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
  • Neutral King: Every one of Ghostblade's normals posess extraordinary range, some level of disjoint, or are very fast despite how far they go.
  • Ghost Neutral: Ghostblade's MS Skills are amazing screen control options, such as 236M keeping them from safely being able to jump. Ghost: Single StrikeDNFD Ghostblade 5M.pngGuardAllStartup21RecoveryAdvantage-3(point blank) into Dyad: Soul Cross is also an amazing whiff punish tool.
  • 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.
  • Weak Defense: Ghostblade's reversal is not a DP and not invincible from the first frame. This combined with his low HP means he struggles on defense without resources to spend on Guard Cancel.
  • No Dedicated Anti-Air: Ghostblade does not have a grounded attack that hits directly above him, forcing him to commit to an air-to-air or sit there and block.
  • Fragile Ghost: The Ghost that is summoned with 214M, 236M, j.M, and 5M can be killed in one strike, ending the rest of the move.

Each of Ghostblade's MP Skills, with the exception of Ghost RetracerDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage-, will summon their soulbound Ghost onto the battlefield and fight alongside them. The Ghost can strike independently of Ghostblade, and even cut down projectiles, but it can also be attacked, disappearing instantly if struck by any attack, without absorbing the hit in the process.

By using Ghost RetracerDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage-, Ghostblade can teleport to the exact location of the Ghost and end its current action. This allows Ghostblade to reposition extremely quickly by using the Ghost to set up positions.

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Increases damage dealt to opponents by 10%.
Ghostblade
DNFD Ghostblade Portrait.png
Health:950
Guard Gauge:950
MP Regen Rate:12
Prejump:
Backdash:
Unique Movement Options:Ghost Retracer

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

At 8 frames this move isn't fast but goes very, very far. Despite the looks, no one can low profile this, making it very free to put into your pressure strings.

  • Confirm starter, combo routes should be adjusted to account for reduced untech times.
  • Quite minus but the delayable gatlings into literally any other move make it unfavorable to press buttons after.
  • Inconsistent anti air.
Proration On-Hit Guard Damage MP Gain Level
60% -1
No results

5AA

5B

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

Your low jab. 2A is only average in statup, losing to some characters' abare, but just like his 5A, the range is kind of absurd for a move with only 7 startup frames.

  • Quite disadvantageous, if unpunishable, and the good followup options make it hard to mash against.
  • Confirmable combo starter, but your routes sometimes need to be adjusted for the prorated untech times of later hits.
Proration On-Hit Guard Damage MP Gain Level
60% -4
No results

2B

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

Decent startup and range, the hitbox makes it your jump-in button. Also useful as an avenue from air-to-air j.A to j.S.

  • 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, Launcher, Ghostblade, Hitman.
  • Hits standing opponents universally on the way up, which can make it useful as a throw tech bait.
Proration On-Hit Guard Damage MP Gain Level
75%
No results

Universal Mechanics

Throw

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 your mixup. 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, your best option after is 5A while inputting 5B, and holding block. This will whiff on several reversals and keep you safe, start pressure or a combo on mash, and even catch jump, while still having an option to pressure or punish the opponent for rolling.

Proration On-Hit Guard Damage MP Gain Level
0% HKD(+3)
No results

Guard Cancel

Special Moves

Ultimate Phantom Slash

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 multiple times in a wide horizontal area around the Ghostblade.

  • 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. While unsafe on block, this threat 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.
Proration On-Hit Guard Damage MP Gain Level
80%×4 KD
No results

Spectral Eradication

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 and crumples the opponent on counter hit, allowing for a full combo if you dash in afterwards regardless of the distance.

  • Good neutral tool but very punishable on whiff or roll.
  • +10 on regular hit, allowing for links up close.
  • Launches far on air connect but leads to a very advantageous knockdown in the corner.
  • Key combo tool in the corner, allowing for followups on air hit on high connect.
Proration On-Hit Guard Damage MP Gain Level
80% +10
No results

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.

  • Does not combo into MP moves, but can combo into Awakening Skill.
  • 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

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. Combo tool and ender for easy safejumps with its hard knockdown. Cancelable into MS moves to allow combo extensions or a safe pressure ender.

