Ya, since Maelstrom pushes the opponent away from you during the animation. This holds true even if the opponent tries to teleport behind you or tries to super jump over you, they usually end up right in front you if they get hit by Maelstrom.
Simple, no air combos.
You gotta combo into it while grounded. Any Air Combo will cause a ground bounce, taking it away from you when you do Maelstrom. I know since I can usually DHC into Hawkeye’s Gimlet from it.
Ahh of course.Thanks for that.
Quick question is it possible to tag on SOV after conviction slam?
Actually I’m pretty sure it’s determined by whether or not the big flaming end of the chain hits or not. I’ve done plenty of air combos with the ground bounce intact, and the only time I can’t really seem to get it is when I am in the corner, where the opponent gets hit right next to me and the tip of the chain is offscreen and totally misses. His j.S in an air combo isn’t the same as a ground bounce from something like Nova’s forward+H or Hulk’s jumping S.
Yep. Do it all the time.
Not really. I can hit the Maelstrom at point blank range and still DHC into Hawkeye’s Gimlet or Trish’s Hyper. But after an Air Combo it takes the ground bounce away for some reason and turns it into a Hard Knockdown, so only an OTG Hyper would be able to pick 'em up.
Go to the Danger Room & see for yourself. I’m 99% sure of it.
Yeah, I can DHC as well point blank, as long as I am midscreen. After an air combo I get one of 3 things, depending on position: A grund bounce, an effect similar to a ground bounce(they spin and crap, but never actually bounce off the ground-- you can DHC and still be ok), or a hard knockdown. I only ever get the latter if the combo ends with me right on top of them in the corner. Actually, the more I look at it, the more it seems to be related to the flame at the very end of the super.
Edit: After trying it on multiple characters, it seems like whether or not the ground bounce happens at the end is character specific. I never got the ground bounce on C. Viper, just the spin and sometimes the hard kd, but always got it on big dudes like Nemesis.
Edit 2: It’s definitely related to the distance between you and the opponent when you start the super/when the super ends. Able to get the ground bounce 100% of the time if I do the standard air combo > otg assist > Chaos Briger > L Hellfire xx SOV, even on tiny people like Amaterasu.
Alright, So I went to the Danger Room to see if I could settle this since it made me question how I was doing some of my combos. I took this thing from the very basics on just the move itself for information’s sake but if you ant the answer for the ground bounce properties just go to Rule 2. Here’s what I found:
NOTE: All of this was done without the assistance of another player so some information I would gave liked, such as, “Is it projectile invincible, or have armor against projectiles? Is it considered a projectile and can therefore be countered by things like Dr. Strange’s Hyper? Can Captain America just Charging Star Hyper through it?”, was unfortunately unobtainable unless there’s a Playback mode I’m missing somewhere.
Rules of Ghost Rider’s Hellfire Maelstrom:
Rule 1 - Basics
- Hellfire Maelstrom (here on referred to as “HM Hyper”) key factor seems to be DISTANCE.
(1) UP CLOSE - HM Hyper whether combo’d into or done on its own, will successfully connect with ALL CHARACTERS no matter their size.
(a) IF BLOCKED - Characters will be put into a clean block stun state until the last hit of HM Hyper which pushes them about 3/4 of the screen away, at which point Ghost Rider will be vulnerable to all the delicious negative frames your opponent will use to snuff out your flaming a**.
(2) MID SCREEN (or Start of Round Distance) - If It connects, it’ll finish on ALL CHARACTERS.
(a) IF BLOCKED - Here’s where character size comes into play
(a1) Small Characters (ex. Rocket Raccoon) - Whiffs completely AFTER THE FIRST HIT HAS BEEN BLOCKED, CROUCHING OR STANDING, and doesn’t hit again until Ghost Rider brings the chain down for the last hits of the Hyper.
(a2) Medium Character (ex. Captain America) -
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If STANDING, should block it. I saw some of the hits whiff and the computer’s block and go into a neutral stance, but I wasn’t able to find out if they could really do anything without risk of being hit by the chain.
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If CROUCHING, same properties as the small character.
(a3) Large Characters (ex. Nemesis) - Should block it. I saw some of the hits whiff, but never saw a neutral stance so I’m assuming the block stun is too great for them to do anything other than block, or they risk getting hit should they be able to do anything other than block.
(3) 3/4 to FULLSCREEN - Again character size comes into play here.
(a1) Small Characters - (3/4) Will whiff completely UNTIL THE LAST HIT; (Full Screen) Whiffs Completely. Period.
(a2) Medium Characters - Will whiff completely UNTIL THE LAST HIT.
(a3) Large Characters - (3/4) **STANDING **will whiff for the most part UNTIL THE RANGE OF HM HYPER HAS EXTENDED FAR ENOUGH TO HIT; **CROUCHING **will whiff UNTIL THE LAST HIT; (Full Screen) Whiffs completely, standing or crouching, UNTIL THE LAST HIT.
So, I guess, if your opponent is running away because they’re close to death, they’re big enough, and you think you’re ballsy enough to get away with it, you could POSSIBLY kill them with that last hit.
Rule 2: The Ground Bounce
- On the final strike of HM Hyper, AND ONLY ON THE FINAL STRIKE, will you be able to obtain a ground bounce.
(1) You will not receive a Ground Bounce if HM Hyper:
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If it is DHC’d into a WHIFFED OR COUNTER HYPER, it will instead receive a SOFT KNOCKDOWN
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If HM Hyper is performed WITH YOUR OPPONENT IN THE CORNER AND** GHOST RIDER TOO CLOSE TO**** THE CORNER** it will receive a HARD KNOCKDOWN.
