Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | 1 | 24 | 21 | 50 | 7.5 | H | +13 | -5 | -5 | - |
The Terror of Woodsboro
"The many killers who have worn the Ghost Face mask all share a horrifying trait: they take perverse joy in inflicting pain and taking lives. Armed with a menacing knife, an encyclopedic knowledge of horror films, and a psychopathic compulsion to torture, Ghost Face has become an infamous symbol of terror. No sooner did Ghost Face arrive in the New Era, then dead bodies began to pile up. Panic has seized the realms as its citizens fear for who might be this serial killer’s next victim."
Ghostface is a Rushdown/Mixup killer with a unique "3-in-1" design; he begins as the original Woodsboro Slasher, but as the rules of the Scream franchise dictate that there is always more than one killer, he also enlists the aid of two anonymous Black Dragon mercenaries (the Enforcer and the Assassin) to assist him. Ghostface has generous hitboxes and/or forward reach on his knife-based normals; his gameplan focuses on playing neutral/footsies with these buttons and converting single-hit mixups/Throws (with special cancels or Kameo assists) to begin a kombo and end it with his B3 normal, a fast Mid that restands the opponent with enough advantage to create a vortex that sets them up to guess again. During many abilities that may call an alternate Ghostface onscreen, the character is able to establish further mixup potential by Swapping into the place of another Ghostface killer, spending 1 bar of meter (only required for non-EX moves) to have the swapped killer take his place and gaining new abilities based on the selected killer. His EX specials that allow him to start and extend kombos, as well as his “killer swaps,” make him a very meter-intensive character with decently high reward.
Strengths | Weaknesses |
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AKA "the Woodsboro Slasher," AKA Billy Loomis. Ghostface starts every round with this identity active. If another identity is active, they will switch back to this one after 10 seconds have passed, they are hit by an attack, they land Back Throw, or activate Backstage Pass, whichever occurs first. The Identities have access to the majority of the Original's move list; exceptions will be noted.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | 19 | 18 | 20 | 3 | H | +17 | +1 | +1 | - |
A simple jab, with a simple and decently fast followup. Not bad for antiairs, and catching with S1 can be followed up with 221+3 or B3 into EX Swap to continue the combo. Two followup options:
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | 23 | 29 | 20 | 3 | M | +13 | -8 | -8 | - |
It's a good crouching jab. Especially useful to Ghostface because in their base identity, they can tick throw into Father Death (the command grab) or cancel into Psychotic Dive for a mid vs. grab 50/50 - once the enemy starts respecting the 50/50, they can do no cancel into standing normals to steal a turn. Not as big a part of the offensive gameplan in the other two identities, but Enforcer can still cancel D1 into EX rekka to try and armor through their counterpoke and possibly start a combo (for two meter spent).
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | 25 | 19 | 30 | 4.5 | H | +17 | -5 | -5 | - |
Important general purpose string with decent reach. 221+3 is a crucial part of nearly every Ghostface combo, giving him a jump cancel and decent damage, while being easily confirmable and safe on block. 222 is a rare example of a string cancellable on the third hit, expanding its utility in combos and pressure.
Every identity finds a unique way to use this string; the original can tack on the run stance at the end of all three hits to get a frametrap, a command grab mixup, or a pickup if the final hit happened to connect. Enforcer's first hit of 222 starts up in 6 frames, allowing for -7 punishes, and can lead the safe three hit string into a safe three part rekka for an extended confirmable blockstring. Assassin can combo from the suspend of 222 with a knife stance cancel.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 3 | 43 | N/A | 140 | 21 | H | +25 | -4 | -14 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
14 | 2 | 27 | 27 | 50 | 7.5 | H | +15 | +3 | +3 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | 23 | 22 | 20 | 3 | L | +13 | -8 | -8 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | 1 | 24 | 21 | 50 | 7.5 | H | +13 | -5 | -5 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | 3 | 22 | 29 | 30 | 4.5 | M | +13 | -3 | -3 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | 3 | 22 | N/A | 70 | 10.5 | M | +31 | -5 | -5 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | 30 | 26 | 30 | 4.5 | - | +11 | -10 | -10 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
9 | 3 | 39 | 14 | 50 | 7.5 | OH | +4 | -16 | -16 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
11 | 3 | 39 | 17 | 50 | 7.5 | OH | +4 | -16 | -16 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 8 | 39 | - | 70.00 | 10.50 | Overhead | 4 | -24 | -24 | - |
No results
The Original Ghost Face Killer can use his Back Throw, Backstage Pass, its variants, and Always Outnumbered to switch to their alternate Identities: the "Black Dragon Enforcer" and the "Black Dragon Assassin." During these attacks, hold the Throw button for the Enforcer and Stance Switch for the Assassin. The identities lose access to the Original's Father Death, Psychotic Rush and Psychotic Dive special moves but retain everything else in the default moveset.
Hold Throw during certain moves
AKA Kobra. Gains a 6f S2 and an additional string, 214, alongside 222 and 221+3, as well as Horrorshow, a rekka attack, and Windmill Kick.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | 25 | 17 | 30 | 4.5 | H | +17 | -5 | -5 | - |
AKA Kira. Gains a slightly faster Overhead B2 that extends to B211, alongside projectiles with Knife Toss (which is cancellable for combo extensions and pressure) and (Air) Knife Toss, Nightshade, a restanding projectile that Stuns when enhanced, and Kano's Black Dragon Ball.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | 14 | 25 | 44 | 49 | 7.5 | OH | +13 | -7 | -7 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
24 | 3 | 90 | - | 350 | 17.5 | H | +17 (KD) | -60 | -60 | See note |
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