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 5MGuardAllStartup21RecoveryAdvantage-3(point blank), a fullscreen projectile which he can react to and hit confirm into 5M~MGuardAllStartupRecoveryAdvantage-12 for a crumple on normal hit, starting high damage combos that reliably carry to the corner.
In pressure, Ghostblade makes use of the Ghost summoned from 4MGuardAllStartup40RecoveryAdvantage+, 6MGuardAllStartup22RecoveryAdvantage+7, +45, and j.MGuardAllStartup34RecoveryAdvantage+39, +95 to mix up the opponent in between the Ghost's staggered attacks, threatening strike/throw mixups at any moment. 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; he is the only character in the game who does not have a dedicated invincible reversal or parry, instead having a teleport in his 2MGuardStartup19RecoveryAdvantage-, which is not invincible on startup. This forces Ghostblade to use his slow Guard Cancel to get opponents away from him, which can be baited and punished reliably if used carelessly. In addition, Ghostblade does not have any attacks that hit above him besides the first hit of 5SGuardAllStartup15Recovery16Advantage-21, forcing the use of rising air normals to anti air.
Ghostblade 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 RetracerGuardStartup19RecoveryAdvantage- to teleport to its position.
- Neutral King: Every one of Ghostblade's attacks are disjointed, most are very quick despite their reach, and can be combo'd from in many situations.
- Ghost Presence: Ghostblade's MS Skills are amazing screen control options, such as 6MGuardAllStartup22RecoveryAdvantage+7, +45 keeping opponents from safely being able to jump. 5MGuardAllStartup21RecoveryAdvantage-3(point blank) into 5M~5MGuardAllStartupRecoveryAdvantage-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 threatening 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, he's only okay in close range scrambles, and he lacks a dedicated and reliable anti air, which means Ghostblade generally struggles to defend his weak health pool.
- Fragile Ghost: The Ghost that is summoned with 4MGuardAllStartup40RecoveryAdvantage+, 6MGuardAllStartup22RecoveryAdvantage+7, +45, j.MGuardAllStartup34RecoveryAdvantage+39, +95, and 5MGuardAllStartup21RecoveryAdvantage-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.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Increases damage dealt to opponents by 10%. (both red and white damage are increased)Ghostblade | |
---|---|
Health: | 950 |
Guard Gauge: | 950 |
MP Regen Rate: | 12 |
Prejump: | |
Backdash: | |
Unique Movement Options: | Ghost Retracer |
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2A (7F) |
Normal Moves
5A
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 not 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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -1 |
5AA
Combo and blockstring filler. Slightly more negative than 5A but retains a huge amount of cancel options which makes it similarly scary.
- Cancels from 5A on hit, block, or whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -4 |
5B
Great poke with some forward movement, allowing it to hit from roundstart. Combos into 5MGuardAllStartup21RecoveryAdvantage-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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -3 |
2A
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 to challenge due to the large amount of cancel options despite its poor frame advantage.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -4 |
2B
Combos into 4SGuardAllStartup22Recovery37Advantage-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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | KD |
j.A
Quick horizontal slash. Great air-to-air and the closest thing Ghostblade has to an anti-air (aside from 5A). 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
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 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, Hitman.
- Hits standing opponents universally on the way up, which makes it useful as a throw tech bait.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
A+B
The crux of Ghostblade's mixup. The throw itself is unremarkable and not even very threatening, but the abundance of situations where Ghostblade can force a mixup make it a strong tool nontheless, and Ghostblade also posesses 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 4MGuardAllStartup40RecoveryAdvantage+ 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) |
Guard Cancel
B+S
Ghostblade does not possess an invincible reversal which makes this move very important for him. 0 on hit and quite pricey, which makes the following neutral situation less favorable, however it uses 2S's animation and hitbox, the range of which makes the move just about unable to backfire unless hard baited.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | 0 |
Special Moves
Ultimate Phantom Slash
5S
Slashes four times in a wide horizontal area around the Ghostblade, with a short pause before the final swing. While 5S is very unsafe on block, the threat of cancelling into other moves 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.
- 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 (not 2S).
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×4 | KD |
Spectral Eradication
2S
A massive horizontal slash that reaches a little more than half the screen. Key combo tool in the corner, allowing for followups on air hit (including itself) on high connect. Good neutral tool, but very punishable on whiff or roll. While it's not great in pressure due to being slow and -7, its guard damage is quite high, which makes it a strong pressure ender when you can use it from a range or it's guaranteed, like in 4M pressure strings.
