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 fufill both speed (2A) and range (2B) . Her S attacks are also fantastic, with a evasive projectile in Nightfall and with Deep Dusk being by far one of the best space control and whiff punishes in the game -- a near full screen stab that's jump cancelable on hit and wall bounces on Counter Hit. It's often used in conjunction with Booze, a grapple hook that allows unique follows up depending on which direction is used (Rusty Nail and Hangover). Combined with Booze's low recovery, this gives her a strong advantage in air to air situations and lets her 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.
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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 Mobility: Thanks to Booze and its various cancels, Spectre has a great degree of control over her air position and momentum.
- Combo-ability: Spectre is adept at converting her many long range attacks into damage and an advantageous knockdown from most touches.
- 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: Spectre lacks a meterless method for capitalizing on her pokes for good damage, outside of close ranges in the corner.
Unique Mechanics
Normal Moves
5A
- DNFD Spectre 5A Hitbox.png
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 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.
- 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
Backflips a bit less than one backdash's distance away before striking the ground and firing a projectile that travels fullscreen along the ground.
- Must connect with the strike portion in order to cancel into MP skills
- The strike hits OTG
- 4S
Spectre can conversion cancel the backflip startup for a quick overhead with j.B
- j.S
The same move as 4S but in the air. Has some minor uses in rapidly altering Spectre's jump arc to bait anti air attempts on her other air options, then using the projectile to get some pressure opportunities.
Cancel Options: 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 a grappling hook in any direction. 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 the initial startup, 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, at the cost of being locked out of j.S followups and other air options until recovery or landing.
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)
In corner pressure, Spectre can use IASInstant 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.6S > j.A or j.9S > j.B as quick overhead options since she quickly reaches the wall and recovers.
- The grappling hook projectile has no collision and deals no damage.
Cancel Options: 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
Completely halts Booze's momentum and trajectory, briefly stalling in the air before attacking. A great tool in Spectre's combo routings that involve jump cancels, as IASInstant 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.6S~S knocks down the opponent for a guaranteed j.M OTG.
- Knocks down on hit
- 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 (~+56) | 50 | 5 | - |
Hangover
S during 7/8/9 Booze
Halts Booze's momentum and falls towards the ground at a forward angle, striking the ground upon landing.
Used in corner combo loops in conjuction with 6S jump cancels or Last Order dash cancels.
Hangover can be canceled into j.S at any point, including immediate startup, which can make it hard to use when pressing S multiple times after using j.9S.
- Knocks down on hit.
- Hits OTG
- 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: | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 100%x5, 50% | HKD (+52) | - | - | - |
Shaker Blast
6M or 236M
Use for picking up long range hits like 2B into a combo and knockdown.
- Spectre recovers in the air, allowing air actions
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.
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.
- 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 |
Placeholder
Testament
AS
Has good reach, making it easy to catch falling opponents during Spectre's many juggle routes.
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.
Colors
