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

This is sweet, nice find

Yeah that shit is stupid. One heartless spire and you can backdash all the length of the screen before they tech out.

Anyone ever try She-Hulk with Rider? Super easy unblockables into full combos because her assist bounces so high now. Might be worth looking into…

It might just have been the people I’ve played against, but j.h seems to be able to hit teleporters that end up above you that pretty well.

Used this in a few matches today and managed to escape a ton of pressure situations and get to full screen easily, I can’t think of many characters you can back away so fast and safely. Awesome find

I think the secret vs teleport teams is to be patient. If you know they’re going to port, wait and punish with an air throw or a Heartless Spire. It’s a lot easier said than done for sure, but you’re not allowed to liberally spam j.:s: in this matchup and hope to hit them.

I’d also consider switching your teammates around. Doom makes for a pretty bad DHC (unless you take them to the corner every time - unfortunately GR’s max damage combos with Doom do not take them into the corner) and a much better anchor lol.

Jump H swats away anything above you with ridiculous range. Almost impossible to combo from what I’ve seen/tested but it’s amazing how high and wide it reaches, free baby punish on people thinking they can just super jump at you at will ( . . . like you’re arthur or something) Standing S is also pretty great for this as well, although off hand I can’t think of how safe it is on block. Not incredibly I reckon, although I’ve gotten away with it plenty.

Not sure if people already know or not, but if you X-Factor during Hellfire Maelstrom they will float down instead of just falling. Might lead into something interesting might not just thought I would share what I have found.

Yeah J.H is definitely something I’ll have to try against teleporters. Playing against storm for a long set of matches I found it was a good deterrent to tri jumping.Just a quick get back move to keep them in check, then you continue to pressure with assists.

How do you guys deal with wesker with a sentinal assist?

When you DHC into ghost rider who’s in the anchor spot lols as he run catz over. lmao

I don’t know if this is known or not, but his cr.H hits behind him. Either that, or I was seeing things.

Captain America’s jumping L Shield Slash beats jumping S for free and he gets a combo after it that takes off like 60% of his health.

How are you guys dealing with stuff like that? It feels like everything I’m doing in the air is getting beat :confused:

First off, j:s: is not the answer to characters with a jump-back projectile (like Cap, Dante, or Spiderman). What happens is that the two characters get into a “hop war”. The first person to get the hop essentially wins the fight, and whoever continues to gain the initial hop will win the seesaw battle. So then, what tools does GR have to deal with this stuff? First off, this is a patience game and will require smart play. There’s no clear answer, but here are a few tactics I’ve found to work:
[LIST]
[]Your two primary tools in this situation are **Heartless Spire **and j:h:.
[
]Heartless Spire can be used to negate a j.Shield Slash. The catch is that Heartless Spire has to be done rather early, cause Shield Slash travels quickly. If Cap decides to jump forward and Shield Slash, however, Heartless Spire will often knock him out of the air as he’s landing. Keep that in mind.
[]**j:h: **is a great tool. If Cap is mindlessly spamming j.Shield Slash, you can pop an early Heartless Spire to reset the hop war in your favor. After Heartless Spire is up, immediately jump up-forward and hit j:h:. This will stuff your opponent’s jumping projectile spam.
[
]In the case that the hop war is reset, j:s: becomes good again too. If you’re both rising on the seesaw at the same level, your j:s: will smack him right out of contention.
[]If your opponent is starting to become even more predictable, you can just commit to a Chain of Punishment ( :f::d::df::m:) and land a free combo.
[
]If Cap jumps forward to try and chase you, you can actually find gaps where you can slide forward and either use a Heartless Spire or jump over the shield into a j:s:.
[]If Cap is jumping backwards and spamming, you can slowly advance by using a combination of wave dash once block and wave dash once into Heartless Spire.
[
]I was hoping you could just spam Heartless Spire to cover an assist, but Shield Slash will actually travel past your spire and hit the assist. Lame.
[*]The key is to be patient and to block. I know. A lot to ask for in this game. But that’s what you have to do if you want to win with GR. Honestly, I spend a lot more time spacing myself and making sure that when I commit to my chains that I’m at low risk of getting blown up (ie, don’t spam s:h: all day). You should see me against teleporters haha - I’m scared as hell.
[/LIST]
Hope that helps.

