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 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.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.
- 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
Normal Moves
5A
Fast and very long range poke, can be true-stringed into 5B on block.
Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -2 | 30 | 1 | - |
5AA
A decent followup, however it's often better to simply go into 5B after 5A to mitigate pushback on block and combo scaling.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -2 | 30 | 1 | - |
5B
Amazing disjointed poke that can confirm into big damage with 6M. Also true-strings into 6S on block allowing for true pressure resets afterwards with jump cancel j.2S.
Cancel Options: 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -4 | 50 | 3 | - |
2A
Spectre's stubbiest attack but also her fastest.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -1 | 20 | 1 | - |
2B
A far reaching low that can be confirmed into a combo with 6M. Rather unsafe on whiff, so think before throwing this out.
Cancel Options: Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -23 | 40 | 3 | - |
j.A
Has a rather stubby hitbox making it somewhat unreliable as an air-to-air, however it can still serve this role in a pinch.
Cancel Options: j.B, j.S, j.XS, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -4~+15 | 30 | 1 | - |
j.B
Multihitting overhead. Can be cancelled into j.XS on block allowing for varied options on the opponent's wakeup.
- Will always whiff if canceled into from j.1/2/3S at any jump height.
- Both hits are cancellable
Cancel Options: j.S, j.XS, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%x2 | +5~+22 | 30, 40 | 2, 2 | - |
Universal Mechanics
Throw
A+B
Average throw, not much else to really say.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD (+5) | - | 10 | - |
Dodge
6G
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Backwards Dodge
4G
- Has 7 frames more recovery than forward dodge, but the same Invulnerability.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
6B+S
Very, very stubby guard cancel. The second hit can sometimes whiff giving Spectre very little advantage while leaving the opponent close to her.
- Uses 2S’s animation and hitboxes.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
100%, 0% | KD (+12) | - | - | - |
Skills
Shadow Snake Attack
5S
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 | - |
Double Shot
2S
A very potent anti-air. True strings into 4M for guard damage and pressure, and can be used with jump cancel j.1S~S to bait most reversals while retaining plus frames.
- Jump cancellable on block
Cancel Options: 4S, 6S, MP Skills, Jump
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | KD (+37) | 50 | 3, 3 | - |
Deep Dusk
6S
A very slow but massive strike that is used in corner combo routes. On counter hit, it launches via wallbounce from anywhere on the screen, enabling conversions into jump cancel j.XS pickups.
- Jump cancellable on block
- -6 on Daredevil cancel
Cancel Options: MP Skills, Jump
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | -10 | 80 | 5 | - |
Nightfall
4S or j.S Can hit a knocked down opponent off the ground Inflicts hard knockdown on hit The shockwave is a projectile
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
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 () can be cancelled into Rusty Nail, and upwards directions () 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 Inflicts hard knockdown on hit
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 | - |
Hangover
S during 7/8/9 Booze Can hit a knocked down opponent off the ground Inflicts hard knockdown on hit
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 | - |
MP Skills
Daredevil
5M
Activates the Daredevil state, indicated by the 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 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 |
---|---|---|---|---|
- | - | - | - | - |
Last Order
5M during Daredevil Can hit a knocked down opponent off the ground
A massive strike that ends the Daredevil state on use. Crumples the opponent on grounded hit, Juggles into a hard knockdown on air hit, and also launches as an OTG.
When Gold cube awakening is active, Last Order can be used repeatedly due to the Daredevil state being active permanently.
- Can be forward dash cancelled
- +19 on dash cancel
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | Crumple (+?) | 100 | - | - |
- +19 On-block when dash cancelled
Wildflower
2M or 623M Counters moves that are not projectiles, throws, or lows Inflicts hard knockdown on hit
Knocks the opponent down on successful counter, allowing Spectre to combo with an OTG. This can convert into a full damage combo in the corner with 4M, or midscreen with Last Order. Against some characters, a microdash is needed before Last Order for the attack to reach.
Microdash: | BRZ, RNG, SWI, ENC, KNO, DRK, LOS, SPC, BTM |
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 100%x5, 50% | HKD (+52) | - | - | - |
Shaker Blast
6M or 236M
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 The initial strike portion forces a knockdown Can hit a knocked down opponent off the ground The whirlwind portion is a projectile
An expensive but highly plus special for block pressure and excellent OTG pickup combo tool. The tornado can also nullify projectiles if Spectre is given a sufficient opening to set it up.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%x7 | KD (+63) | 50, 10x6 | - | 5 |
Catharsis
j.M Can hit a knocked down opponent off the ground The whirlwind portion is a projectile
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 |
Awakening Skill
Testament
AS Can hit a knocked down opponent off the ground
Has good reach, making it easy to catch falling opponents during Spectre's many juggle routes. Despite appearances, it can also hit OTG.
- Can be linked into from Wildflower while in the corner.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | HKD (+2) | - | - | - |
- Awakening Flash freezes the game for 75 frames (1.2525 seconds) starting at Frame 3.