
* Provides a slightly better knockdown than the other two attacks, nearly eliminating any reason to end in those ones, even in juggles.
* Doing {{Keyword|IAS}} {{clr|M|j.M}} {{clr|A|j.A}} will allow for a very quick safejump, but when and against who it's possible depends on the juggle height.
}}
}}


===<big>Soul Strike</big>===
===<big>Soul Strike</big>===
{{InputBadge|'''{{clr|S|4S}}'''}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=4S
|input=4S
|description=
|description=
A massive downward slash. Combo tool and ender for easy safejumps with its hard knockdown. Cancelable into MS moves to allow combo extensions or a safe pressure ender.
A massive downward slash that can be cancelled into {{clr|4|MS}} moves. Useful in pressure as a highly threatening tool to keep people from mindlessly rolling the gap it leaves after any hit it's cancelled into from, but heavily whiff punishable if the opponent takes the risk and guesses right.
* Options routes depend on height.
 
** At higher connects from 4S or MS move launches, can be followed with 6M, but 4M's ability to hit OTG makes it a consistent followup.
Despite the hilarious disadvantage on block, it's pretty scary to attempt to punish due to the potential followups. Inflicts a huge amount of blockstun, so cancelling it into {{clr|4|4M}} lets Ghostblade recover before the opponent, which makes this sequence a pressure reset. A cancel into {{clr|4|2M}} also leaves Ghostblade up to about +5.
** At at high hits the safejump needs to be delayed to be true, while in certain combos you can simply hold 9 to guarantee it.
 
* 0 on block if cancelled into 2M, which can be combined with the threat of 5M to cheaply reset pressure or tick throw on an overly defensive opponent.
In combos, options and routes depend on height:
Higher connects can be followed with {{MMC|input=236M|label={{clr|M|236MS}}}}, and {{MMC|input=214M|label={{clr|M|214MS}}}}'s ability to hit OTG makes it a consistent followup at any height, and a key part of most combos. Any {{clr|S|4S}} ender can lead to safejumps, but timing can vary. High hits require the safejump to be delayed, whereas grounded or low air hits guarantee it by simply holding 9 after the ender and using {{clr|A|j.A}} or {{clr|B|j.B}} as a meaty.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|M|5M}}, {{clr|M|623M}}, {{clr|M|214M}}, {{clr|M|236M}}
}}
}}


===<big>Cross Slash</big>===
===<big>Cross Slash</big>===
{{InputBadge|'''{{clr|S|j.S}}'''}} {{DNFDicon|icon=oh}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.S
|input=j.S
|description=
|description=
Downwards midair slash that halts air momentum. Launches on hit, allowing for a combo. Used during 4M loops to extend combos.
Downwards midair slash that halts air momentum and launches on hit.
* Advantageous on block, allowing pressure resets if the opponent is defensive enough.
 
* Can be cancelled into from air normals, which is useful in some combos or rarely in pressure, as this can be DP'd.
Mostly used as combo fodder during {{MMC|input=214M|label={{clr|M|214MS}}}} loops. Risky in pressure due to its sluggish startup which makes it heavily counterable if used as a divekick. Regardless, its guard bar damage is nothing to be ashamed of, nor is the frame advantage.  
* Cancels into MP moves.
 
* It's airborne which makes it good against throw tech attempts or mixups, leading to a counterhit punish.
Can be cancelled into from air normals, which is very useful as Ghostblade relies on rising {{clr|1|j.A}} as his Anti-Air due to lacking a grounded one. This leads to a full combo on hit with {{clr|1|j.A}} > {{clr|2|j.B}} > {{clr|3|j.S}}.
* Has 2 hits, but if done instantly after jumping only 1 hit connects, though comboing is still possible.
 
* Only hits once if used as an {{Keyword|IAS}}. This still leads to a combo.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|M|5M}}, {{clr|M|623M}}, {{clr|M|214M}}, {{clr|M|236M}}
}}
}}


==MP Special Moves==
==MP Skills==
===<big>Ghost - Single Strike / Dyad: Soul Cross</big>===
===<big>Ghost - Single Strike</big>===
{{InputBadge|'''{{clr|M|5M}}'''}} {{DNFDicon|icon=proj|info=5M is a projectile attack}} {{DNFDicon|icon=hkd|info=Dyad: Soul Cross forces a hard knockdown on hit}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=5M,~5M
|input=5M,5M~5M
|conditions= \During '''Ghost - Single Strike'''
|versioned=yes
|versioned=yes
|description=
|description=
;Ghost - Single Strike {{clr|M|5M}}
;{{clr|M|5M}}
Sends the ghost fullscreen as a projectile. Good neutral tool, fast enough to whiff punish some moves on reaction at full screen.
 
