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

Its not the DHC, it’s getting the stupid super to OTG.

Which one, Hellfire Maelstrom?

If it’s that, just hit Hellfire first to pick them up…

His Low H can lead right into his BnB actually (substitute Low H for H->H). Id say you have to be at about 80% of its total range though or you wont get the wall bounce effect from SRK+L

its probably the greatest thing ive found so far on my own with him lol

I’ve got a good tactic to deal with this. Use cr.H (sweep) as a meaty attack on their wakeup.Because of the range of cr.H it doesnt matter where they tech roll. Calling an assist and doing this completely locks down their wakeup and you can either cancel into eat chain for some free block damage or if it hits you can go into a full combo.

For optimal damage I’ve found that Spirit of Vengeance is better for DHC, but I’m having a hard time to get it to OTG so I can go into Spencer.

Chain of rebuttal + Ds teleport mix up = oh my good.

and did anyone see Combo fiends Ghost Rider last night?

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A ton of people are not sure which Hyper to use for Ghost Rider. Here we compare the two Hypers, Hellfire Maelstrom and Spirit of Vengeance. I found that when comboing the Hypers from the week one BnB that Hellfire Maelstrom outperforms Spirit of Vengeance. This remains true with or without a DHC. The DHC I used is Dormamu. Hope this helps someone out there.

I’ve been getting numbers that are pretty similar. Btw, I think it’s safe to say that the day 1 BNB (without an assist) is the launch combo. It does an extra 50K base damage for a little more effort. After that combo, both supers seem to do similar ranges of damage (between ~600K and 620K). The one thing about Hellfire Maelstrom is that I sometimes don’t get all of the whips from the chain or I didn’t mash out max damage, so my numbers keep fluctuating. However, Spirit of Vengeance sets up particular DHCs - the :s: followup allows for supers that hit high upwards and the :h: followup is great for DHCs with stuff like Magneto’s Shockwave, since it flips them around.

Been playing GR as anchor but I’m having trouble catching fast air-borne characters like Trish. What can GR do when the opponent super jump into fly cancel + doom missile + shooting down projectile and traps?
I can’t land the H, H when they keep jumping and back dashing to full screen it’s frustrating.
My team is Chris Haggar Ghost Rider.

What I would suggest is to have an assist that greatly reduces the weaknesses in your game plan. To solve your current dilemma you could use an assist that will catch them anywhere. Personally I use Doom on my team. I don’t know what Chris and Haggar have that could help you out. But keep that in mind - see if you can find an assist from them that will cover the area you can’t with Ghost.

What hyper to use is more dependant on your DHC options. If you aren’t DHCing. Maelstrom all day. For me however, I have Spencer behind Ghost Rider, and DHCing after Maelstrom with either Arm or Maneuvers is hard because of the way he pulls the opponent up then down fast. In this situation, SoV leaves them at the perfect height to connect anything I want

How do you guys play against teleport characters like wesker, dante, vergil. I was kinda having trouble with them teleporting above me. I was trying to play a midscreen keep away game because I didn’t want to get trapped in the corner.

My team I was using was ghost rider (B) Doom (A) Sentinel (A)

Ghost actually bounces the opponent on the ground at the end of Maelstrom. I’d suggest practicing activating arm as soon as you see the bounce. It is pretty easy to see after some practice! It’d definitely be worth your time as the damage difference is significant.

GR is my anchor. Haggar keeps rush down off of me. Chris is really my main though I’ve been thinking of putting GR on point.

Ah sorry about that. For some reason I just assumed he was going to be your point. My bad :smiley:

GR is my main on my team actually and Wesker, as my anchor with his (samurai edge otg.) It’s really odd timing I got that in the bag now. I was wondering how do you guys play GR on point?

^if your an anchor you don’t have assist lol.

Edit:late

I’ve been trying to work on some level three set ups, the only one I have is with Spencer’s slant assist, in which you kara level 3 with a slight delay.

So basically this is the universal question that everyone has been having: how do I deal with people getting in my grill? Well, there’s a few things I think we need to take a look at.

1. You are going to need a zoning assist. Like most other pure zoning characters, GR’s effectiveness is amplified immensely with the help of a strong assist. The question then becomes whether you should aim for characters that help you keep your distance or help keep characters from breaking your personal bubble. It would be slightly naieve for me to say that it’s a playstyle choice, but it’s honestly just too early to tell if GR has the tools to properly cope with quick, deadly tri-dash mixups and teleporters. The second question is evaluating yourself and asking: how good is my defense? Where are my blind spots? Am I a decent blocker? Or do I need to bite the bullet and play Haggar (lol).

2. Now that you’ve picked an assist, you have to find the synergies. I’ve personally been in a bit of a weird funk over the past few days, cause I can’t seem to find the perfect balance of zoning aid, flexible combo extenders, DHC damage, and actual good point characters between assists. GR’s combo extensions are a bit fickle, so you have to find the right combos. He can break 900K with 2 meter and 2 assists, which is pretty good for a fullscreen zoner imo. You also have to be wary of DHC damage. Some good characters to keep in mind are Dormammu and Storm, who have really high damage DHCs.

3. What tools does Ghost Rider have? I’ll tell you right now that Heartless Spire is amazing. It’s pretty much a ghetto version of Dormammu’s Flame Carpet, but it does many things for GR. It nullifies projectiles, stays out for a while against jump ins, has fairly quick recovery, and can create reset situations off its OTG. Learning how to properly use j.:h: and s.:s:, not just j.:s:, is also really important. I’ve been ending my block strings with :f::d::df::h:, since it causes a ton of pushback and opens up breathing room for me. Don’t forget to utilize Penance Stare either - once things get hairy, this move will save your life AND kill an opposing character at the cost of 4 meter.

I’ve been looking at quite a few assist for GR, but my personal favorites have been (in order of most effective overall):

Trish (Peekaboo) - best overall defensive assist for me, without resorting to a character like Haggar. Makes things super awkward for opposing offense and is very easy to combo off of.
Doom (Missiles) - this one is self explanatory. It tracks to lock down, it defends against combos, it can extend your combos, he’s a great anchor and a great assist.
Sentinel (Drones) - very good at keeping opponents locked down at a range and the screen constantly congested, masking all of GR’s recovery and blindspots. Also very easy to confirm off of.
Sentinel (Bombs) - an experiment that turned out to be pretty effective against more aggressive teams. The fact that it doesn’t go full screen is a bit of a turn off. Sentinel is also a really easy happy birthday target, and if you hit him before the drones come out, you won’t get the bombs (contrary to what I believed before about the bombs).
Dante (Jam Session) - can be used to control vertical space AND very, very easily extend combos.
Nemesis (Launcher Slam) - easiest and most damaging combo extender I’ve found.

Keep posting up your tech!

Not sure if this was said here yet but on WNF last night James Chen shared some awesome tech. With the range of GR’s snapback you can punish random supers. Input it during the super flash or cinematic and it works beautifully. Haven’t tested it on everyone but I tried it on Akuma’s beam because of how fast it is. Input it during the cinematic and depending on distance maybe ate a hit or two but that was it. Also, depending on the distance again sometimes it won’t snap him out but it still hit him out of it. Seems damn useful against stuff like this, Hail Storm etc.