Only ghost rider I saw at NEC was Essex. Anyone know how he did? I know he lost his match on stream, but who beat him in losers?
So no ghost representation at NEC pretty much. It seems like what everyone else was saying about him getting figured out in week 1 could be coming true.
Im definitely gonna give it some more time before I deem him unviable. So far the only teams im really having trouble with are any teleport based teams which is natural. Im just waiting to see if I can win these matchups by some good old patience and defense before I say he has no chance against them. I’ve got a lot of tactics floating around in my head so I’ll probably do a big writeup of everything I’ve learnt with him over the past 3 weeks of tournaments and offline casuals. I’ll talk about everything from general strategy to matchups.
Not sure if anyone has made mention of this or not, but Ghost Rider’s Spirit of Vengence starts out with the hyper armor on frame 0 when you DHC into it. So, from full-screen I can punish beam hypers using X-23’s invincible start-up Rage Trigger and immediately DHC’ing to Spirit of Vengence. Not the best damage, but it’s a nice way to save yourself if someone is about to punish you from full-screen. Just make sure they don’t have any dangerous counter hypers or an X-factor cancel at the ready.
Also it looks like Filipino Champ was using GR at TNT in NorCal, but I only watched the Losers’ Finals in which he got shredded by ShadyK’s terrifying Felicia. If there’s other footage out there of the previous rounds, there could possibly be some good stuff, but I don’t think it’s gonna be a whole lot of new stuff, just judging from what we know about GR now.
I found a good use for Ghosts rapid backdash glitch. Basically its ghost best tool against dive kick characters.On reaction to a dive kick you can just mash back+M+H and get out of there then you can punish the whiff with cr.H into QCB+L. I was doing this against Vergils j.s and Trish dive kicks. You’re not always fast enough to actually punish the recovery of the divekicks, but if they try and jump up immediately again you will catch them in jump frames.
Cr.H in general is Ghost Riders best tool for actually hitting people. You can get a full combo off of cr.H if you hit confirm into QCB+L and of course Cr.H is a low attack. Its best to use this after your opponent has made it about 1/2 way across the screen against the Ghost/Dorm/Doom obstacle course and you’ll often catch people in pre jump frames. It is important to hit confirm cr.H into QCB+L on hit or B+H on block as QCB+L is very punishable at certain ranges. Alot of people prefer using cr.H into DP+L but that move whiffs on so much of the cast whilst crouching, its not worth the risk considering how punishable it is on whiff.Ghost Riders st.H+H has the same problem.
I also found that Ghost can basically nullify all attempts at projectile wars. If you use Ghost+Dorm you can just press B+H+Dark Hole assist and you’re basically creating a wall that sucks everything up projectile wise. I started doing this against a Viewtiful Joe player and it literally stopped Viewtiful joes voomerang zoning in its tracks, to the point where he had no option but to rush me down. It probably works with any decent durability projectile assist. I was using this tactic with Doom beam too.
B+H heartless spire is pretty much Ghosts best answer to rushdown. Its an option select throw and it basically works like a vanilla dorm flame carpet. It also functions as an anti air and does good chip especially on incoming characters coupled with a lockdown assist like Dark hole.
I think Ghost beats Magneto and Dormammu which are some pretty good matchups to be winning in this game. Magneto just doesnt have anything to deal with the angles ghost rider can come at in the 3/4 screen range. If you have a plasma beam assist like I do you can nullify disruptor and once you get in that 3/4 range he cant hit you with air disruptor fast enough. From full screen you can nullify his disruptor too with B+H easily because the startup of it is longer than Vanilla and its easy to do it on reaction.It also kills mags tri jump pressure for free as long as youre not being locked down by an assist. GomuGomu explained why Ghost beats Dorm in the tier thread.
Yea I also think Ghost beats Mags (haven’t played a Dorm yet) but just don’t be predictable with j.S or you’ll be eating a shockwave.
I think the key to success with Ghost is the Heartless Spire, that move is just too good and as an assist it’s akin to Captain Commando from MvC2 (although doesn’t reach as high).
He still does fine against small characters if you know what you are doing.
…EAT CHAIN
I probably missed it but has anybody else mentioned how you can infinitely juggle assists with heartless spire? It’s pretty awesome since it semi-locks down on it’s own too. You can usually squeeze out some great damage on the assist before the opponent even knows whats going on.
I don’t know if it was mentioned here but the new patch “fixed” Ghost Rider’s kara backdash glitch. Now if you mash it, you will get random normals coming out, which wasn’t happening before. Really, even though this was a glitch, I don’t see why it had to be removed. Now he will be blown up even more against teleporters and divekicks.
Edit: Nvm it does still work…I wasn’t doing it with M+H, I was doing it with L+M.
What’s everyone’s feeling on Nick Cage so far in this game? I had a friend who was/still is using him but it is kinda underwhelmed by him.
I remember hearing before the game came out that supposedly he was going to be like MVC2 Sentinel where all of his normals do chip damage, but with the actual game’s release it seems only his specials really cause chip. Do you feel Ghost Rider would be too good if his normals chipped and can Ghost Rider work like Hawkeye where you can use his specials to buy you free damage with chip even though you’re not hitting them? I would think his H chain of rebuttal would be good for screen clearance and free chip damage when they’re not pressing buttons at you trying to hit you.
I think he has potential but my immediate issue is what was said above basically where it doesn’t seem like it’s as easy to do effective block damage simply by throwing around normals.
My opinion right now is that he’s not a very good character. He’s usable if you really want to (Like playing Haggar on point) but he’s not good. The biggest issue I have right now is that he is out zoned by most other zoning characters and he is easily rushed down. It seems like you are fighting an uphill battle in almost every match up.
He also has problems opening people up, it’s fairly easy to block him all day or just super jump over everything he has. He has little to no mix up game on incoming characters and poor mobility. He also can’t combo off of his jumping H. He’s basically lacking the tools that are most important in this game. Because of that he essentially must be played on point with at least one of the S-tier assists, if not two.
The problem with H Chain of Rebuttal is twofold, it’s doesn’t reach full screen and while the screen coverage looks great it’s actually pretty mediocre. Not to mention the start up/recovery are horrible. It needs a larger hit box and full screen coverage.
I think chip damage on his normals would be fine, and in all honesty I think he really needs a command grab to actually get an opening. Like I said, this is just how I feel right now and we could dig up more technology or something. As of now though he’s a character that is great a blowing up scrubs or new players but that’s about it. I’m still gonna keep playing him though, because I love the character.
Yeah it seems like they thought long enough to give him a command grab to help his offense or deal with reckless attempts at rushdown if he has 3 meters but, no standard command grab that will help his standard game.