DNFD/Ghostblade

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Overview
Overview

 Ghostblade  Ghostblade is classified as a Gimmicky type. He has many strong poking moves and can send out his Ghost to attack independently. He is able to teleport to his ghost's position with Ghost RetracerDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage-.

Pros
Cons
  • Whiff Punishing: Ghostblade can punish nearly any move on whiff thanks to Ghost: Single StrikeDNFD Ghostblade 5M.pngGuardAllStartup21RecoveryAdvantage-3(point blank) into Dyad: Soul Cross's incredible speed and range.
  • Corner Carry: If being able to rapidly close distance from nearly fullscreen to start combos already wasn't enough, Ghostblade can further carry the opponents with OTG 4M re-launching and juggling them further.
  • Extended Okizeme: Ghostblade can create potent Okizeme situations with 4M and j.M's staggered Ghost attacks enabling safejumps as well as strike/throw and high/low mixups.
  • Weak Defense: While he has a great Guard Counter that reaches nearly fullscreen, Ghostblade does not have access to an invincible reversal or fast close range buttons, making him rely on system mechanics to stay alive on defense.
  • Anti Air Struggles: Ghostblade does not have a grounded attack that hits directly above him other than 5S, which is very committal.
  • Fickle Ghost: The Ghost that is summoned with 4M, 6M, j.M and 5M can be killed in one strike, ending the rest of the move and robbing Ghostblade of his otherwise safe approaches.
Increases damage dealt to opponents
Ghostblade
DNFD Ghostblade Portrait.png
Health:950
Guard Gauge:950
MP Regen Rate:12
Prejump:
Backdash:
Unique Movement Options:Ghost Retracer

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Ultimate Phantom Slash


Spectral Eradication

Drive Slash

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

A dashing Rekka that can only chain into subsequent strikes on hit or block.

  • Does not combo into MP moves, but can combo into the Awakening Skill, Phantasmal Slayer.
  • Can crossup, however, it is easily punishable on block and negated entirely via the Guard button.

Drive Slash 6S

Strike One

  • Placeholder

Drive Slash 6SS

Strike Two

  • Placeholder

Drive Slash 6SSS

STRIKE THREE

  • Placeholder
Version Proration On-Hit Guard Damage MP Gain Level
6S 70% -13
  • Throw and projectile invuln from frame 7 to frame 15

Soul Strike

Cross Slash

MP Special Moves

Ghost - Single Strike

Dyad: Soul Cross

Ghost Retracer

Ghost: Sky Slash

Ghost: Phantom Wind

Ghost: Targeted Hit

Awakening Skill

Phantasmal Slayer

Colors

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

Navigation

 Ghostblade
To edit frame data, edit values in DNFD/Ghostblade/Data.