Mortal Kombat 1/Ghostface

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Introduction

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
  • Opening Night: Many of Ghostface's buttons and strings are solid and hard to contest; of note is a 20 frame Overhead, a solid B4 sweep, and a trivial hit confirm with F21;
  • Sequels and Reboots: B3, aside from being a respectably fast Mid, gives him a restand they can either extend into further grounded damage or just let it rock for plus frames in the opponent's face, his preferred position;
  • Franchising: Ghostface's three variations/identities allow them to apply a wide variety of mixups; command grabs in the default state, overhead-low in Enforcer, and stance cancels in Assassin. B3 and the EX swap allows them to seamlessly flow from one state to another in their kombos.
  • A Formula That Works: Ghostface's combo structure is pretty straight-foward and Kameos like Scorpion or Mavado create openings everywhere, including his command grab;
  • Slow Pace Builds Tension: Ghostface's special attacks and kombos also have especially long animations, giving their Kameo time to regenerate for the next opening;
  • Now In Widescreen: While they prefer to fight up close, Ghostface has several options to harass enemies at long distance, including a fullscreen Fatal Blow;
  • Critic Proof: Swapping identities practically allows them to tank a single hit; while they will take the full damage of the attack, it also makes them very non-committal in their approach when using the Assassin or Enforcer identities;
  • Plodding and Meandering: Compared to other pressure characters like Johnny or Smoke, Ghostface's movement is lacking and their long range normals are pretty slow, making their neutral game rough;
  • Lacks Range: Their fullscreen options are also quite slow and only the Assassin Ghostface has access to any projectile, so they're reliant on Kameos to contest at long range;
  • Way Over Budget: Using the Killer Swap mechanic to its fullest potential makes Ghostface especially meter-dependent.
  • Can't Wrap it Up: While Ghostface always has meterless routes available, their damage once the hit is found is low, and especially lacks ways to dump meter to increase the damage.
  • You're (Not) Cornered: Ghostface has an odd disincentive to not corner the enemy; his kombos have almost no corner carry due to frequent and repeated side-switching, and his DB4 does not work in the corner. While this means that he is comfortable without needing a corner, it also means that it is difficult for him to corner the enemy at all if the matchup demands it.


Ghostface
Mk1 Ghostface portrait.png
Base Health 1000.00
Availability

Original Ghost Face Killer

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.


Normals and Strings

Grounded

1 / 12 / 122 / 123
Craven Knockout
1
Hitboxes Off
Hitboxes On

1
Standing 1
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:

  • 122 follows up with a quick, gapless shoulder check for a solid knockdown. Mostly used improvisationally in high-gravity situations as a combo ender, as the fast startup of all three moves means it is almost guaranteed to land if the first jab landed.
  • 123 is a low that provides a brief suspend, enough for kameos to pick up. In the base and Assassin identities, 123 is mostly used as a safe jab confirm with a kameo pickup, but in Enforcer it becomes a safe 50/50 against Windmill Kick. Note that Windmill Kick causes a different suspend than 123, and not all kameo moves will be able to pick up from both (notably Mavado's cords can pick up from 123 but not Windmill Kick). Kameos which can identically pick up from both options, such as Scorpion, are premium choices to supercharge this mixup.


D1
Underhanded
D1
Hitboxes Off
Hitboxes On

d1
Underhanded
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).

2

2
Rough Cut
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 them 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.

222
Final Cut
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
26 3 26 38 50 7.5 M +30 -7 -7 -

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.

221+3
Collarboned
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
22 2 24 N/A 50 7.5 H +49 -4 -4 -

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. Launches, side switches


B2

b2
Stab: The Requel
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
20 2 27 33 50 7.5 OH +11 -7 -7 -

Fantastic overhead on paper, though somewhat infrequently seen in practice. With EX Teleport, Ghostface can confirm the B2 on hit and stay safe on block, while switching to an identity of their choice. However, despite being a safe unreactable overhead, Ghostface lacks a dedicated low in most teams that he can use for direct 50/50s (this is why Mavado is such a popular team, because sweep gives that to them). In all three identities, other moves give mixup situations that are much more robust and difficult to guard against than just B2. The move also has very poor range, basically only being usable within throw distance.