Makes for a strong and safe frame trap from pressure tools. The only move it is a true blockstring from is {{MMC|input=4S|label={{clr|S|4S}}}}, which itself has no true strings into. Without following up, is always safe on block and becomes up to +3 at max range.
* Cancelable into {{MMC|input=623M|label={{clr|M|623M}}}} and {{MMC|game=DNFD|chara=Ghostblade|input=5M~5M|label={{clr|M|5M~M}}}}.
** {{clr|M|623M}} cancel is safe and can be plus at max range. Also sideswaps at close range.
* In addition to being an excellent whiff punish tool, combined with the followup this move is Ghostblade's most rewarding combo starter.
<hr>
;{{clr|M|5M}}~{{clr|M|5M}}
The Ghostblade very quickly rushes to the Ghost's destination, where they both attack the enemy simultaneously. If opponents start acting immediately after {{clr|M|5M}} this cancel can be a risky way to punish that habut, though the {{clr|M|623M}} cancel can cut the recovery and put Ghostblade at a safe distance for a steep manacost.


Sends the ghost fullscreen as a projectile. Can be followed up by Dyad: Soul Cross.
As it crumples on hit, Ghostblade can confirm {{clr|M|5M}} hits and use this move on reaction for a full combo from very far away. This property also makes it a reliable tool for confirming pokes like {{clr|B|5B}}.
* Good neutral tool, fast enough to whiff punish some moves on reaction at full screen.
* A frame trap from pressure tools.
* Depending on resource, can lead to outright disgusting damage on counterhit, with Soul Cross getting you in if you see a hit.
----
;Dyad - Soul Cross {{clr|M|5M~5M}}


The Ghostblade very quickly rushes to the Ghost's destination, where they both attack the enemy simultaneously.
*Can be jump cancelled (+15 on block).
* Only usable after Ghost: Single Strike.
* Very unsafe on block.
* If opponents start acting immediately after {{clr|M|5M}}, this is a risky but rewarding way to abuse that habit.
* Ghostblade can confirm if {{clr|M|5M}} hits and use this move on reaction for a full combo from very far away.
}}
}}


===<big>Ghost Retracer</big>===
===<big>Ghost Retracer</big>===
{{InputBadge|'''{{clr|M|2M}}'''}} or {{InputBadge|'''{{clr|M|623M}}'''}} {{DNFDicon|icon=dp}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=623M,2M
|input=623M,2M
|description=
|description=
Teleports the Ghostblade a set distance forwards. If a Ghost is active from other MS moves, teleports the Ghostblade to the Ghost's current location. Despite sharing an input commonly reserved for invincible reversals, the move has very little invincibility and it is not in the early frames, which makes the displacement itself the moves's best quality.
Teleports the Ghostblade a set distance forwards. Despite sharing an input commonly reserved for invincible reversals, the move has very little invincibility and it is not in the early frames. This makes the move harder to properly use than other reversals, but has incredible utility to make up for it.
* Not and anti air per se, but is less punishable than roll, so useful at dealing with jumpins that Ghostblade has a hard time contesting.
 
* Useful when baiting guard cancels, as all but Inquisitor's will whiff completely if Retracer is done in time.
In neutral, this is probably Ghostblade's best "anti-air", but the reward is obviously non-existent as it just gets out of the situation. Can be safely used preemptively to make ground pokes whiff and then punish them, unless the opponent is waiting for it.
* Corner escape tool.
 
* Mixup tool, as no matter what MS move summoned the ghost, you may teleport to its location, even if that's midair.
Spotting or reading adequate gaps in the opponent's offense and using {{clr|M|2M}} to escape can lead to whiff punishes or turn-steals that a regular roll cannot provide. This becomes especially potent when cornered, where a single mistake by the opponent can lead to the situation being reversed and them having to endure Ghostblade's strong offense. This strategy can also be used on read against Guard Cancels to make them whiff and punish them.
 
Outside of its standalone function, when Ghost Retracer is performed while the Ghost is active from other {{clr|4|MS}} moves, the teleport's destination will be the Ghost's current location, which can include mid-air positions from {{MMC|input=236M|label={{clr|M|6M}}}} or {{MMC|input=j.M|label={{clr|M|j.M}}}}.
}}
}}


===<big>Ghost: Sky Slash</big>===
===<big>Ghost: Sky Slash</big>===
{{InputBadge|'''{{clr|M|6M}}'''}} or {{InputBadge|'''{{clr|M|236M}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=hkd}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=236M,6M
|input=236M,6M
|description=
|description=
Launches the Ghost forward into the air at roughly a 30 degrees angle, then returns on the same path back to the Ghostblade. Strikes once on launch and once on return.
Launches the Ghost forward into the air at roughly a 30 degree angle, then comes back on the same path back to the Ghostblade, striking once on launch and once on return.
You can time a throw between both hits for a mixup.
 