On a side note, I’ve been watching some streams, and I know it’s early, but they’re playing extremely unsafely and not converting into damage / full-screen resets off their hits. I encourage all players to practice confirming off their j:s:, assists, cr:h: (this is a big one), and low j:h:. Here’s a list of simple wisdoms I’ve discovered while playing GR:
[LIST]
[]Low j:h: combos easily into cr:h: > Chain of Rebuttal ( :f::d::df::l:), so be ready!
[
]Low j:s: also combos into cr:h:. Most people go straight into :h::h:, and while that is fine, know that if you do a low j:s: and go into cr:h:, that’s an instant overhead followed by a quick low. Hard to block.
[]If you’re close to an opponent, always be ready to confirm a low j:s: into cr:m: :s:. I usually follow up with just a simple sj:u::s: unless I really want to lead him into the corner and do a combo for a character kill.
[
]Once you play enough, you’ll soon be able to confirm whether or not you’re hitting with your chains. At that point, you can decide if you want to lead into a combo (Chain of Rebuttal or Punishment), or just cancel into :h: Judgment Strike for the pushback and safer blockstring.
[]While we’re here, I’ll reiterate again that any of your standing :h: attacks can be canceled at ANY time into ANY strike. Please use this! Don’t get caught with your pants down! They block anywhere near the ground, cancel into Judgment Strike ( :f::d::df::h:). They jump over your :h: attacks, cancel into Chain of Punishment ( :f::d::df::m:).
[
]You can delay the second :h: in the :h::h: string! This is SOOO important for easy mind games. You literally have like 2 seconds of leeway in between the hits. Stagger your strings, confuse your opponents!
[]This is more of a low-level yomi thing, but after a knockdown, this same thing always, always happens against players who haven’t practiced enough vs GR. You call Drones, wave dash, and do a low j:s:, meaty enough so that it’d catch a forward roll (which they usually won’t do). As soon as they get up, they have to block your j:s: and the Drones, allowing you to go for mixup. This is a good time to do a second low j:s: for an overhead or to go for an empty jump cr:h:. After and if they block all that, do a neutral jump and low j:h: twice. This keeps them pinned while you wait for your Drones to catch up again. Off a blocked low j:h:, if they’re on the ground you can land and either go back into the instant :u:j:s: (letting the drones continue the combo) or cr:h: for the low mixup. Continue using this strategy to create mixup situations, since j:s: blockstun lasts an eternity. If they happened to start getting close (aka growing a brain and forward rolling), I either spam Heartless Spire or do the :b::m:+:h: wave cancel spam and gtfo of there.
[
]And while we’re on THAT note, :b::m:+:h: is pure awesome. Wave dashing around to create breathing room is a godsend. Please use this tool.
[*]Doing instant j:s: is a great way to catch antsy opponents with an instant overhead - it’s just a shame you can’t really convert off of it. It’s still a great way to get in free damage and frustrate your opponent. This is also another reason why I like Sentinel Drones. If the instant :u:j:s: is done early enough, the drones will actually continue the combo, allowing you to land and do your :h::h: thing right after. Stay gdlk Sentinel.
[/LIST]
I’m probably gonna stop by UCI Tuesday fight nights tomorrow night to try my GR/Dante/Sent team out. There’s a lot of great combos that the team can create, but I haven’t played against better players in a long time, so this will be interesting haha. I’ll let you guys know what I find out :slight_smile:

I’m really enjoying GR so far. He’s a full screen, staggerfest character that will annoy the crap out of your opponents. He has his fair share of weaknesses, so I fully intend to get blown up by teams with instantaneous movement and crossups, but hopefully time and technology will help GR defend against that!

For me it’s a mixture of things but mostly I just be patient and look for a pattern. Try to pull out my assist at the right time (drones) OR do the 623+M rebuttal strike when he jumps and he’s at the right distance OR if he’s further away do s.H, H OR jump over the shield and do a carefully placed j.S or a j.H if I’m unsure and close enough. Where you are on the ground compared to vs the opponents position matters a lot. My opinion of playing G Rider is you want to be in the spot on the screen which benefits you the most and benefits them the least. Battle just isn’t life bars and damage but space on the screen when talking about zoning.

Looking forward to that information, sir.

played online for the first time last night and yea Dr.doom’s missiles saved my ass so many times it ain’t even funny. So far I’m liking my team but I having problems with Sent drones. Heartless Spire is seriously one of my favorite moves.

For mixups I suggest She-Hulk’s torpedo assist. It goes REALLY far so you can use it for a low attack at Ghostrider’s comfortable range. She’s also really low so if you are using j.S they probably won’t even see her coming.

Yeah, I’m a little bit more comfortable in this match up now. Drones can cover get back of ghost rider and if they teleport if from of me I can use heartless spire or j.s.

And also I switched sentinel into 2nd because of the better dhc options. I just have to get used to doom as anchor lol

Has anyone ridden through anything interesting with Ghosts bike super? Its a shame the super has such terrible startup, otherwise you’d be able to bait and punish DHC’s really well with it. The only thing I use it to go through now is magnetos shockwave.

I use Doom in the 2nd slot. He can DHC fine if you do the bike super. At first, dont press anything, then after the ground hits are about to end, press S to do the wheelie, then you can easily DHC into Dooms DP super and it fully connects and does good damage. It can be done anywhere on screen.

also, unrelated but I use Strider as my 3rd. His Vajra assist is godlike for keeping people locked down. If someone is trying to go above your head to get in it will knock them out of the sky or if they are trying to run away from your chans it keeps them pinned. With that combined with hidden missile assist, ghost rider can really keep the pressure on

Does anyone know how you get a bounce instead of a hard knockdown at the end of ghost maelstrom super? I could’ve sworn I saw KDZ on the break stream do it last night. He DHC’d right into bionic arm from it.

Ok so after some testing it seems like you only get the bounce if you’re midscreen it seems.