DNFD/Ghostblade

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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 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.

In pressure, Ghostblade makes use of the Ghost summoned from 4MDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+, 6MDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45, 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. 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 2MDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage-, 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 5SDNFD Ghostblade 5S.pngGuardAllStartup15Recovery16Advantage-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 RetracerDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage- to teleport to its position.

Pros
Cons
  • 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 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 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 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.
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.

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
DNFD Ghostblade Portrait.png
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

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 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
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.
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 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
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.
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 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%
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 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 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

Guard Cancel

B+S

Special Moves

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. 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
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. 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
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.

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 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 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 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 as your meaty.

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. 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 214MSDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+ 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
No results

MP Special Moves

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. 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 4SDNFD Ghostblade 4S.pngGuardAllStartup22Recovery37Advantage-15, which itself has no true strings into. Is always safe 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 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 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 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 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.

  • 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
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. 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
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 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
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.