Leaves Ghostblade at advantage even on the first hit. The angle the Ghost launches at is great at stopping opponents from jumping at midscreen or farther and can be converted into a combo. It can be used as a mixup opportunity as there is enough of a gap between the two hits to time a throw.
 
* Second hit will often whiff on crouching opponents and in the corner, but Ghostblade will still be plus enough to keep his turn.
* The second hit slams the opponent into a soft knockdown very quickly, which can make comboing from this move difficult, but not impossible, with moves like {{clr|S|2S}}, {{clr|S|4S}}, or {{clr|2|2B}}
}}
}}


===<big>Ghost: Phantom Wind</big>===
===<big>Ghost: Phantom Wind</big>===
{{InputBadge|'''{{clr|M|4M}}'''}} or {{InputBadge|'''{{clr|M|214M}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=214M,4M
|input=214M,4M
|description=
|description=
Summons the Ghost to move forward and attack with 3 greatly staggered slashes. The Ghostblade can move and attack freely while the Ghost is out.
Summons the Ghost to move forward and attack with 3 greatly staggered slashes. Ghostblade can move and attack freely while the Ghost is out. Hits {{keyword|OTG}} to launch knocked down opponents back into the air for extended combos, which is used in a lot of Ghostblade's routes.
* The Ghost can be attacked to end the rest of the attack.
 
* The Ghost does not go through projectiles.
There is a gap between each hit where Ghostblade can throw the opponent. Since this move catches jump attempts, opponents can be forced to either reversal or tech the throw, both of which can be shimmied and punished for astronomical damage. If a throw is done before the first hit lands, the final hit will catch the opponent, netting a combo off a corner throw and removing the opponent's white life while continuing offense.
* Can OTG the opponent, launching them back into the air for extended combos.
 
* There is a gap between each hit where you can throw the opponent, and since this move catches jumping they are forced to tech your throw, which you can bait with risng j.B.
While these routes are usually pretty low on damage on their own, in Awakening the threat of a guaranteed 150/200 damage ender makes taking the throw much scarier.
** In the gaps there is a window to use the instant overhead j.B on the characters it works on.
}}
}}


===<big>Ghost: Targeted Hit</big>===
===<big>Ghost: Targeted Hit</big>===
{{DNFD_Move_Card|game=DNFD|mp=yes
{{InputBadge|'''{{clr|M|j.M}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes  
|input=j.M
|input=j.M
|description=
|description=
Summons the ghost after a delay, dealing a falling strike followed by an uppercut slash. One of your main oki tools and optimal combo filler moves, as it's realatively cheap and quick to come out if done right after jumping.
One of Ghostblade's most versatile moves. Summons the ghost after a delay, dealing a falling strike that inflicts a Hard Knockdown followed by an uppercut slash, launching the opponent; both hits hit OTG. While the first hit has a deadzone between Ghostblade and the Ghost, the second hit is absolutely massive, hitting everything in a gigantic bubble around the Ghost.
* Using it halts all air momentum and it also lets Ghostblade attack almost imediately after, which can help bait more committal anti-airs that whiff above a certain height.
 
* Can be cancelled into from j.A and j.B which allows for repeated, if reactable, overheads to check the opponent's defense.
Using it halts all air momentum and it also lets Ghostblade recover in the air and attack almost immediately after, which can help bait more committal anti-airs that whiff above a certain height and give safejumps in unlikely situations.  
* Rising counter hit j.B actually combos into itself and a full combo, if you cancel it into this and then use j.B again immediately after. This is useful as a throw tech punish.
 
Can be cancelled into from {{clr|1|j.A}} and {{clr|2|j.B}} which allows for repeated overheads to check the opponent's defense, as well as air-to-air conversions via where the Ghost slams, then relaunches the opponent for a regular grounded combo followup.In crumple routes from {{clr|M|5M~M}} or Counterhit {{clr|S|2S}}, using it as an {{Keyword|IAS}} will grant enough time to fit a {{clr|S|2S}} between the two hits, giving a high launch and setting up for Ghostblade's most damaging combos.
 