  • Options and routes depend on height.
    • At higher connects from 4S, can be followed with 236MSDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45 , but 214MSDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+'s ability to hit OTG makes it a consistent followup.
    • At high hits the safejump needs to be delayed to be true, while in certain combos you can simply hold 9 to guarantee it.
  • 0 on block if cancelled into 623MSDNFD Ghostblade 623M.pngGuardStartup19RecoveryAdvantage-, which can be combined with the threat of 5M to cheaply reset pressure or tick throw on an overly defensive opponent.
Proration On-Hit Guard Damage MP Gain Level
80% HKD
No results

Cross Slash

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. Launches on hit, allowing for a combo. Used during 4M loops to extend combos.

  • Advantageous on block, allowing pressure resets if the opponent is defensive enough.
  • Can be cancelled into from air normals, which is useful in some combos or rarely in pressure, as this can be DP'd.
  • Cancels into MP moves.
  • It's airborne which makes it good against throw tech attempts or mixups, leading to a counterhit punish.
  • Has 2 hits, but if done instantly after jumping only 1 hit connects, though comboing is still possible.
Proration On-Hit Guard Damage MP Gain Level
80%×2 KD
No results

MP Special Moves

Ghost - Single Strike / Dyad: Soul Cross

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
Ghost - Single Strike 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.
  • A frame trap from pressure tools.
  • Depending on resource, can lead to outright disgusting damage on counterhit, with Soul Cross getting you in if you see a hit.

Dyad - Soul Cross 5M~5M

The Ghostblade very quickly rushes to the Ghost's destination, where they both attack the enemy simultaneously.

  • Only usable after Ghost: Single Strike.
  • Very unsafe on block.
  • If opponents start acting immediately after 5M, this is a risky but rewarding way to abuse that habit.
  • Ghostblade can confirm if 5M hits and use this move on reaction for a full combo from very far away.
Version Proration On-Hit Guard Damage MP Gain Level
5M 90% +16
No results

Ghost Retracer

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. If a Ghost is active from other MS moves, teleports the Ghostblade to the Ghost's current location. Despite sharing an input commonly reserved for invincible reversals, the move has very little invincibility and it is not in the early frames, which makes the displacement itself the moves's best quality.

  • Not and anti air per se, but is less punishable than roll, so useful at dealing with jumpins that Ghostblade has a hard time contesting.
  • Useful when baiting guard cancels, as all but Inquisitor's will whiff completely if Retracer is done in time.
  • Corner escape tool.
  • Mixup tool, as no matter what MS move summoned the ghost, you may teleport to its location, even if that's midair.
Version Proration On-Hit Guard Damage MP Gain Level
623M
No results

Ghost: Sky Slash

Ghost: Phantom Wind

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.

  • The Ghost can be attacked to end the rest of the attack.
  • The Ghost does not go through projectiles.
  • Can OTG the opponent, launching them back into the air for extended combos.
  • There is a gap between each hit where you can throw the opponent, and since this move catches jumping they are forced to tech your throw, which you can bait with risng j.B.
    • In the gaps there is a window to use the instant overhead j.B on the characters it works on.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×3 KD
No results

Ghost: Targeted 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.
60, 80 All 34 +39, +95 none 50

Summons the ghost after a delay, dealing a falling strike followed by an uppercut slash. One of your main oki tools and optimal combo filler moves, as it's realatively cheap and quick to come out if done right after jumping.

  • Using it halts all air momentum and it also lets Ghostblade attack almost imediately after, which can help bait more committal anti-airs that whiff above a certain height.
  • Can be cancelled into from j.A and j.B which allows for repeated, if reactable, overheads to check the opponent's defense.
  • Rising counter hit j.B actually combos into itself and a full combo, if you cancel it into this and then use j.B again immediately after. This is useful as a throw tech punish.
  • Can be used for an impromptu safejump and knowledge check overhead with j.A if done at low height.
Proration On-Hit Guard Damage MP Gain Level
90%×2 KD
No results

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
B-Type Color (DFO)
4
C-Type Color (DFO)
DNFD Ghostblade Color 5.png
DNFD Ghostblade Color 6.png
DNFD Ghostblade Color 7.png
DNFD Ghostblade Color 8.png
5
D-Type Color (DFO)
6
7
8

Navigation

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