DNFD/Ghostblade/Combos

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 Ghostblade
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+MS becomes 236M.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
cc/cv = Conversion Cancel
BRZ =  Berserker
CRS =  Crusader
DRK =  Dragon Knight
ENC =  Enchantress
GHO =  Ghostblade
GRP =  Grappler
HIT =  Hitman
INQ =  Inquisitor
KNO =  Kunoichi
FLA =  Launcher
LOS =  Lost Warrior
RNG =  Ranger
SRK =  Striker
SWI =  Swift Master
TRO =  Troubleshooter
VNG =  Vanguard
SPC =  Spectre
MBR =  Brawler
BAT =  Battle Mage

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic 0MP ComboSafe, reliable, and works as a base for every other combo
Easy

(5AA/2A) > 5B > 2B > 5S(2) > 4S
An easy combo that confirms from all the basic parts of Ghostblade's normal pressure. Works at any screen position and any distance other than the absolute max range of his normals, and creates a hard knockdown, allowing Ghostblade to run his safejump okizeme at closer distances. Can very easily lead into his more extended combos with 4M.

5M~5M ComboBasic combo from one of your best ranged tools
Easy

(Starter) > 5M~5M > 4S
5M~5M is an excellent tool for both neutral and combos with Ghostblade, and being able to turn it into good damage when it lands is one of the keys to success with the character. If you want to keep the same side, you can easily roll through your opponent and continue the combo as normal. End with 4S for a hard knockdown and a safejump, or an extension with 4M. Alternatively, in the corner, launch with 2S, then pick up with 2B > 4S into the rest of your combo. Especially useful when you're in exhaustion after the 5M~5M.

Basic Conversion RecipeUse Conversion to extend combos after Drive Slash
Easy

... > 6S > Conversion, 2B 5S(2) > 4S
Reliable combo from arguably your best use of Conversion in neutral. After the Conversion, many other routes are possible, this one is simply the most consistent.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

4M BnBGhostblade's main MP Skill route
Medium

(Starter) > 2B > 5S(2) > 4S > 4M > 4S (during second hit of 4M) > run up 2B > 4S
The main combo you'll be using with Ghostblade, and it's an excellent one -- it works anywhere on screen, has excellent corner carry, and grants a hard knockdown, which is extremely good for Ghostblade. If you're having trouble getting the 2B > 4S ender to work midscreen, you can follow up with 2B > 6SSS or even just 6SSS on its own.

Corner 2S LoopHigh damage corner confirm and punish
Medium

(Starter) > 5M~5M > 2S > 2B > 4S > 4M > 4S (during second hit of 4M) > 2S > (2S >) 2B > 4S
This corner combo takes advantage of the high launch and untechable spin state on air hit 2S to deal very threatening damage while still ending with a hard knockdown. While it's possible to fit a second 2S in before the 2B > 4S ender, the timing is tricky, so consider it optional.

Air-to-Air BnBGet used to this one.
Medium

(air-to-air) j.A > delay j.B > land 5B > 4S > 4M > 4S (during second hit of 4M) > run up 2B > 4S
Ghostblade has no reliable grounded anti-air, so he instead has to rely on his j.A if he wants to beat aerial approaches. Thankfully, an air-to-air j.A can route into Ghost: Phantom WindDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+ for high reward, good corner carry and a hard knockdown anywhere on screen.

Combo Theory

Ghostblade's combos generally have excellent corner carry, primarily due to tools like Dyad: Soul CrossDNFD Ghostblade 5MM.pngGuardAllStartupRecoveryAdvantage-12 and Ghost: Phantom WindDNFD Ghostblade 214M 1.pngGuardAllStartup40RecoveryAdvantage+, which push the opponent a large way across the screen while still allowing Ghostblade to follow up. As such, he usually wants to route into these tools as often as he can, as his okizeme becomes much stronger in the corner due to safejumps carrying a larger threat. The other primary goal for Ghostblade's combos is to route into an aerial connect Soul StrikeDNFD Ghostblade 4S.pngGuardAllStartup22Recovery37Advantage-15, as in many instances it will allow for an auto-timed safejump with j.9B. Generally speaking, ending combo sequences with 2B > 4S will lead to the correct height for this safejump setup.

Ghostblade's corner combos are highly reliant on Spectral EradicationDNFD Ghostblade 2S.pngGuardAllStartup23Recovery13Advantage-3, which causes a spinning launch state that acts as a soft knockdown, making it a very damaging combo extender when it can be worked in. After the final hit of Ghost: Phantom Wind, it's possible to land 2S twice on most characters, but this requires careful timing on not just the first 2S, but also on the 4S during the second hit of Phantom Wind. As a guideline, you want to land 4S just after the second hit of 4M connects, and you want to slightly delay the 2S afterwards so you get the high connect.

While his MP Skills are quite powerful, the drawback for Ghostblade is that they're quite expensive, so at many points he will have to take less-than-optimal combo routes if he needs to conserve MP and avoid Exhaustion. His best tool for this that still allows for white life removal is Ghost: Sky SlashDNFD Ghostblade 236M.pngGuardAllStartup22RecoveryAdvantage+7, +45, as it only costs 50MP and still allows for routing into a hard knockdown with 4S.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Ranged Corner CH Punish ComboUse this to ruin someone's day for whiffing a DP.
Hard


CH 2S > run up 2S > 2B > 6M > 2S > 2B > 4S > 4M > 4S (during second hit of 4M) > 2S > 2S > 2B > 4S
This can also start from 5M~5M, and doesn't require the counter hit if it does. Does an obscene amount of damage and still routes into a hard knockdown. Requires at least 100MP to start.

MP Conservation RouteFor when you want the white life removal but need to save MP.
Hard


(Starter) > 2B > 6M > run up 2B > 4S
6M is Ghostblade's cheapest MP Skill, and it can be worked into most of his bread and butter combo sequences while still allowing for a 2B > 4S ender. You can also use 6M to extend after an air-to-air with j.A > j.B > j.S. In the corner, use 2S to hit the opponent while the Ghost comes back down, as this will grant the spin launch that will allow you to more easily go for your hard knockdown ender.

Miscellaneous Combos

External References

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