*Has a throwable window before and after the first hit, which is useful in safejump oki.
}}
}}


==Awakening Skill==
==Awakening Skill==
===<big>Phantasmal Slayer</big>===
===<big>Phantasmal Slayer</big>===
{{InputBadge|'''{{clr|AS|AS}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=AS
|input=AS
|conditions=during Awakened state
|conditions=during Awakened state
|description=
|description=
Ghostblade's Awakening Skill. Good range, little below half screen, and has a surprising vertical hitbox for combos. Like most of its kind it's very easy to combo into as it's easily timed from Ghostblade's high launches, while 4M or j.M are hitting the opponent, and can even hit OTG after 4S, if you cancel the move into this.
Ghostblade's Awakening Skill. Good range, little below half screen, and has a surprising vertical hitbox, but Ghostblade's other neutral tools make its uses as one obsolete. Can be cancelled into from any {{clr|S|S}} move or regular normal. The ability to hit OTG makes it a good ender after {{clr|S|4S}}, but can hit after any hit of {{clr|S|6S}}, sometimes even on grounded connect.
}}
}}


==Colors==
==Colors==
{{DNFDColors
{{DNFDColors
|reference3=B-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|reference3=C-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)]
|reference4=C-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|reference4=D-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)]
|reference5=D-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|reference5=B-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)]
}}
}}


==Navigation==
==Navigation==
<center>{{Character Label|DNFD|Ghostblade|32px}}</center>
<center>{{Character Label|DNFD|Ghostblade|size=32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DNFD/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DNFD/Navigation}}
{{DNFD/Navigation}}

Latest revision as of 05:13, 13 December 2023

Overview

Overview

Ghostblade is a unique space control character who fights alongside his Warrior Ghost counterpart. Using MS moves, Ghostblade can command the Ghost to attack independently from himself, making him a master of the neutral and whiff punish game, while also having options to attack and pressure in tandem with the Ghost for close range offense.

He can rule neutral by threatening high damage punishes via his long normals, and 5MDNFD Ghostblade 5M.pngGuardAllStartup21RecoveryAdvantage-3(point blank), a fullscreen projectile which he can react to and hit confirm into 5M~MDNFD Ghostblade 5MM.pngGuardAllStartupRecoveryAdvantage-12 for a crumple on normal hit, starting high damage combos that reliably carry to the corner. Ghostblade can also effectively control the airspace with 6MDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45, netting a combo on a correct read, or otherwise putting him advantage, were the opponenet to block it on the ground. This is all tied together by 2MDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage-, a teleport that takes Ghostblade to his Ghost's current location in a moment's notice.

In pressure, Ghostblade makes use of 4MDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+ and j.MDNFD Ghostblade jM 1.pngGuardAllStartup34RecoveryAdvantage+39, +95 to mix up the opponent in between the Ghost's staggered attacks, threatening strike/throw mixups at any moment, mixing it up with tricky movement from his teleport to force mixups, bait attacks, or reset pressure. His combo routes also naturally lead into hard knockdowns that set up powerful Ghost-assisted safejumps into further mix ups.

Where Ghostblade tends to struggle is on defense; 2MDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage- is not invulnerable on startup to make up for its great utility. This makes it so the opponent has more options to keep Ghostblade locked down on offense, and forces the player to think more carefully about when to take a chance and escape. In addition, Ghostblade lacks dedicated anti-airs besides highly committal and/or preemptive attacks in 5SDNFD Ghostblade 5S.pngGuardAllStartup15Recovery16Advantage-21, 6MDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45, or rising air normals, making it best to simply not engage in these situations.

If you enjoy a slippery neutral game that can transition into strong offense, and don't mind staying put on defense, Ghostblade might be the character you're looking for.
Ghostblade
DNFD Ghostblade Portrait.png
Health
950
Guard Gauge
950
MP Regen Rate
12 /second
Prejump
F
Backdash
Unique Movement Options
Ghost Retracer
Fastest Attack
2A (7F)
Reversals
None

 Ghostblade is classified as a Gimmicky type. He has many strong poking moves and fights alongside his Ghost, attacking in tandem with it or using Ghost RetracerDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage- to teleport to its position.

Pros
Cons
  • Neutral King: Most of Ghostblade's attacks are amazing neutral tools, threatening a combo at any range. Combined with his teleport, letting him quickly reposition at any moment, Ghostblade's moveset lends itself to a strong neutral game.
  • Ghost Presence: Ghostblade's MS Skills are amazing screen control options, such as 6MDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45 keeping opponents from safely being able to jump. 5MDNFD Ghostblade 5M.pngGuardAllStartup21RecoveryAdvantage-3(point blank) into 5M~5MDNFD Ghostblade 5MM.pngGuardAllStartupRecoveryAdvantage-12 is also an amazing whiff punish tool with high damage return.
  • Strong Okizeme: Ghostblade's combos almost always end in safejumps. These can be turned into setups with Ghost that lead to strong strike/throw mixups.
  • Corner Carry: Many of Ghostblade's combo routes naturally push the opponent deep towards the corner. He can also reliably side switch mid-combo by using the Ghost's active frames or taking advantage of the crumple state and rolling through the opponent.
  • Weak Defense: Ghostblade's reversal is not a DP and not invincible from the first frame, and he lacks a dedicated and reliable anti air attack, which means Ghostblade generally struggles to defend his weak health pool.
  • Fragile Ghost: The Ghost that is summoned with 4MDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+, 6MDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45, j.MDNFD Ghostblade jM 1.pngGuardAllStartup34RecoveryAdvantage+39, +95, and 5MDNFD Ghostblade 5M.pngGuardAllStartup21RecoveryAdvantage-3(point blank) can be killed in one strike, ending the rest of the move.
  • Meter Reliant: MP Skills are a huge part of Ghostblade's gameplan at all times, and without resources to use them, he loses several threatening options to set the pace of the match with.

Unique Mechanics

Unique Mechanic: Ghost
Ghostblade's MP Skills summon his soulbound Ghost onto the battlefield and have him attack in different ways. The Ghost can strike independently of Ghostblade, but it can also be attacked, disappearing instantly if struck by any attack, without absorbing the hit in the process.
DNFD Gold Cube.png Awakening Effect: Fiend Incarnate DNFD Ghostblade Awakening Icon2.pngDNFD Movement Speed Up Icon.png
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
  • Ghost: Sky Slash and Ghost: Phantom Wind can be jump cancelled
  • Ghost Retracer is enhanced
  • Movement speed is greatly increased
DNFD Clear Cube.png Awakening Effect: Phantasmal Binity DNFD DoubleDamage Increase Icon.pngDNFD Guard Damage Up Icon.pngDNFD Movement Speed Up Icon.png
Awakening Effect: activates when entering Awakening mode at 50% HP or less.
  • Increases damage dealt to opponents by 14%. (both red and white damage are increased).
  • Increases Guard Damage.
  • Increases Movement Speed.

Normal Moves

5A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 All 8 2 20 -4 none

Not very fast at 8 frames of startup, but covers a significant range to compensate. As it cannot be crouched and is relatively noncommittal, this normal is very useful in neutral, whether to apply pressure or as a whiff punish. Combo routes from it should be adjusted to account for its poor proration.

  • Decent anti-air, if somewhat inconsistent.
  • Being an A normal, it has a huge number of cancels on contact, including 5AA for catching rolls. This makes its -4 frame advantage more appealing than at first glance.

Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
60% -1
No results

5AA

5B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 All 11 3 27 -6 none

Great poke with some forward movement, allowing it to hit from roundstart. Combos into 5MDNFD Ghostblade 5M.pngGuardAllStartup21RecoveryAdvantage-3(point blank) on regular hit at any range, allowing for a full combo when doing the followup.

Generally undesirable as combo filler outside of confirming from A normals, as 2B has better followups in most scenarios and may whiff if cancelled into due to this move having more range than it.

Cancel Options: 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
75% -3
No results

2A

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 Low 7 2 21 -6 none

Ghostblade's fastest low.

Its startup makes it difficult to use for abare, but similarly to 5A, it has great range that allows it to punish attacks that would otherwise be safe at certain spacings, allowing for a confirm into a full combo.

Should not be used for neutral, however, as 5A is only one frame slower while having better range and still hitting crouchers, though 2A can catch low slides. Similarly to its standing cousin, it can be scary for opponents to challenge it due to the large amount of cancel options despite its poor frame advantage.

Cancel Options: 5B, 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
60% -4
No results

2B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 Low 11 3 26 -8 none

Combos into 4SDNFD Ghostblade 4S.pngGuardAllStartup22Recovery37Advantage-15 on air hit if the opponent is high enough and scaling isn't too severe; as a result, it's one of Ghostblade's most important combo filler normals, though unfortunately not fit for use in neutral due to having barely more range than 2A and more recovery.

Similarly to most 2Bs, this move launches on hit. On counterhit, it gives a hard knockdown.

Cancel Options: Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
70% KD
No results

j.A

j.B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 High 10 5 Until landing+3 none

Strong air button for jump-ins and air-to-air combos. Its vertical hitbox is much deeper than j.A, though it has slightly more landing recovery, making it less preferable in some safejumps.

Hits some crouching characters when done rising. Make sure to do it outside of blockstun to avoid the anti-fuzzy protection.

  • Rising j.B hits: Vanguard, Crusader, Hitman, Lost Warrior
  • Hits standing opponents universally on the way up, which makes it useful as a throw tech bait.

Cancel Options: j.S, j.M

Proration On-Hit Guard Damage MP Gain Level
75%
No results

Universal Mechanics

Throw

A+B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
150 Throw 5 2 22 none

The crux of Ghostblade's mixup. The abundance of situations where Ghostblade can force a mixup make it a strong tool, especially considering he is one of the few characters that can combo off throw - Ghostblade also possesses damaging routes to punish someone looking to tech this.

