DNFD/Spectre

From Dustloop Wiki

Overview

Overview

Spectre is a well-rounded, high mobility character that uses her long range, grapple hook, and powerful specials to control the battlefield.

Spectre has large normals that allow her to engage from far ranges safely. Both her 5A and 5B have great range with speed to match, and her lows are both fast (2A) and long-range (2B). Her S attacks are also fantastic; Nightfall is an evasive projectile, and Deep Dusk is a near full screen stab that's jump cancelable on hit and wall bounces on Counter Hit, making it a powerful tool for whiff punishes and space control. It's often used in conjunction with Booze, a multidirecitonal tether that allows unique follows up depending on which direction is used (Rusty Nail and Hangover). Combined with Booze's low recovery, Spectre has a strong advantage in air to air situations and can set up fuzzy pressure on opponent wake ups; her ability to punish mistakes from a distance and turn it into dangerous close range pressure is incredible.

Her MP skills are no slouch either. Shaker Blast has fantastic range, recovery and conversion ability, Blending Pain is great as a pressure tool and OTG pick up (with Catharsis sharing similar qualities), and Wild Flower is a strong, consistent parry reversal with strong combo potential. On top of this, her 5M, Daredevil is a fantastic install skill that grants her increased damage and allows for MP Specials to cancel into each other, but its real claim to fame lies in Last Order. While Last Order ends Daredevil state on use, it's a devastating, high-damage MP Special that causes crumple on normal hit, juggles into hard knockdown on air hit, can OTG, and is dash cancellable to boot, making it one of the best and most versatile punish tools in the game. Her DNFD Gold Cube.png Gold Awakening, License, only amplifies this power, as it grants her permanent access to Daredevil for the rest of the round.

Spectre's weaknesses lie in her committal offensive options that leave her in high recovery, as well as her reliance on Mana to convert off of her long range hits, leaving her mana-less conversions sorely lacking. If you desire a character with great range, high movement, strong pressure, mix ups and comeback potential, Spectre is the choice for you.
Spectre
DNFD Spectre Portrait.png
Health
950
Guard Gauge
950
MP Regen Rate
15 /second
Prejump
4F
Backdash
??F
Unique Movement Options
Booze
Fastest Attack
2A (7f)
Reversals
2M (Counter)

 Spectre is classified as a Standard type. She is a well rounded character with strong mobility, long range, large plus on block specials, strong okizeme, mix up, and devastating punishment from afar.

Pros
Cons
  • Fantastic Reach: Spectre has various long reaching tools, with normals, Skills, and MP Specials that can connect from long distances.
  • Aerial Superiority: Thanks to Booze and its various cancels, Spectre has a great degree of control over her aerial position, with access to many tools to punish opponents attempting to outmaneuver her. When forced to remain grounded, Spectre is still capable of controlling a majority of the airspace in front of her with tools like 5B, 5S, and 6MS.
  • Combo-ability: Spectre is adept at converting her many long range attacks into damage and an advantageous knockdown.
  • Parry Reversal: Due to having a parry and not a DP, there are situations which Spectre must rely on universal defensive mechanics where a traditional DP would otherwise save her.
  • Committal Offense: Spectre's best pokes, such as 5S and 6S, have very long recovery and are thus susceptible to being punished on whiff or after an opponent's roll.
  • Mana Reliant: Unless starting from point-blank, Spectre lacks a meterless method for capitalizing on her pokes for good damage from midscreen.
  • Low Damage: Even on her most difficult to execute combo routes, Spectre struggles to dish out the highly lethal damage that her poor defense often leaves her susceptible to once the tables have turned.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: License DNFD Spectre Awakening Icon.pngDNFD Movement Speed Up Icon.png
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
DNFD Daredevil Icon.pngBuff granted by Daredevil. Increases damage output and allows Spectre to cancel her MP skills into eachother. Daredevil is permanently activated for the duration of the round.
Movement Speed Increased.
DNFD Clear Cube.png Awakening Effect: Trace DNFD Increase Damage Icon.pngDNFD Movement Speed Up Icon.pngDNFD Guard Damage Up Icon.png
Awakening Effect: activates when entering Awakening mode at 50% HP or less.
Damage on hit increased.
Movement speed increased.
Increased Guard Gauge damage dealt.

