Yeah, from what I’ve seen j. h is severely underutilized, especially air-to-air since you can sometimes link DP+M afterwards and probably other stuff too.
Has anyone else noticed how amazing of a kara his st.M is? It’s crazy. His level 3 gets ridiculous range with it.
Yes! Actually while I was practicing this I came across an unusual discovery. His c.M actually pushes him forward more (about half a ‘square’ using the grid on the training room floor) than the st.M. After toying around with the input timing I kara’d the c.M into Penance Stare. Timing is a little more stricter but I’m sure the gain of the kara distance would make it worth practicing.
Penance Stare has a huge range by itself, so you can completely whiff the cr.M and then cancel it.
Judgement Strike is pretty good if you are trying to lock someone down. And if you are not in range you can always st.m into judgement strike.
Did a Kara to hit Hulk with the Penance Stare a couple of days ago. Wore a smile on my face the rest of the night.
Has anyone checked to see if his cr. does cross-under incoming opponents? I keep meaning to, but I get so much success when I make 'em “EAT CHAIN” for a Wallbounce combo.
so can anyone give me some advice on how ghost rider can fight wesker? it seriously seems like an impossible match up. wesker can just shoot and teleport all day and stay out of ghost riders range and ghost rider cant seem to do crap about it. teleport characters seem like they are really difficult to deal with in general for ghost rider
Wesker’s actually a cake matchup for me. If he’s playing the super-jump, gun-spam game, just use an Anti-Air Assist to bring him down. He can’t do big damage unless he’s close up, and GR’s Chains beat out his gun almost every time. Just keep him half-screen and just jumping :s: in case he does teleport. It’s a good way to start off combos.
Man I’m so cheap
A few notes –
[LIST]
[]Watching the streams, it looks like players are trying to use GR with fast projectile assists. The result is that they get opened up because there’s nothing to cover GR’s recovery and blind spots. Sentinel Drones and Doom Missiles look like the most effective assists for GR, acting as both insurance AND lockdown.
[]A lot of people also complain about GR not having any mixups - with assists like Sentinel Drones and Doom Missiles allows you to use** cr.**:h:. Combined with low j.:s: allows you to condition your opponents to blocking high.
[]Does someone have the frame data on the recovery for each of GR’s strikes? I want to know what is safe. I see a lot of people not confirming :h::h::d::df::f::l: and just letting the special whiff instead of hitting :h: to get Judgment Strike and the pushback.
[]Even though the :h::h::s: j.:s: combos do more damage, you end up in the corner if you don’t go into Spirit of Vengeance -> :h: followup -> super that pushes far back. The corner knockdown allows you to set up Heartless Spire shenanigans, but I’d personally rather stick with :h::h::d::db::l: combos that allow me to stay midscreen.
[]Having trouble against characters with fast projectiles? Everyone is saying that GR loses hardcore to projectile zoners, but everyone also seems to be forgetting Heartless Spire. It’s active for a decent amount of time, has great recovery, and nullifies projectiles. Learn it, use it, love it. It’s probably the one tool that’ll keep GR on the competitive horizon.
[]Confirming off a high j.:s: is not possible without the help of an assist. Confirming off a low j.:s: or a j.:s: that is close to your opponent can lead into cr.. Confirming off a mid-height j.:s: leads into a cr:h:.
[*]Dealing with whiffed :h: is bad, isn’t it? Good thing the move is 100% cancellable at any time into any of his strikes. You can react to an opponent jumping over your s.:h: with :f::d::df:.
[/LIST]
Anybody else notice Rider’s backdash cancel is way easier and faster if you just hold back and mash M+H? It works with L+H as well, you just mash them, it doesn’t require any timing. L+M makes you do it like a normal backdash cancel.
There must be something odd about the b+H command that allows some sort of leniency for inputs.
B+H after a long combo has good reset potential in the corner. Its works just like weskers reset with OTG gunshot.It pops them up and if you can read where they’re going to tech you can get a nice forward throw combo. Good to know if you’re using Ghost on point as a battery and want to conserve meter.
I actually have the strategy guide which provides all the frame data but I don’t know a good format to post it on forums. If you can provide me with a link that shows an example on how to post frame data i’d be more than happy to type out all of GR’s.
I am not familiar with the MVC3 Standard Format for Frame Data. But here is what frame data looks like for Street Fighter 4.
http://www.eventhubs.com/guides/2011/aug/12/yuns-frame-data-super-street-fighter-4-arcade-edition/
HOLY MOLY.
What the heck is this. It’s like you’re kara canceling Heartless Spire into backdash, giving you that extremely fast recovery. This is a great find - ghost riders will be able to use this as a great positioning and movement tool. It’s good that GR already has a pretty decent wave dash, it’s great to know that you can execute this extremely quickly. For example, if your opponent attempts to super jump over your :h: attacks and assists, wave dash a few times to slide under them, then proceed to spam +:m:+:h: and shuffle extremely quickly away. I’d expect this to become another great tool.
Thank you based god.
Interesting. Well positioning doesn’t seem like it would be a problem. I was using Trish’s hopscotch assist, but really ghost doesn’t need it too much. He’s got hellfire which seems to have a lot of blockstun. So I imagine if someone is in your face, you can b.H spire, and backdash the hell outta there to a safer position.
I might drop Trish for a beam assist, or maybe striders vajra or strange’s daggers. Doom missiles is too good with Ghost. Trish is so good in this game though…
I say stick with Trish and use Peekaboo, since it basically nullifies any jump-ins while it’s out. But Doom’s Missiles do track, giving GR time to get into Chain Range.
How punishable is hellfire M on block? I’ve been using it in blockstrings for chip damage.
I just bought the guide today. It’s only -3, but the fact that it doesn’t push very far back worries me (X-factor cancels). While Judgment Strike doesn’t do as much chip, I would recommend it because it causes a ton of pushback on block.