Unlike most characters, Ghostblade doesn't really mind sending the opponent away with a midscreen throw, since he's still very powerful at that range. As for the corner, the most stable post-throw option is 5A while inputting 5B, and holding block. This will whiff against several reversals while remaining safe, starting pressure, score a combo against abare attempts, and even catch jumps or rolls. Even if the opponent chooses to block, Ghostblade gets to maintain pressure.

When setting up 4MDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+ in the corner, the opponent can be thrown before the first hit comes out, which will dump them into the third hit of the Ghost's attack, enabling a combo off of throw.

Proration On-Hit Guard Damage MP Gain Level
0% HKD(+3)
No results

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 All 23 none

Ghostblade does not possess an invincible reversal, which makes the universal Guard Cancel very important for him. It uses 2SDNFD Ghostblade 2S Hitbox.pngGuardAllStartup23Recovery13Advantage-3's hitboxes, giving it extremely long range, and is highly unlikely to whiff unless hard baited.

While this is very expensive for a character as meter-reliant as Ghostblade, this is still pretty much the best Guard Cancel in the game considering the massive hitbox and the frame advantage afterwards.

Proration On-Hit Guard Damage MP Gain Level
0% 0
No results

Skills

Ultimate Phantom Slash

5S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40×3, 70 All 15 ~39Total 16 -21 none

Slashes four times in a wide horizontal area around the Ghostblade, with a short pause before the final swing. A strong stagger pressure option that covers a lot of space.

While 5S is very unsafe on block, the threat of cancelling into other moves can make opponents afraid to challenge it. 5M, 6M, and 4M are all safe cancels after this move, with options to catch a roll or other defensive options. 4S is also a cancel option, which leads into that move's similar stagger situation that can be risky to challenge. Make sure to not run out of meter when using this move, as Ghostblade has no safe manaless followups.

5S > 4S is a central meterless combo route for Ghostblade, and a core way to convert into a combo when lacking the mana for 5M~5M's crumple. The final hit launches and naturally combos, but 2B > 5S(2) > 4S also works for less scaling and more consistency at different ranges. 6SSS can also work in long-range conversions, especially useful when out of mana and needing to convert a hit that would otherwise drop.

Cancel Options: 4S, 6S, MP Skills

Proration On-Hit Guard Damage MP Gain Level
80%×4 KD
No results

Spectral Eradication

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
120 All 23 9 13 -3 none

A massive horizontal slash that reaches a little more than half the screen. While it has as no true strings leading into it, it's still a powerful poke, pressure option, punish tool, and combo tool.

Very strong, long range poke that is barely minus on block, but punishable if made to whiff preemptively with a roll or jump. With good knowledge of the opponent's options and tendencies, 2S is a strong option to fish for hits with, especially considering that it's possible to confirm into a full combo with the cancel to 2M.

Even if 2S gets blocked, an instant cancel to teleport is still +1, which lets Ghostblade restart pressure against many characters from up close. On top of that, the move is completely roll-safe even leading into a punish in cancels from B normals, but it can be delayed if someone is eager to mash roll and claim their turn, leading to a big damage combo. 2S is also Ghostblade's single best starter on counterhit, which makes it especially rewarding as a frametrap to punish mashing.

An absolutely vital combo tool in the corner. Thanks to its recovery, most 2S airborne hits can link into another (sometimes even a third depending on the opponent's character) while still setting up for a 2B > 4S ender that leads to a safejump. This makes Ghostblade's corner combos very beneficial for his meter economy, while also setting up his strong okizeme.

Cancel Options: 623M

Proration On-Hit Guard Damage MP Gain Level
80% +10
No results

Drive Slash

6S DNFD Projectile Invincible Icon.pngTemporarily invincible against projectile property attacks DNFD Throw Invincible Icon.pngTemporarily invincible against throws

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
6S 55 All 15 2 -20 7~15 throw and projectile
6S~S 55 All 12 5 10 N/A none
6S~S~S 55 All 11 6 N/A none

A dashing 3-hit rekka A series of special attacks that are only available after the first one is performed. that can only chain into subsequent strikes on hit. Has unique properties on its individual hits, though all of them are generally similar. Combo starter and ender that leads into Awakening Skill.

6S

The first hit. Has brief projectile invincibility. Very fast for its range but in exchange it's usually unsafe on block or if no followups are input on hit. Is a crossup but can whiff at close ranges.

Has great synergy with Conversion and j.M/4M, which make it a safe tool to enforce guard bar usage and give way to strike/throw mixups. Using Conversion makes this move a 15 frame, half screen lunge attack that immediately lets Ghostblade start offense, which makes him very threatening after getting thrown or getting out of offense.

  • Cancels into Awakening skill.
  • Time the 6S between the two attacks of j.M to get a safe guard button check.
  • Stay close to the opponent before the first hit of 4M to make 6S whiff and you'll be safe in way that can even give you your turn, while checking for guard button usage.