On normal hit, there is rarely reward outside of very close hits, where you can link A normals after, air hits, or during a 4M set. On counterhit however, this move is one of your 2 strongest starters, and can lead to 900 damage or more in awakening, so despite its shortcomings, this move is still a huge threat for the opponent.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +10 |
Drive Slash
6S Temporarily invincible against projectile property attacks Temporarily invincible against throws
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.
- 6S
The first hit. Has brief and unreliable throw invincibility. Very fast for it's range but in exchange it's rarely not punishable 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. Cancels into Awakening skill.
- Using Conversion early can make the move not even fully come out, which is useful as a hardly-reactable, long range throw setup.
- 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. A reliable ender in juggles, but has an awkward tendency to fall out in grounded confirms with highly prorated hitstun. Can once again be cancelled 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 Inflicts hard knockdown on hit Can hit a knocked down opponent off the ground
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 hard to punish due to the potential followups. Inflicts a huge amount of blockstun, so cancelling it into 4M lets you recover before the opponent, which makes this a more or less true pressure reset. A cancel into 2M also leaves you up to +1.
In combos, options and routes depend on height:
Higher connects can be followed with 236MSGuardAllStartup22RecoveryAdvantage+7, +45, and 214MSGuardAllStartup40RecoveryAdvantage+'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 as your meaty.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | HKD |
Cross Slash
j.S Overhead attack. Must be guarded standing Can hit a knocked down opponent off the ground
Downwards midair slash that halts air momentum and launches on hit. 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, same for the frame advantage it leaves you with. 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.
- 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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | KD |
MP Special Moves
Ghost - Single Strike
5M 5M is a projectile attack Dyad: Soul Cross forces a hard knockdown on hit
- 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. Also makes for a strong and safe frame trap from pressure tools. The only move it is a true blockstring from is 4SGuardAllStartup22Recovery37Advantage-15, which itself has no true strings into. Is always safe and becomes up to +3 at max range.
- Cancelable into 623MGuardStartup19RecoveryAdvantage- and 5M~MGuardAllStartupRecoveryAdvantage-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 is a risky but rewarding way to abuse that habit. 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.
- Only usable after Ghost: Single Strike.
- Very unsafe 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 Temporarily fully invincible
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 it still retains the ability to net good reward when utilized correctly.
In neutral, this is probably your best "anti-air", but the reward is obviously non-existent. Can be used preemptively to make ground pokes whiff, then punish them, but even if the opponent doesn't use any, it's not very easy to punish this move on reaction.
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 simply cannot give you. This becomes especially potent when in the corner, where a single mistake by the opponent can lead to them losing their turn and having to endure Ghostblade's strong offense.
- Can also be used to bait Guard Cancels with the displacement or brief invincibility.
Additionally, when done 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 6MGuardAllStartup22RecoveryAdvantage+7, +45 or j.MGuardAllStartup34RecoveryAdvantage+39, +95.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M |
Ghost: Sky Slash
6M or 236M Is a projectile property attack Inflicts hard knockdown on hit
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.
- Second hit will often whiff on crouching opponents and in the corner, but Ghostblade will still be plus enough to keep his turn.
- There is enough of a gap between the two hits to time a throw.
- 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 |
Ghost: Phantom Wind
4M or 214M Is a projectile property attack Can hit a knocked down opponent off the ground
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. 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, and since this move catches jump attempts, they are forced to either reversal or tech the throw, the latter can be easily baited with rising j.B into a combo. Given how difficult it is to use the Block button and Throw Break in tandem, there is potentially a crossup setup per hit if they're trying to hedge against throw attempts with a late throw break, using Roll, 2M in niche, close-range scenarios, or 6S.
- Last hit will always knock down.
- Has enough startup to where if a throw is done immediately after this move, the third hit will connect against a thrown opponent, allowing Ghostblade to combo.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×3 | KD |
Ghost: Targeted Hit
j.M Is a projectile property attack Can hit a knocked down opponent off the ground
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 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, if reactable, overheads to check the opponent's defense.
- In certain routes, most notably after 5M~M, 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 extremely 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 |
Awakening Skill
Phantasmal Slayer
AS
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 S move or regular normal. The ability to hit OTG makes it a good ender after 4S, but can hit after any hit of 6S, sometimes even on grounded connect.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | KD |
Colors
C-Type Color (DFO) |
D-Type Color (DFO) | ||
B-Type Color (DFO) |
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