Anyone else think Ghost Rider is gonna be really bad against a phoenix team? He has hardly any mixup on her after a snap.Maybe you can punish air dash upback>tk shot with Maelstrom but it definitely wont kill her. I cant see him doing well against Dark Phoenix either as her teleports will fuck his normals over.
crossunder Penance Stare
I doubt you will have 4 bars for a snapback and a level 3 near the beginning of a match.
Isn’t that a team based question rather then a character based one? coupled with the right assist Im sure GR will have some nice mix ups.
He’s going to struggle against anyone with a teleport, but with the right assists this issue can at least be lessened in severity.
I played the hell out of Ghost Rider at NYCC at first I was semi-hyped for him but now i’m really liking Mr. Blaze, the damage on his long ranged normals and jumping S. is insane. Just look how quickly I kill Deadpool here
G.Rider Gameplay
Spoiler
http://www.youtube.com/watch?v=UvEhzOh60ng 1:26
http://www.youtube.com/watch?v=TE98OgbN2co I fail hard with Ghost Rider here
http://www.youtube.com/watch?v=YcMzWQCz1CI&feature=related I play him decently here
Honestly other than people getting in close (whereas I noticed his light and medium normals are not too great in both speed and range) I think his other problem is AA I don’t see many of his moves having allot of good AA from the ground maybe besides Heartless Spire and the Medium Command grab. His upwards Heavy hellfire is no better than his medium one the angle is just slightly tilted upwards.
The Heartless Spire assist had a specific spot where it appeared so I kinda failed using it as an OTG assist because I couldn’t pinpoint where it would appear.
He also has Judgement Strike which seems pretty safe since he recovers fast while the shuriken reach almost full-screen distance.
ghost rider aka johnny blaze aka fake arse method man… i’m taking you DOWN. who’s with me?! sike… he looks effin sicklyy. doesn’t seem like a natural competitor to join my team… but the long reach and OTG’s seem to make him incredibly credible for significance for zoners and intermediate to advanced players of marvel. wonder if i can input lessons learned from completely different universes of gameplay into marvel. -zigh-
Dhalism?
I did not try that move while I was there unfortunately, using Heartless Spire in a sense to block projectiles is just way too much thinking IMO to react to projectiles that fast, It could work randomly but in theory its not practical.
K guys, I already started working on the Ghost Rider Guide/Combo thread.
I’m already skimming through the thread and videos to try to put all important details known so far in this. However I’m sure that I’ll miss some stuff here and there so if you know anything that you think would be good to add to the guide post it here. properties of moves to how normals/specials are used and how effective they are (aside from the obvious jump S plz lol) Theory combos are ok too, it’ll give me some things to try out when the game hits.
and yes I’ll credit everyone that contributes in the end of the guide.
I got the combo against Chris from his reveal trailer:
:h::h: :dp::l:, j. j., j.:h:, :qcb:, Spirit of Vengeance
As well as the “Tokiko” combo:
:h: :h: :qcb: :l:, firebrand otg assist, :qcf: :l:, :h: :h: :dp: (delay), :h: :h: :qcb: :l:, Hellfire Maelstrom
A combination of theory and footage I’ve seen but I don’t see why some wouldn’t work aside from minor tweaking here or there
:h::h: :dp::l: :h::h::s: j:m: j:m: j:s::qcf::l::qcf::atk::atk:
c:l:c:m::s: j:m: j:m: j:s: :qcf::l: combo extension assist :s: j:m: j:s: :dp::atk:atk:
j:m::l::dp::l::h::h::qcb::l::qcf::l:/:h: combo extension assist, etc.
I’m also thinking of a combo involving Conviction Slam and Doom’s Hidden Missiles which will work like Spidey’s Web Throw + Hidden Missiles combos in Vanilla, but it’s probably something that needs to be tested out first
The Ghost Rider/Firebrand Q&A episode came out!
My favorite question Max answered was about the differences between using SOV after a hard knockdown, or OTG xx Hellfire Maelstrom. I was worried that SOV would be the ONLY hyper people used to finish combos because Max himself purported it to be the most damaging level 1 hyper. Not only that, but Hot Wheels takes a character to the corner. I think it’s a fair trade to give Hellfire Maelstrom the most damage.
Well as I see it, while Hot Wheels takes the opponent to the corner, Hellfire Maelstrom puts them at the range where GR excels the most. It’s a fair trade.
I can’t wait to play GR. I’m 99% sure my team is gonna be GR (Spire), Sent (a), Mag (a), or some variation thereof. Lots of juice in there I can’t wait to test out. I have a feeling Bike super (which does a hard knockdown I think?) DHC into HSF, immediately into Magneto should be very sexy damage and position-wise. Dead or practically dead char in the corner against Mags with the new grav moves and a Drones/Spire assist backup. It’s a team with the ability to configure itself as a typical rushdown-oriented formation with Mag on point or start out very defensive/zoning heavy with GR on point backed up by the insane Drones/Disrupter assists, pressure and keepaway for dayssss. Like a Transformer.
As an aside, has anyone tested how true to the animation GR’s j. h hitbox is? I’ve seen it where part of the chain underneath and behind him has its hitbox in the ground effectively making it nonexistent, but I wonder if you can protect yourself coming down from a runaway superjump by doing an early enough and well-spaced enough j. h. Similarly, is his launcher viable at all as an early keepaway AA with huge hitbox seperated from his hurtbox? Or is it too slow on block, cause I’ve seen it without the jump cancel and it looks baaad, definitely not usable as a gamble or frametrap on the ground like Sentinel’s.
it looks like GR’s supers have different knockdown properties depending on what state the opponent got hit from (sans SoV variations). standing produces soft knockdown, but aerial and floored opponents get put in hard knockdown. xfactor maelstrom loops? i’d like to know if GR can crossover team super from heartless spire like wesker samurai edge.
unfortunately, GR’s bad matchups will be real bad though.
edit: i’m not too sure about this
Ammy would’ve fucked him up if it weren’t for the air dash nerf… heck, she still might
Exactly. It can also be beneficial to the DHC’s of Blaze’s partners. Example: Hellfire Maelstrom puts 'em at perfect range for Million Dollars, while Hot Wheels can be followed up with a Gamma Crush. Honestly though, I think it’ll come down to where they land. If they’re too far for the Hellfire OTG, go for Hot Wheels. If not, Hellfire xx Maelstrom.
She will, which is why GR MUST have a good beam/multi-projectile assist with his game. She already can duck under his ground chain attacks.
I can imagine Judgement Strike stuffing her airdash attempts after a blocked cr. :h: though. An assist would help Ghost a lot in this matchup, but he could, in theory, keep Ammy out if he plays careful.
Yea I’m going to run a second option team with Ghostrider on Point probably going to use Heartless Spire assist with Dr Strange Second using Eye of Agammoto or Daggars of Denak and Dormammu as Anchor with Black Hole assist… should really annoy the hell out of people.