6S~S

Identical to the first hit, but is guaranteed to hit if the first one has already landed, and not available otherwise. As such its uses are extremely limited and it's rarely, if ever, worth stopping here.


6S~S~S

Sends the opponent into a soft knockdown, securing miniscule frame advantage depending on the height of the hit. Cancellable into any MS move, making it a good tool to convert long range hits into combos for cheaper, or get time to recover meter in regular routes. While a reliable ender in juggles, it has an awkward tendency to fall out in grounded confirms with highly prorated hitstun.

  • Can once again be cancel into Awakening Skill.
  • Provides a slightly better knockdown than the other two attacks, nearly eliminating any reason to end in those ones, even in juggles.
  • Doing IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    j.M j.A will allow for a very quick safejump, but when and against who it's possible depends on the juggle height.
Version Proration On-Hit Guard Damage MP Gain Level
6S 70% -13
6S~S 80% -13
6S~S~S 80% KD
  • Throw and projectile invuln from frame 7 to frame 15

Soul Strike

4S DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
100 All 22 3 37 -15 none

A massive downward slash that can be cancelled into MS moves. Useful in pressure as a highly threatening tool to keep people from mindlessly rolling the gap it leaves after any hit it's cancelled into from, but heavily whiff punishable if the opponent takes the risk and guesses right.

Despite the hilarious disadvantage on block, it's pretty scary to attempt to punish due to the potential followups. Inflicts a huge amount of blockstun, so cancelling it into 4M lets Ghostblade recover before the opponent, which makes this sequence a pressure reset. A cancel into 2M also leaves Ghostblade up to about +5.

In combos, options and routes depend on height: Higher connects can be followed with 236MSDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45, and 214MSDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+'s ability to hit OTG makes it a consistent followup at any height, and a key part of most combos. Any 4S ender can lead to safejumps, but timing can vary. High hits require the safejump to be delayed, whereas grounded or low air hits guarantee it by simply holding 9 after the ender and using j.A or j.B as a meaty.

Cancel Options: 5M, 623M, 214M, 236M

Proration On-Hit Guard Damage MP Gain Level
80% HKD
No results

Cross Slash

j.S DNFD Overhead Icon.pngOverhead attack. Must be guarded standing DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70, 50 High then All 29 Until landing+20 +4 none

Downwards midair slash that halts air momentum and launches on hit.

Mostly used as combo fodder during 214MSDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+ loops. Risky in pressure due to its sluggish startup which makes it heavily counterable if used as a divekick. Regardless, its guard bar damage is nothing to be ashamed of, nor is the frame advantage.

Can be cancelled into from air normals, which is very useful as Ghostblade relies on rising j.A as his Anti-Air due to lacking a grounded one. This leads to a full combo on hit with j.A > j.B > j.S.

  • Only hits once if used as an IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    . This still leads to a combo.

Cancel Options: 5M, 623M, 214M, 236M

Proration On-Hit Guard Damage MP Gain Level
80%×2 KD
No results

MP Skills

Ghost - Single Strike

5M DNFD Projectile Icon.png5M is a projectile attack DNFD Knockdown Icon.pngDyad: Soul Cross forces a hard knockdown on hit

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
Ghost: Single Strike 70 All 21 -3(point blank) none 50
Dyad: Soul Cross 40, 80 All -12 none 30
5M

Sends the ghost fullscreen as a projectile. Good neutral tool, fast enough to whiff punish some moves on reaction at full screen.

Makes for a strong and safe frame trap from pressure tools. The only move it is a true blockstring from is 4SDNFD Ghostblade 4S.pngGuardAllStartup22Recovery37Advantage-15, which itself has no true strings into. Without following up, is always safe on block and becomes up to +3 at max range.

  • Cancelable into 623MDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage- and 5M~MDNFD Ghostblade 5MM.pngGuardAllStartupRecoveryAdvantage-12.
    • 623M cancel is safe and can be plus at max range. Also sideswaps at close range.
  • In addition to being an excellent whiff punish tool, combined with the followup this move is Ghostblade's most rewarding combo starter.

5M~5M

The Ghostblade very quickly rushes to the Ghost's destination, where they both attack the enemy simultaneously. If opponents start acting immediately after 5M this cancel can be a risky way to punish that habut, though the 623M cancel can cut the recovery and put Ghostblade at a safe distance for a steep manacost.

As it crumples on hit, Ghostblade can confirm 5M hits and use this move on reaction for a full combo from very far away. This property also makes it a reliable tool for confirming pokes like 5B.

