- Mavado (-50 HP)
-“Nindrop” (U+K) or “Best Feet Forward” (D+K) can be easily inputted on reaction or buffered after certain moves that put opponents in an airborne state (i.e. 123, 222, F212, B34, B4) to convert into meterless juggles off of various situations without having to spend Kameo Gauge on block or meter on hit (allowing him to better conserve meter for Killer swaps); this can also enforce Ghostface’s B3 restand vortex between his 20f special-cancellable Overhead B2 and his 13f Low knockdown sweep B4 or B34 (as well as his command grab options), guaranteeing him kombo conversions after every successful mixup with little to no risk.
-“Trap Drop” (K) Ambush grants Ghostface a kombo and/or B3 vortex from all Basic and command Throws (often without even needing a to interrupt Ghostface out of the animation causing him to fall down), as well as other moves with a locked attack animation that cause an extended “fall-down” or technically leave opponents OTG (i.e. DF31, EX DF32, etc.)
-“Nomad’s Touch” (B+K) jails when used as a Summon Cancel after s22 which allows him to condition the opponent and discourage them from crouching the (1+3) string ender, another High that launches the opponent upward allowing for a jump-cancel follow-up into a full kombo
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- Sektor
-“Up Rocket” (K) Ambush setups after a B3 restand vortex improve his mix by allowing for block pressure or kombo conversion on hit after safe options such as his 20f Overhead B2 and 13f Low sweep B4; landing a missile after B2 leaves the opponent standing with just enough hitstun to allow Ghostface to quickly link into a follow-up kombo, while landing a missile after B4 triggers a ground-bounce launch
-“Homing Missiles” (hold K) allow Ghostface to convert into a kombo and/or B3 restand from all Basic and command grabs (BDF1, DF42, EX DB4) as well as other move animations that cause an extended “fall-down” state or technically leave the opponent OTG (i.e. DF31, EX DF32, etc.) if timed properly to connect the successive missiles and leave them in slightly extended hitstun; interrupting many of these moves may cause Ghostface to fall out of the animation and land on the ground away from the opponent requiring him to precisely time a ranged attack upon standing (i.e. microdash F2) in order to link into a kombo, although using homing missiles to interrupt a “Killer swap” Back Throw leaves him much closer to the opponent upon standing back up which allows him to execute faster/easier kombo conversions
-“Straight Missile” offers Ghostface another fullscreen Fatal Blow option, allowing him to choose between a High hitgrab that tracks behind the opponent or a Mid projectile that tracks straight in front of the opponent
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- Scorpion
-Close/Mid/Far “Fire Breath” (K/D+K/U+K) Ambush assists allow Ghostface to convert various attacks into meterless juggles if properly timed and/or placed, such as moves that put the opponent in an airborne state even if just for a brief moment before the knockdown or restand (i.e. B3, B4, B34, 123, 222, F212, 444), as well as various command grabs and locked attack animations that cause an extended “fall-down” if the aerial-only projectiles connect against the opponent before their hurtboxes fall too low to the ground (i.e. BDF1, DF42, EX DB4, EX DF31); his “Killer swap” Back Throw can also be converted into a juggle kombo by inputting the Mid (D+K) version a split moment after seeing the swapped killer’s follow-up stab connect on the opponent
-“Aura Of Flame” (hold K during any Fire Breath) can be used instead to amplify Ghostface’s own dmg output mid-kombo by inflicting steady DOT on the nearby opponent (as long as he is close enough to Scorpion when the flame is triggered), guaranteeing him extra meterless dmg in kombo routes that all generally keep him close as well as being able to inflict unavoidable dmg after the kombo ends and/or a B3 restand is applied; this assist can also potentially be directed at farther distances to inflict 5% unblockable dmg, which will not cause a hit reaction but can still give Ghostface a way to attack the opponent from longer ranges
-“Hell Blades” (F+K) provides Ghostface with a hit-confirm crumple stun that allows him to start/extend kombos especially when special-cancelled after B3, with the restand preventing Scorpion from causing a ground-bounce instead of a crumple (as well as the crumple stun being allowed twice per kombo); this assist may also allow him to mixup the opponent with Overhead/Low gimmicks (despite the slow Overhead creating gaps when used as a Summon Cancel) by establishing mindgames between performing the full gapless B34 string, fake “delaying” the second Low hit by performing B4 after B3, and cancelling B3 or B2 into (F+K) for the Overhead/double-Overhead
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- Darrius
-adds +50 HP
-B3’s restand animation slightly lifts the opponent off the ground allowing for Darrius’ “Heelturn” (D+K) Ambush that is normally only available on knockdown to be called in after restand kombos (as well as after simple B3 Mid checks in the neutral), which greatly increases Ghostface’s vortex potential by allowing him to set up his Overhead/Low mix and enforce block pressure in standing situations without needing to land a knockdown as usual; this also allows him to set up easy kombo routes from his mixup options especially his Overhead B2 and/or Darrius’ Low sweep option “Ground Invitational” (i.e. B2>DB4 timed with “Ground Invitational” connecting between the two hits to leave the opponent standing with enough hitstun for a full kombo conversion, B2 connecting just after this Low assist sweep causing a ground-bounce instead for a juggle conversion, 123 into the Low sweep allowing B3 to connect if properly timed to hit the opponent just before falling down, etc.)
-“Tornado Kick” (K) Ambush grants Ghostface potential for kombo conversion and/or restands from all Basic and command throws as well as similar animations (i.e. DF31) depending on the timing/spacing of the input along with the move’s animation, sometimes having longer “knife-wipe” recovery animations that require the move to be interrupted at specific moments which will knock Ghostface down while he still has the knife and require him to properly time and/or space an attack upon standing back up (i.e. s2/F2/B3); this assist can also allow Ghostface to convert into a full kombo from other attacks that leave opponents in an airborne state (i.e. 123, 222, F212, B4/B34, etc.) as well as cover potential gaps in his strings and interrupt the opponent’s attempt to attack/armor through his offense (or make himself safe/plus on block after certain moves), in any case allowing him to also follow-up with “Double Whammy” (K>B+K) granting him an armored jump-cancellable launcher (to start/extend kombos or simply be cancelled into Twister Kicks and refill gauge), or alternatively allowing him to follow Tornado Kick with “Volleyballistic” (K>F+K) and setup his usual “Heelturn” mixup routes on oki but with Darrius’ Overhead option also changing into a launcher that allows him to convert from his own Low options with proper timing rather than with Darrius’ “Ground Invitational” (i.e. B4, B34, 123, DF41, etc.)
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- Sareena
-adds +50 HP, as well as an invulnerable reversal option with “Demonic Dance” (U+K) which is -3 on block and makes up for Ghostface’s armor reversal forcing him into Prone stance
-“Jataaka’s Blessing” (D+K) Ambush greatly increases Ghostface’s dmg output while inside the circle, as well as passively gaining him meter; as the rune tracks to Ghostface’s location when called, he can choose to use this assist at any point onscreen in order to regain valuable meter
-“Kia’s Blades” (B+K) and “Old Moon” (F+K) give Ghostface simple but reliable projectile options to assist his lack of zoning capabilities; the final blade hits of Kia’s Blades can also be used to link into a full kombo (especially connecting against standing opponents), which can lead to easy kombo loops and/or B3 restands as well as meterless dmg