Hey, I really like your team. You have a good way of leveling up Frank West and if that doesn’t work you have level 3 X-Factor Super Skrull waiting on anchor! I also think you should learn the Frank West TAC infinite so that its another mean of leveling up and its freaking stylish lol
Thanks. I’m still trying to figure out more ghosty tricks with this team. The last one posted is my most recent combo and probably my fav since it can be done mid screen, gains a complete bar if timed right and gets frank to lvl 4. It’s easily adapted to start with a c. :h: into :dp: :l: instead of the :h: :h:
I run a GR/RR/Spencer team… and, its THEE funnest team i’ve played, sure GR gets outclassed by other characters…but nonetheless he has his perks. This is my first time posting on Shoryuken, so… yay!
Anyways I saw some Penance Stare setups here and I thought i’d throw mine out there, Its using Spencer’s Slant shot assist.
Just hit any combo and then use his back + H and call Spencer assist it’lll bring the other character into neutral state (wait at least half a second and do it) Ive honestly hit this on a ton of people, mostly because they wont see it coming or because they are crouch guarding. try it out!
I actually have a version of this exact same combo that I use. you can actually work in two assists. I use Tron (Strike) and Thor (Spark) and it works wonders.
Even :qcb::l:/:a1: works with Mighty Spark very well against button happy players.
how much damage does that do? personally, with my other assist I want to incorporate unblockables into my ghost rider play, I diddnt finish that post up there because I was realy frustrated after writing alot to have it not save and I was going to write it all over again, but diddnt want to =P
I play ghostrider/akuma/skrull though
air:s:, :h:, :h:, :qcb::l:, :h:/:a2:(Orbital Grudge), :dp:, dash (dont really need to), :h:, :h:/:a1:(Hyakki Gojin), :qcb::l:, :qcb::l:into his hyper combo which builds 1 meter so I can DHC into akuma for over 800k
what I would like to do though is something like
air:s:, :h:, :h:, :qcb::l:, :h:/:a2:(Orbital Grudge, :dp:, dash (dont really need to), :h:, :h: :qcb::h:, this does 434,000 back dash and wait a sec then call :a1: and if they tech forward I go for the meaty unblockable which is
:d: :h:/:a1: hits :qcb::l: :h:/:a2:(Orbital Grudge), :dp:, :h:, :h:, :qcb::l:,:qcf::l:, :qcf:Hyper/DHC into Akuma does 742,500 damage
Like I was saying earlier I feel as though one shoud incorperate unblockables into their ghostrider tech because you can do over 1 million(someone prove me wrong!) without burning atleast 3 meters of DHCS and ghost rider imo needs to be played on point becuase of the lack of options he has but since he sucks at building meter… the problem is understanding where to dash to and timing the unblock able correctly
Ghost Rider(Hellfire)/Tron(Bandit Boulder)/Thor(Mighty Smash)
The Combo in its entirety is now (damage calculated with mashing):
:h:,:h:,:qcb::l:, :a1:/:h:, :dp:,:s: sj. ,,:s:, :a2:/:qcf::l:xx :qcf::atk::atk: 625,600
:h:,:h:,:qcb::l:, :a1:/:h:, :dp:,:s: sj. ,,:s:, :a2:/:qcf::l:xx :qcf::atk::atk:xx:dp::atk:atk:,:h: 830,800 with dhc (Servbot Surprise)
why dont you use a wallbounce in the combo?
how many people get out of it though?
I messed up the notation on my phone, I’ll fix it
I recorded the video for clarity
[media=youtube]_Z4isXdcrKM[/media]
Honestly, lets say… out of 10 people, maybe 3 will get out of it. If you keep constantly doing it, then yeah they’ll get out.
yo I think you can add 2 special moves to that combo to make it do more damage, after the :h:/:a1:, :qcb::l:, :qcf::l:, :qcf: Hyper because those special moves will still combo no matter how much hit stun
Yea you’re right, I’m gonna try that and tell you the damage afterwards, thanks.
Sent from my Samsung Galaxy S3 using Tapatalk 2
Essentially one of the combos from Page one, but oh well.
Here’s the combo with Hidden Missiles in case anyone was wondering (probably not since GRs combos are so freaking simple).
:h:,:h: (or :d:+:h:), :dp:+:l:, :a1:, :h:,:h:, :qcb:+:h:, (right as missiles OTG) :h:,:h:, ender of choice
enders of choice being:
1)another :qcb:+:h: conviction slam. Meterless, good damage, and puts the bad guy at perfect range for ghost rider. For building meter or when you know you can’t kill with meter this time.
2):qcb:+:l:,:qcf:+:h: OTG, :qcf:+:atk:+:atk (if you’re not going to DHC)
3):qcb:+:l:, :dp:+:atk:+:atk: (best for DHC)
4) I’ve been playing around with dash in :s: launch for TAC but more testing is needed on timing and consistency. GR sucks ass for starting TACs but Doom and Dorm are so good at ending them I have to make it work.
If you have hidden missiles, here’s a flashy combo. H, H, Wallbounce, H, H, call missiles and do qcb+l at the same time. This should make it so when you are bringing him in from the qcb+l, one missile will hit them. Then do qcb+l again, and finally do a dash back and hit them with H,H as soon as the missiles OTG. You can use any ending depending on the situation.
I play that team also and TAC is just about the only way I can kill anyone with Ghost Rider, lol. The thing that really sucks is that you can’t really down TAC with Ghost Rider… So ass.
Will try and compare damage to conviction slams. That might make launching for TACs easier too.
This might be nothing special but here’s a video of Ghost Rider Combos with various assists and slow, probably not practical in a real match and I apologize for the bad quality.
[media=youtube]QdDbObxbwZ0[/media]
Hopefully it’s a bit entertaining.
Nice video man, I really enjoyed it!
Bike -> Missiles was pretty tight
[770,500k | 1 Meter | +Nemesis Launcher Slam:a1: +Skrull Tenderizer:a2: | Cornered Opponent]
s.:h::h:xx :dp::l: delay s.:h::h:xx :qcb::l: :a1: :h: :s: sj.:s: :a2: OTG :qcf::l: :qcb: :dp::atk::atk::s: