Yea I actually start ammy when i run up against a ghost rider, he has to play so much more intelligent than ammy, its not really fair. But firebrand, you really believe ammy has the advantage over firebrand? I mean in glaive no doubt her normals out range all of his, but thats pretty much the case against anyone not named vergil/dante/sentinel. He just seems like he has so many different avenues of approach that I find it hard to believe he will have an hard counters.
First off, shout outs to wheeled warriors, that shit had one of the tightest opening and closing themes of any cartoon.
With that outta the way, for vergil, you have to remember a few things against him. One is if you block any of normals from close range, I believe ammy can punish almost all his normals on block since the safest one is -3 and every other normal is -6 or worse on block. But more so than blocking his normals, you want to make vergil whiff, he is the only character than can’t special cancel their normals on whiff(when he is out of devil trigger at least) so Im not sure what exactly ammy can use to get in there and punish his whiff(since you gotta be pretty far from vergil to successfully make his normals whiff in the first place. Also his helm breaker(:d: :H:) is completely safe(0 on block to be precise) despite looking extremely unsafe(in fact, in DT its plus on block) do not try to punish it or you might eat a combo as a result. But since his fastest normal is 6 frames I guess you’ll win that exchange. Now vergils offense consists of two aspects, one is standing just out of st :h: and stinger range and whiff punishing anything you throw out for massive damage, when you are in this neutral state, please respect vergils space, deviljin compared him to sentinel and I completely agree, the amount of space his normals cover is ludicrous, don’t ever dash in on a competent vergil without some form of cover.
The other part of his offense consists of assist call teleports, in this situation always watch for the cross up, vergil doesn’t have much of a high low mix-up game, and he can’t combo off his ground throw to the best of my knowledge so the only things you have to watch out for are his teleports(two of which cross up) and his berserker slash(which only crosses up, unless he is like full screen). So against vergil I make it a habit to always expect the cross up, and then look for the non cross up, what that means is if I see vergil teleport I immediately switch my block and watch my front to see if he didn’t cross me up.
When he is anchor he becomes a lot less terrifying, you can just look for the teleport and his a st. :l:, it beats his front and back teleport as well as his berserker slash and you can transition into a full combo afterwards. In this situation he has to either cover his teleports with his round trip, or summon swords so you have a lot less to worry about.
These are just general rules for dealing with him, the games not been out a month yet to we are still learning the do’s and don’ts against a lot of these new cats.