Is not invulnerable on startup to make up for its great utility. Where Ghostblade tends to struggle is on defense 2M Guard: His combo routes also naturally lead into hard knockdowns that set up powerful Ghost-assisted safejumps into further mix ups. +39, +95 to mix up the opponent in between the Ghost's staggered attacks, threatening strike/throw mixups at any moment, mixing it up with tricky movement from his teleport to force mixups, bait attacks, or reset pressure. In pressure, Ghostblade makes use of 4M Guard: , a teleport that takes Ghostblade to his Ghost's current location in a moment's notice. +7, +45, netting a combo on a correct read, or otherwise putting him advantage, were the opponenet to block it on the ground. Ghostblade can also effectively control the airspace with 6M Guard: 12 for a crumple on normal hit, starting high damage combos that reliably carry to the corner. 3(point blank), a fullscreen projectile which he can react to and hit confirm into 5M~M Guard: He can rule neutral by threatening high damage punishes via his long normals, and 5M Guard: Using MS moves, Ghostblade can command the Ghost to attack independently from himself, making him a master of the neutral and whiff punish game, while also having options to attack and pressure in tandem with the Ghost for close range offense. Ghostblade is a unique space control character who fights alongside his Warrior Ghost counterpart.
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