  • Can be jump cancelled (+15 on block).
Version Proration On-Hit Guard Damage MP Gain Level
5M 90% +16
5M~5M 90%×2 Crumple
  • +15 on jump cancel

Ghost Retracer

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
- 19 8~?? All 40

Teleports the Ghostblade a set distance forwards. Despite sharing an input commonly reserved for invincible reversals, the move has very little invincibility and it is not in the early frames. This makes the move harder to properly use than other reversals, but has incredible utility to make up for it.

In neutral, this is probably Ghostblade's best "anti-air", but the reward is obviously non-existent as it just gets out of the situation. Can be safely used preemptively to make ground pokes whiff and then punish them, unless the opponent is waiting for it.

Spotting or reading adequate gaps in the opponent's offense and using 2M to escape can lead to whiff punishes or turn-steals that a regular roll cannot provide. This becomes especially potent when cornered, where a single mistake by the opponent can lead to the situation being reversed and them having to endure Ghostblade's strong offense. This strategy can also be used on read against Guard Cancels to make them whiff and punish them.

Outside of its standalone function, when Ghost Retracer is performed while the Ghost is active from other MS moves, the teleport's destination will be the Ghost's current location, which can include mid-air positions from 6MDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45 or j.MDNFD Ghostblade jM 1.pngGuardAllStartup34RecoveryAdvantage+39, +95.

Version Proration On-Hit Guard Damage MP Gain Level
623M
No results

Ghost: Sky Slash

6M or 236M DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50, 80 All 22 +7, +45 none 50

Launches the Ghost forward into the air at roughly a 30 degree angle, then comes back on the same path back to the Ghostblade, striking once on launch and once on return.

Leaves Ghostblade at advantage even on the first hit. The angle the Ghost launches at is great at stopping opponents from jumping at midscreen or farther and can be converted into a combo. It can be used as a mixup opportunity as there is enough of a gap between the two hits to time a throw.

  • Second hit will often whiff on crouching opponents and in the corner, but Ghostblade will still be plus enough to keep his turn.
  • The second hit slams the opponent into a soft knockdown very quickly, which can make comboing from this move difficult, but not impossible, with moves like 2S, 4S, or 2B
Version Proration On-Hit Guard Damage MP Gain Level
236M 85%×2 KD
No results

Ghost: Phantom Wind

4M or 214M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
60×3 All 40 + none 80

Summons the Ghost to move forward and attack with 3 greatly staggered slashes. Ghostblade can move and attack freely while the Ghost is out. Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." to launch knocked down opponents back into the air for extended combos, which is used in a lot of Ghostblade's routes.

There is a gap between each hit where Ghostblade can throw the opponent. Since this move catches jump attempts, opponents can be forced to either reversal or tech the throw, both of which can be shimmied and punished for astronomical damage. If a throw is done before the first hit lands, the final hit will catch the opponent, netting a combo off a corner throw and removing the opponent's white life while continuing offense.

While these routes are usually pretty low on damage on their own, in Awakening the threat of a guaranteed 150/200 damage ender makes taking the throw much scarier.

Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×3 KD
No results

Ghost: Targeted Hit

j.M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
60, 80 All 34 +39, +95 none 50

One of Ghostblade's most versatile moves. Summons the ghost after a delay, dealing a falling strike that inflicts a Hard Knockdown followed by an uppercut slash, launching the opponent; both hits hit OTG. While the first hit has a deadzone between Ghostblade and the Ghost, the second hit is absolutely massive, hitting everything in a gigantic bubble around the Ghost.

Using it halts all air momentum and it also lets Ghostblade recover in the air and attack almost immediately after, which can help bait more committal anti-airs that whiff above a certain height and give safejumps in unlikely situations.

Can be cancelled into from j.A and j.B which allows for repeated overheads to check the opponent's defense, as well as air-to-air conversions via where the Ghost slams, then relaunches the opponent for a regular grounded combo followup.In crumple routes from 5M~M or Counterhit 2S, using it as an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
will grant enough time to fit a 2S between the two hits, giving a high launch and setting up for Ghostblade's most damaging combos.

  • Has a throwable window before and after the first hit, which is useful in safejump oki.
Proration On-Hit Guard Damage MP Gain Level
90%×2 KD
No results

Awakening Skill

Phantasmal Slayer

AS

Colors

DNFD Ghostblade Color 1.png
DNFD Ghostblade Color 2.png
DNFD Ghostblade Color 3.png
DNFD Ghostblade Color 4.png
1
2
3
C-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Ghostblade Color 5.png
DNFD Ghostblade Color 6.png
DNFD Ghostblade Color 7.png
DNFD Ghostblade Color 8.png
5
B-Type Color (DFO)
6
7
8

Navigation

 Ghostblade
To edit frame data, edit values in DNFD/Ghostblade/Data.
Mechanics
Application & Advanced Information
Archived Information