Yeah, I have been really thinking about team construction with Ghost and I think a vertical lockdown assist will be really good with him. The only one I can think of is Doom missiles. What other assists track on screen? (Strange disks?, …) Also I think that Deadpool guns, and Dante jam session, and similar assists would be good too in the sense that they hit the angles that Ghost can’t hit. Shuma’s laser also comes to mind, but idk much about the character.
I think Sentinel drones might have limited use, as opposed to missiles, because they can just avoid the drones by being in the air in GR’s blind spots. So if it is a character that is capable of attacking from the air, then it won’t help much.
But yeah, I’m guessing to counter that strategy you mentioned I would have to call my assist, and block your projectiles from it until he fires. Then once you are in blockstun it’s my turn.
Or I just switch teams with Akuma on point (or any beam super char), and dare you to call Doom =]
Good point never thought about that I’m sure people online will use hellfire becausewith lag they’ll need all the time they can get to confirm. Thank goodness the characters for my Hellboy team all have solid OTG’s of their own so I can pick either his wallbounce assist or the spire for stopping projectiles on the way in.
So there’s one thing that’s been bugging me for the longest of time. When Ghost Rider goes to do his magic series in the air after a launch, it’s always sj.M > sj.M > sj.S. I’m guessing j.H doesn’t properly chain (pun not intended) into j.S like in most characters air magic series so that’s why it’s just MMS.
If that’s the case, why not just go sj.LMMS for a bit of extra damage and meter? Some characters like Felicia in Vanilla can get an entire air magic series with sj.LLMMHS and it helps to squeeze the most damage and meter possible from combos. If someone could explain why this is the case, that would be nice.
eh, personally i avoid putting L’s in my combos as much as possible, scales as much as any of the other hits and does like no damage…
Spire Assist is just like Wesker’s OTG, ANY character can combo out of it, its just a tighter window coz it has multiple hits and seems that they flip out faster if more hits of the Spire connect, so you need to call assist and hit them before the 2nd hit of the Spire hits. I used it with x-23, Dorm, Spencer, Zero and i was able to combo with them out of it just as easily as Wesker’s.
tbf though I’m talking from my experience with the game at EVO so they might’ve changed how it works and whatnot, havent seen anything that shows that though.
Ghost cannot combo with j.:h: because the chain he whips out puts too much distance between him and the opponent to go for a downward facing j.:s:.
Not sure about Felicia, but I always thought of MMHS being a general rule of thumb because of damage scaling/hitstun decay. When I play any character on my team, I never touch :l: during an air combo. Sucks then that j.:l: is seemingly only useful for air-to-airs, because they would make combos look that much cooler.
I disagree RP. Just saying I think GR will be fine against most rushdown with an assist like Jam session or Missiles behind him he’ll be scary and hard as hell to get to for certain rushers while the zoners will be a bigger threat imo.
Anyway I think Seth or Capcom said they made GR more like a heavy character so it makes sense he has smaller air combos like Hulk or Sent (without refly tricks). I’m glad they did that really because in the comics Ghost is a very strong with more powermpunches than technique so it makes sense he would hit hard but suck up close compared to guys like Cap and IronFist.
I hope thats the case, but what I’ve seen in videos and talks with my buddy who was at NYCC he said the blasts popped the character a bit high into the air, and they recovered hell fast out of it. He noted that Dormammu was able to easily follow up with the but not with other characters on his team. We will see I guess.
Just occurred to me, GR’s Heartless Spire assist might have the same glitch as Doom’s Hidden Missiles when used as a Crossover Counter causing a back throw instead of the intended effect (this is assuming they didn’t fix said glitch in the first place).
Doom can get a lot of mileage out of landing this little “OS” since he gets great damage off of a back throw. Does GR have any comboability off of his back throw? Either way if Ghost Rider does indeed get this same tech his is a considerable deal safer because if he messes it up he gets a pretty safe (?) move, whereas if Doom messes it up he starts launching missiles in the opponents face which you’d have to be braindead to not punish…
I think Ghost Rider says " Hell is waiting Albert…" to Wesker. That’s still my favorite line personally:).
One of the first things I’ll try is the lvl 3 on incoming characters, as a former Makoto player having a kara throw that lead to a not scaling combo is nasty. I hope someone finds some full screen unblockable because I can imagine the salt from those games hahah.