Does the dog even hit low? I know Max said it was his preferred assist but I didn’t hear anything about it hitting low…
dog hits low, but i don’t like pw for gr
Wel, GR could probably help Wright get into Turnabout. Wright does air combo, uses GR’s Hell Fire assist to Object.
Seems like comboing into Objection isn’t that hard though. In any case I don’t think they’ll have much synergy
For unblockables there’s also the option of an overhead like Viper’s Burn kick or Nova’s Dive kick combined with his full screen c.H. I doubt it’d be worth sacrificing an assist that helps his zoning just for unblockable setups though
The Rising Fang assist sadly doesn’t hit high, but it does have invul frames.
What was the sweet spot on screen where ghost is able to combo his J.S?
I know theres a video somewhere on it.
What people don’t realize about teleports though is that there’s basically a ticking time bomb going on in the strategies revolving around Marvel until people realize that calling assist first or placing a projectile next to the opponent then porting is a safe teleport. That’s the whole point of Dante’s hysteric and multi lock moves. You should only raw teleport with ANY character if you know the opponent is going to throw out something with long recovery and feel they won’t react in time with auto correct super or air throw.
The more people are putting better teams together the more you see people use teleports with characters like Wesker and Dante that are safe and have assists or projectiles separate from the point character in the middle of the opponent first. These teleports create safe mix ups that lead to instant damage and can’t be punished by anything. Once this becomes a regular part of tourney play (and not the hurp durp teleport around with no assist Wesker shit), you’re pretty much going to have to hit the point character before they get shit on the screen and then port.
Fighting the new characters like Vergil and Strange who will be chock full of this bullshit, you’re going to have to stop teleports before they start basically. Once the average player learns to put shit in the middle of their ports, you’re going to have to really be on ur shit against ports. Right now teleporting around with Wesker without an assist still gives people problems and is something that Ghost rider will be able to punish regularly rather easily. The issue more so is when people learn to put shit in the middle.
This is also why Zero is being buffed so he can cancel all his special moves with buster without assist. Making him less reliant on assists once he gets in to make his command dash safe and capable of which way 50/50 buster releases into combos. Oh and guess what Deadpool’s teleport buff is for?
Once people learn the real way to use teleports/command dashes…good luck.
Luckily Ghost Rider looks like he’ll have the tools to at least nullify the assists before the ports get started.
at this point, i wanna know…
does L hellfire hit low?
does heartless spire have enough frame advantage to self link anything afterwards from an otg[?
c.B stats
This.
I think it was said you need to be closer to them so you land, but the enemy is still in hitstun from the j.:s: You definitely can’t do it full screen, probably a little less then mid screen, maybe even closer.
edit:
jump ess distance
Spoiler
[media=youtube]ZNY-EBIxvjI[/media]
If you pause at 1:48, you can see the optimal distance there. It’s actually not that bad of a spot to hit confirm. Than again, this was Ulti’s first showing so maybe it changed since then.
Speaking of comboing from his jumping :s:, check out around 0:29 in Max’s latest gameplay!
Spoiler
[media=youtube]BgBghxQ5ZWE[/media]
So it looks like the recommended max distance to start a combo is 3/4s screen. His combos also look like simplified hard hitters (a la Deadpool & Hulk.) This question might’ve been answered already, but what is his shoulder charge attack? is it or something like that?
Here are his ground normals:
:l:: quick backfist
cr.:l:: sliding kick
: knee kick
cr.: shoulder tackle
:h:: high chain
cr.:h:: low chain
:s:: upward chain
c.B from what i understand, has a hitbox on BOTH sides
Thats good to know.
I believe you are correct on this. Iron Fist jumped over Ghost Rider as he was doing his cr. and it hit IF from behind, don’t remember which gameplay video it was though.
I think people are not seeing the real enemy of Ghost Rider which is characters like Hawkeye and Deadpool who have really fast horizontal projectiles and super fast Hyper combos from full screen. They can both attack with hypers from up high where GR’s blind spot is and potentially chip or damage him from far away.
I think a smart Deadpool player like me with Doom Missiles will be hell for GR and it’ll be essential to kill one of those two before GR gets in or at least have Missiles so you can TRY and break even as Ghost Rider.
Im really interested in knowing more about Ghost Riders close range normals.
I think Zarathos will end up like Dormammu where everyone may think he is supposed to play a keep away game but can get in close and be somewhat of a threat. Depending on Zarathos normals the same may apply.
I doubt it, Dorm is able to pull shit like that off because of his teleports and the godlike hitboxes on his air moves. WHile I admit they do share some similarities Dorm’s teleport and flame carpet are really the only reason he can pull that ish off.
Ghost just doesn’t have the mobility to pull the same thing off imo I would be hyped if he could but he doesn’t really need to. He controls the screen MUCH better than Dorm, what he lacks in a teleport he makes up for in multihitting normals and a better ability to combo full screen for major damage.
Yea that seems about right.
As for Ghost Assist.
One thing Hell Fire has over Heartless Spire is that follow ups wont be as tight/character specific as it will be with Heartless Spire.
So thats a plus to using Hell Fire over Heartless Spire