F2

f2
Suspicious Love Interest
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
18 3 23 27 50 7.5 M +10 -4 -4 -

Crucial mid string with superb reach. Ghostface's go-to normal for striking from midrange, and especially important given how stubby all their other options are, though also used at point blank as a confirmable mid against a grab option. Easily hit confirmed in all situations - on the second hit with Ghostface themselves, or on the third hit with a suspend pickup kameo. Straightforward for starting offense in all three identities.

f21
Jilted Lover
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
17 3 25 28 30 4.5 M +13 -6 -6 -

Crucial mid string with superb reach. Ghostface's go-to normal for striking from midrange, and especially important given how stubby all their other options are, though also used at point blank as a confirmable mid against a grab option. Easily hit confirmed in all situations - on the second hit with Ghostface themselves, or on the third hit with a suspend pickup kameo. Straightforward for starting offense in all three identities.

f212
Your Bloody Valentine
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
20 4 35 N/A 70 10.5 M +35 -7 -7 -

Crucial mid string with superb reach. Ghostface's go-to normal for striking from midrange, and especially important given how stubby all their other options are, though also used at point blank as a confirmable mid against a grab option. Easily hit confirmed in all situations - on the second hit with Ghostface themselves, or on the third hit with a suspend pickup kameo. Straightforward for starting offense in all three identities.


D2

d2
Cut Up
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 -

Pretty average D2, with a bit of a disjoint but not nearly as much as other weapon wielder D2s. As always, applicable for antiairs, chip damage, and reckless disrespecting. Ghostface's most common kameo choices are also able to pick up from a D2, allowing them to convert into a restand and an identity swap for more pressure.


3

3
Gale Force Boot
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 -

Plus on block kick with decent range. Mostly seen during knife cancel pressure in Assassin, but still usable in any identity to quickly make themselves plus. From the +3, D1 will frametrap and allow Ghostface to force a mid vs. grab situation on both block and hit. The goal with this move is for it to be blocked; for all other purposes, B3 is faster, hits mid, has more horizontal range, and restands the enemy on hit.

B3

b34
Killer Dropkick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
13 5 34 N/A 70 10.5 L +7 -7 -7 -

Same as his sweep, but with more range from b3 moving forward a bit.

D3

d3
Shin Spike
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 -


4
B4
Killer Dropkick
b4
Hitboxes Off
Hitboxes On

b4
Killer Dropkick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
13 5 34 N/A 70 10.5 L +7 -7 -7 -

F4
Collarboned
f4
Hitboxes Off
Hitboxes On

f4
Collarboned
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
22 2 24 N/A 50 7.5 H +49 -4 -4 -

Launcher

D4

d4
Shin Slice
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 -

Aerial

j1
j2
j3/4
Worst Feet Forward
j3/j4
Hitboxes Off
Hitboxes On

J+3 or J+4
Aerial 3 or 4
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 -

Specials

Father Death
Father Death
bdf1
Hitboxes Off
Hitboxes On

bdf1
Father death
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
12 3 41 N/A 110 - Throw +15 - - -

Command grab exclusive to the original Killer that can also be done out of his command run for tick throws that wouldn't normally work without it.

Identities

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.


Normals

2

2 (Enforcer)
Kobra Strike
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 -

Knife Hammer Strike
21
Hitboxes Off
Hitboxes On

21 (Enforcer)
Knife Hammer Strike
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
22 3 42 34 30 4.5 OH +3 -23 -23 -

214 (Enforcer)
The Foot Sword
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
16 3 37 N/A 70 10.5 L +33 -8 -8 -


Specials

Hold Stance Switch during certain moves

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.


Normals

2

b2
Circling Teeth
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 -

Rising Dragon Teeth
B211
Hitboxes Off
Hitboxes On

b211
Rising Dragon Teeth
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
18 13 36 33 58.5 9 M +29 -6 -6 -


Specials

Fatal Blow

Flick of the Wrist
BLK+SS
Hitboxes Off
Hitboxes On

BLK+SS
Block + Flip Stance
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
  • Character must be at 30% health or less, Kameo must be available


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