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Ghostblade Ghostblade is classified as a 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 Ghost RetracerGuardStartup19RecoveryAdvantage-.
- Neutral King: Every one of Ghostblade's normals posess extraordinary range, some level of disjoint, or are very fast despite how far they go.
- Ghost Neutral: Ghostblade's MS Skills are amazing screen control options, such as 236M keeping them from safely being able to jump. Ghost: Single StrikeGuardAllStartup21RecoveryAdvantage-3(point blank) into Dyad: Soul Cross is also an amazing whiff punish tool.
- Strong Okizeme: Ghostblade's combos almost always end in safejumps. These can be turned into setups with Ghost that lead to threatening strike/throw mixups.
- Weak Defense: Ghostblade's reversal is not a DP and not invincible from the first frame. This combined with his low HP means he struggles on defense without resources to spend on Guard Cancel.
- No Dedicated Anti-Air: Ghostblade does not have a grounded attack that hits directly above him, forcing him to commit to an air-to-air or sit there and block.
- Fragile Ghost: The Ghost that is summoned with 214M, 236M, j.M, and 5M can be killed in one strike, ending the rest of the move.
Each of Ghostblade's MP Skills, with the exception of Ghost RetracerGuardStartup19RecoveryAdvantage-, 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 Ghost RetracerGuardStartup19RecoveryAdvantage-, 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.Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Increases damage dealt to opponents by 10%.Ghostblade | |
---|---|
Health: | 950 |
Guard Gauge: | 950 |
MP Regen Rate: | 12 |
Prejump: | |
Backdash: | |
Unique Movement Options: | Ghost Retracer |
Normal Moves
5A
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.
- 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.
- Inconsistent anti air.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -1 |
5AA
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -4 |
5B
2A
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.
- 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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -4 |
2B
j.A
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
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.
- 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 standing opponents universally on the way up, which can make it useful as a throw tech bait.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+3) |
Guard Cancel
- Massive hitbox making it one of the best guard cancels in the game.
- Ghostblade does not possess an invincible reversal which makes this move very important for him.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | 0 |
Special Moves
Ultimate Phantom Slash
Slashes multiple times in a wide horizontal area around the Ghostblade.
- Final hit launches opponent, which can be cancelled straight into 4S for combo extensions or a knockdown.
- Can cancel into MS or S moves during any individual hit. While unsafe on block, this threat can make opponents afraid to challenge it.
- 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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×4 | KD |
Spectral Eradication
A massive horizontal slash that reaches a little more than half the screen and crumples the opponent on counter hit, allowing for a full combo if you dash in afterwards regardless of the distance.
- Good neutral tool but very punishable on whiff or roll.
- +10 on regular hit, allowing for links up close.
- 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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +10 |
Drive Slash
A dashing Rekka that can only chain into subsequent strikes on hit.
- Does not combo into MS moves, but can combo into Awakening Skill.
Drive Slash 6S
- Can hit crossup at close to mid range, but this is negated by the guard button.
- -13 on hit
2nd Slash 6SS
- -13 on hit, just finish the rekka please.
3rd Slash 6SSS
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
6S | 70% | -13 |
- Throw and projectile invuln from frame 7 to frame 15
Soul Strike
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.
- Options and routes depend on height.
- At higher connects from 4S, can be followed with 236MSGuardAllStartup22RecoveryAdvantage+7, +45 , but 214MSGuardAllStartup40RecoveryAdvantage+'s ability to hit OTG makes it a consistent followup.
- 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 623MSGuardStartup19RecoveryAdvantage-, which can be combined with the threat of 5M to cheaply reset pressure or tick throw on an overly defensive opponent.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | HKD |
Cross Slash
Downwards midair slash that halts air momentum. Launches on hit, allowing for a combo. Used during 214MSGuardAllStartup40RecoveryAdvantage+ loops to extend combos.
- 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.
- Cancels into grounded MS moves.
- Advantageous on block, allowing pressure resets if the opponent is defensive enough.
- Has 2 hits, but if done instantly after jumping only 1 hit connects, though comboing is still possible. This is useful to punish a throw tech attempt.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | KD |
MP Special Moves
Ghost - Single Strike / Dyad: Soul Cross
- Ghost - Single Strike 5M
Sends the ghost fullscreen as a projectile. Can be followed up by Dyad: Soul Cross.
- Good neutral tool, fast enough to whiff punish some moves on reaction at full screen.
- A frame trap from pressure tools. The only move it is a true blockstring from is 4SGuardAllStartup22Recovery37Advantage-15, which itself has no true strings into.
- Can cancel into 623MGuardStartup19RecoveryAdvantage-, which leads to a grounded combo on hit and is safe on block and will sideswitch if close enough. At max range this is + on block, allowing a 5AGuardAllStartup8Recovery20Advantage-4 to beat any non invincible button they try.
- Dyad - Soul Cross 5M~5M
The Ghostblade very quickly rushes to the Ghost's destination, where they both attack the enemy simultaneously.
- Only usable after Ghost: Single Strike.
- Very unsafe on block.
- If opponents start acting immediately after 5M, this is a risky but rewarding way to abuse that habit.
- Ghostblade can confirm if 5M hits and use this move on reaction for a full combo from very far away.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90% | +16 |
Ghost Retracer
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 Ghostblade reliant on his Guard CancelGuardAllStartup23RecoveryAdvantage- more than other characters.
- If a Ghost is active from other MS moves, teleports the Ghostblade to the Ghost's current location, even if its mid-air during 236MSGuardAllStartup22RecoveryAdvantage+7, +45.
- Less punishable than Roll, making it an corner escape tool if used properly.
- Useful when baiting guard cancels, as all but Inquisitor's will whiff completely if Retracer is done in time.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M |
Ghost: Sky Slash
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. You can time a throw between both hits for a mixup.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 85%×2 | KD |
Ghost: Phantom Wind
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.
- Can OTG the opponent, launching them back into the air for extended combos. This is the cornerstone of Ghostblade's 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.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×3 | KD |
Ghost: Targeted Hit
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.
- 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.
- 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 used for an impromptu safejump and knowledge check overhead with j.A if done at low height.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 | KD |
Awakening Skill
Phantasmal Slayer
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | KD |
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •