"LOOK INTO MY EYES!" The Ghost Rider Discussion Thread

Still, plink dashing would only boost him so far. Even half-screen distance would be a chore.

@others Either way, I thought it would be necessary to point out. Remember that we now know some of his normals are unsafe up close. He will become a prime target for She-hulk and Wesker resets, believe me.

He needs mobility? Dude can catch a whiff from full screen. Dash up punish? Pfft. My chains will do all the distance closing for me and in half the time

Well unless Ghost is your point character, you won’t be able to guarantee that your full-screen set-ups w/ assists will be up and running as soon as he is on-screen. What happens when a rushdown character does get past your zoning? How will you try and regain control of the screen again? The problem with his mobility isn’t whether he can catch up to the opponent, but how he can get away from them if he gets cornered.

This all depends, I don’t know the invincibility and safety of his hypers, I don’t know the extent of all his normals and their properties, etc. Keep in mind that rushdown rules all in this game. I’m sure the idea with GR (as with Dhalsim in SF) is to never allow your opp. that opportunity to get on you in the first place, since any competent player rushing you down will have multiple ways to break your guard and even characters with mobility can’t do much against rushdown so that’s where invincible assists come in

The way I see it is, GR isn’t meant to have mobility, his normals cover a good chunk of the screen, I expect that pushblocking holes in their blockstring and throwing out a normal to cover that area should work as a method of regaining space control, do this and call out an assist (I’ll be calling out Scattershot assist) then theoretically you should be able to start that ranged game. If they are truly on you, then guard cancel into combo/Lvl 3, hopefully his close up normals are fast enough to punish anything and if you have 3 Levels and X-Factor stocked, players wont run the risk of rushing you blindly

i think GR will be pretty good, but i think deadpool will counter the crap out of him (and probably a lot of other characters). he’s got moves that go underneath, behind, and through GR’s, in addition to his lvl3 counter super if you can make that work. plus having the ability to cancel special moves into teleports for insurance.

Max and clockwork where making a big deal about Ghosts hell fire spike, (saying it has a ton of hitdstun, blockstun and puts GR in the positive a lot. I want to know more about it.

Edit: GR also may be a big time assist killer

Heartless Spire, from what I’ve heard, isn’t super cancel-able, however, if it puts the opponent in soft knockdown you could in theory do wavedash into Pennace Stare for a mixup.

I feel like teleports are gonna be Ghostriders worst enemy. While your zoning with him and putting out chains, it seems rather easy for a char like Vergil or Dante to teleport behind his head and start a Bnb. Maybe I’m wrong maybe I’m not :stuck_out_tongue:

I agree, which is why having a GTFO assist is a priority when you do play as GR. Something like Hulk’s AA Gamma Charge…

I wasn’t trying to prove Ghost Rider needed more mobility. I wanted people to be aware that escaping rushdown was a weakness he possessed. Even if he has an assist to back him up, pushblock is still a big risk as it can be baited, and in the worst case scenario, both Ghost and the assist you called eats a touch of death happy birthday. Ghost has nowhere to run when he is pressed into the corner. He could either press offense, or continue to hold back while being wary of throws. One mixup from a high damaging character could lead to bad news.

can you THC with heartless spire like you could with wesker’s gunshot? It would be sick if you could…

Hows GR health looking?

I dunno if it’s worth it. If you wanna go for the OTG super cancel, why not just use :l: Hellfire?

Hmmm. I think Max said during the SDCC breakdown that it was in the 900’s if he had to guess. Guess we’ll have to wait and see.

I wasnt thinking for otg specifically, but seeing as how people are saying it’s such a good move I just wanted to know because I remember hearing you couldn’t do anything after heartless spire.

Oh ok. Well in that case, here’s hoping.

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@0:25: Heartless spire pushes the opponent away from you during a combo (where you want them to be). Maybe it’s a good combo ender without meter?

Looks like Ghost Rider’s Spirit of Vengeance (Bike Super) has complete invincibility:

Spoiler

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At 2:00 in this video. GR plows right through Magneto’s Magnetic Shockwave and lets him eat rubber.

I had suspected for a while, but its nice to finally have confirmation. I wonder if it has any other properties like projectile nullification ala akumas srk hyper.

I didn’t really expect him to have good mobility, not with normals like that, I mean the reason why a lot of characters need mobility is 1. to get out of sticky situations 2. to make hit confirming of certain things a lot easier, ghost rider is probably not going to have issues with full screen hit confirms so he is only gonna struggle in the getting out of sticky situations category and correct me if Im wrong but that is supposed to be is big weakness in it?

Yeah, in the Justin Wong vs Dios X Fight Club vids, Dios was able to easily keep GR out with his Doom+Drone assist, even with GR’s range on his j.:s: and st.:h:,:h:.

But yeah, as others have said, that’s the beauty of a team based game. Get some teammates to help with that.

I saw GR J. S blow past the drones once or twice, is it a projectile?

GR bike super be invincibility is cool, reminds me of all those times GR, road through tanks and shit in the comics.