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Shadow Snake Attack

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
104 All 15, 6, 6 2, 2, 2 42 -28 none

Three fast pokes that cover a large area of the screen.

Terrible on whiff - If the second hit of 5S whiffs, Spectre is open to being parried by characters that have one. When spaced, the second hit will often whiff on crouchers. Cannot true string into 6S, and thus should not be relied upon for resetting pressure.

  • -16 on Daredevil cancel.

Cancel Options: 4S, 6S, MP Skills

Proration On-Hit Guard Damage MP Gain Level
80%x3 -18 30x2, 40 2, 2, 2 -
No results

Double Shot

2S

Deep Dusk

6S

Nightfall

4S or j.S DNFD OTG Icon.pngCan hit a knocked down opponent off the ground DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD Projectile Icon.pngThe shockwave is a projectile

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
Nightfall 144 All 27, 2 4, Until Corner 30 -10~ none
Nightfall (Airborne) 144 All 27 + Until Landing, 2 4, Until Corner 30 -10~ none

Backflips a bit less than one backdash's distance away before striking the ground and firing a projectile that travels fullscreen along the ground. Can be used during corner pressure to safely bait and punish any attempts to roll out of the corner.

  • Must connect with the strike portion in order to cancel into MP skills
  • The strike and projectile both hit OTG
4S

Spectre can conversion cancel the backflip startup for a quick overhead with j.B. The first hit can be canceled with Daredevil for a hard knockdown.

Cancel Options: MP Skills


j.5S

The same move as 4S but in the air. Can be used to bait anti-airs without spending Mana. Additional cancel options compared to 4S gives 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.5S some usage in advanced corner combo extensions.

Cancel Options: 4S, 6S, MP Skills

Version Proration On-Hit Guard Damage MP Gain Level
4S 80%x2 -5~ 50, 30 3, 3 -, 3
j.S 80%x2 -5~ 50, 30 3, 3 -, 3
  • 5-18f airborne

Booze

Any Direction + j.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
- - 8 + Travel - Total 15~37 - none

A character-defining movement option. Fires her smaller sword in any direction like a grappling hook. When fired in a horizontal or downwards direction. Spectre begins air dashing towards the projectile once it reaches the edge of the screen or the floor. When firing in an upwards direction, Spectre begins travelling as soon as the projectile goes offscreen.

After Spectre begins moving, horizontal and downwards directions (41236) can be cancelled into Rusty Nail, and upwards directions (789) can be cancelled into Hangover. Additionally, the dash can be cancelled using j.B or j.A to retain the momentum gained and travel large distances or quickly access overhead options in the corner.

If not cancelled, Spectre recovers in the air at the end of the dash (this nullifies all momentum), allowing her to take regular air actions (besides another j.XS)

Spectre can use the speed at which 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.2S allows her to land from jump cancellable skills such as 6S to drastically reduce the attack's recovery, rendering them much safer on block and opening up many advanced combo routes.

  • The projectile has no collision and deals no damage.

Cancel Options: j.A, j.B, j.6S~S, j.8S~S, j.M

Proration On-Hit Guard Damage MP Gain Level
- - - - -
  • Startup time refers to start of projectile spawn
  • Recovery time refers to total duration of projectile travel and forced movement
  • Starts movement 1f after the projectile connects with a wall or floor
  • Actionable immediately after recovery

Rusty Nail

S during 4/1/2/3/6 Booze 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
120 All 15 3 Until Landing + 1 ~+10 none

Spectre briefly slows down in the air before attacking with Obsidian, her nodachi. Sees liberal use across Spectre's combo routes, and is also a potent pressure reset tool after 6S. Can easily convert into a combo with j.M on a grounded opponent, or 4M on an air hit.

  • Inherits a portion of Booze's horizontal momentum. (Vertical momentum is completely halted)
  • Must be input in between the startup and end frames of Booze (while Spectre is traveling) to avoid getting j.S while recovered.

Cancel Options: j.M

Proration On-Hit Guard Damage MP Gain Level
80% HKD (~+56) 50 5 -
No results

Hangover

S during 7/8/9 Booze DNFD OTG Icon.pngCan hit a knocked down opponent off the ground 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
120 All 1 + Until Landing 4 25 +2 none

Halts Booze's momentum and falls downwards, striking the ground upon landing.

Used in corner combo loops in conjunction with Last Order dash cancels, or converting midscreen off of a counter hit 6S or conversion canceled 6M. When midscreen, some juggles with Last Order dash cancels can combo into Hangover with a precisely timed j.8S.

Hangover can be canceled into j.5S at any point, including immediate startup, which can make it difficult to mash out precise j.7/8/9S~S timings.

  • Similar to Rusty Nail, Hangover retains some of Booze's horizontal momentum.
  • Must be input in between the startup and end frames of Booze (while Spectre is traveling) to avoid getting j.S while recovered.
Proration On-Hit Guard Damage MP Gain Level
80% HKD (+60) 100 5 -
No results

MP Skills

Daredevil

5M

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.
- - 1 - 30 - none 50

Activates the Daredevil state, indicated by the DNFD Daredevil Icon.png icon being active.

Daredevil increases Spectre's damage on hit and allows her to cancel her MP skills into other MP skills while also granting access to Last Order. Daredevil lasts for [x] frames and consumes no mana; once Last Order is used or time elapses, Daredevil State ends. The exception to these two rules is when DNFD Gold Cube.png License is active, which gives Spectre permanent Daredevil State.

  • Daredevil State activates instantly on pressing 5M, allowing Spectre to conversion cancel it to act sooner.
Proration On-Hit Guard Damage MP Gain Level
- - - - -
No results

Last Order

5M during Daredevil DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Wildflower

2M or 623M DNFD Counter Attack Icon.pngCounters moves that are not projectiles, throws, or lows DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Shaker Blast

6M or 236M

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.
147 All 15 20, 3, 3 15 +1 none 40

Her main conversion tool off of most hits. Also a powerful anti-air due to its relatively quick startup and the space that it covers on screen.

Can link from her 4S projectile in some circumstances, such as on a long range counter hit, or if it hits an opponent out of the air.

  • Spectre recovers in the air, allowing air actions afterwards.
  • Retains a portion of Spectre's dash momentum.
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%x6 KD (+67) 15x4, 30x2 - -
  • Recovers airborne
  • -23 on block if no air action is taken

Blending Pain

4M or 214M DNFD Knockdown Icon.pngThe initial strike portion forces a knockdown DNFD OTG Icon.pngCan hit a knocked down opponent off the ground DNFD Projectile Icon.pngThe whirlwind portion is a projectile

Catharsis

j.M DNFD OTG Icon.pngCan hit a knocked down opponent off the ground DNFD Projectile Icon.pngThe whirlwind portion is a projectile

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.
153 All 28~40 30 Until Landing + 25 +15 none 60

The primary way Spectre converts off of j.6S~S hits via the OTG pickup. Can also whiff punish if the opponent tries to anti air some Booze movement, or create a mixup opportunity thanks to the plus frames on block.

Although it lingers for less time than 4M, the tornado can be used to block projectiles.

  • The first hit is considered a strike, and will lose to parries such as Grappler's 2M
  • Startup varies based on the height it's performed from.
  • Launches on normal hit and on OTG.
Proration On-Hit Guard Damage MP Gain Level
90%x7 KD (+72) 40, 15x6 - 5
No results

Awakening Skill

Testament

AS DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Colors

DNFD Spectre Color 1.png
DNFD Spectre Color 2.png
DNFD Spectre Color 3.png
DNFD Spectre Color 4.png
1
2
3
4
DNFD Spectre Color 5.png
DNFD Spectre Color 6.png
DNFD Spectre Color 7.png
DNFD Spectre Color 8.png
5
6
7
8

Navigation

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