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If a Ground Bounce **HAS ALREADY BEEN PERFORMED IN A COMBO ENDING IN HM HYPER **it will receive a HARD KNOCKDOWN.
(2) You will only receive a Ground Bounce if the above conditions **HAVE NOT BEEN MET **and the VERY END of Ghost Rider’s chain hits as the final strike of the HM Hyper.
(a1) If your opponent IS IN THE CORNER Ghost Rider should be** ROUGHLY MID-SCREEN OR 3/4 SCREEN AWAY**. This will make combo-ing into a Ground Bounce in the corner difficult if not spaced correctly.
(3) You may gain ground bounce using AERIAL or **GROUNDED **combos as long as the above conditions of Rule 2 Section 1 (here on referred to as R2;S1) HAVE NOT been met and the conditions of Rule 2 Section 2 (here on referred to as R2;S2) HAVE been met.
(a1) Assuming you have met the conditions stated in Rule 2 Section 3(here on referred to as R2;S3), you are allowed the appropriate number of OTG and/or WALL BOUNCE in a combo.
Rule 3: Damage
- MASH IT OUT!
This is everything I have found so far on the properties of Ghost Rider’s Hellfire Maelstrom Hyper. All of this was discovered without the use of a guide seeing as I haven’t bought it yet and would be able to give you more information if I did. I’ll post more if I find anything.
Thanks for the info, Challenger.
Having some trouble with a couple of things. I’m using Ghost Rider/Trish/Dormammu:
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How exactly can I zone out Ammy and Rockey? st. H goes right under them, making it hard for me to play the keepaway game. What options do I have that’s available?
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Everything seems to go to shit when someone high jumps and closes in on me so easily, I struggle trying to find an option to deal with that.
You can do st. H xx qcb+L/H it will catch people under the st…H who aren’t blocking, and it’s only like -8 on block? safe from a distance.
You can also do cr.H which combos into qcb+L/H, or you can cancel it into dp+H for the chip and pushback, or even hellfires if you want.
For me what I’ve been trying to do is cancel st.H/cr.H on whiff into qcf+H (AA hellfire) if they are above the chain and close or dp+H if they are far, and if they are below the chain I do qcb+L/H (which is your preference depending on if you want the opponent pushed back or if you want to combo for some damage).
These are some ideas that might help. You can try to dash under when you see this, and once you are on the other side you can use his GDLK backdashes (they can cancel into eachother without the need for wavedashing).
Or you can try backdashing back and making them land on the b.H spire or AA hellfire (qcf+H). Then continuing to zone.
Also if they super jump like that over you, I’m pretty sure it’s a free Doom missiles call if you have that assist.
Use snap backs people, you tag up an assist and don’t finish em, a snap back gets the job done, Im killing teams fast by popping in there bleeders.
Well Ghost Riders snapback is really good, but its main downside is the fact that he gets barely any mixup from it, especially if you do the snapback 3/4 screen away.
That being said, snapbacks still seem really fast, fast enough to punish supers like chaotic flame and maximum wesker. With this knowledge you can do some really cool stuff. Yesterday I was playing against a spiderman/wesker team and the spiderman was down to like 2% health with about 40% red life. The spiderman player obviously wanted him out so he DHC’ed into wesker, so I input the snapback motion in the super flash and just stopped the maximum wesker in its tracks and brought back in spiderman with no health.I then just called doom plasma beam and chipped him to death.
You’ve just got to pick your moments with ghosts snapback.Theres no point just randomly snapping just because GR’s snap is so good.
Ghost drinking red life off bleeders is a benefit in itself, and Ghost is notorious for Popping assist.
Obviously.
Yeah I know its obvious, its just sometimes you want to use it just for that ‘oomph’ factor of snapping someone in so far away but most of the time theres no strategic worth in doing it.
Snap em in and then trap them in an unblockable?
What are the properties of GR’s supers and how/when can we utilize them?
I know the bike has hella invincibility, but it’s not right from the start… So it can’t be used to punish much, or counter invincible supers like bionic arm or fast beam supers.
What about the Maelstrom super?
I think the bike super is invincible from the start, it just has incredibly slow startup so you cant counter hypers/dhcs with it very well.
The main problem with it aside from terrible startup, you also take some damage from the hits you plow through and blaze can die from them. With some testing I found that if you want to take minimal damage just hold L as ghost will just ride really fast through everything.You only get a measly 150k for doing that though. The damage is terrible but its good to know if you want to hit your opponent through a DHC of theirs that they thought was safe, with a safe DHC of your own after the bike super has hit. Then you just let GR heal that red life up.
From full screen you have enough time to activate it against a couple supers. I’ve done some quick testing and you can do it against Sentinel force, Shockwave, photon array, gamma tsunami and goddess bracelet.Most other supers are too fast and beat it, even from full screen. Punishing one of the above hypers and then DHCing into you next character can be good damage but meter is so much hard to come in ultimate, its not really worth spending two bars to do max 400k damage.
Its definitely a situational hyper. In my opinion its only really good for safe dhcs from full screen as your opponent cant really stop it once its out there. They cant counter DHC because it just plows through everything, and if you hold down L then the damage trade off is minimal.
I hate how i am forced to choose a short character to counter GR spam XD.
“EAT CHAIN!” “EAT CHAIN!” “EAT CHAIN!” “YOU ARE GUILTY” “EAT CHAIN”
Spirit of Vengeance doesn’t have any invincibility, it has a slow start up after which GR gets hyper armor. So he still takes damage as long as he’s on the bike, but his hyper isn’t interrupted. You’ll still get smacked in the face with a Bionic Arm even if you start up before it happens, and then you’ll run Spencer over.
Anyway, looks like good discussion here, I need to catch up a bit before I ask some questions
Also, shout out to Eternal Blaze, we landed on the same team. lol