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

I have one match video but I had to play on a gamestop xbox pad (I play on PS3) and all I did was up back and drop every combo. I’m trying to get some match footage soon though. And I really don’t think Ghost Rider is that bad… I believe that he can be used effectively just like every other character on the game.

I made top 8 at this tourney (was 40 or so players, I think?) I played really shitty once I got to top 8 but you can see my matches here at 6:34 and 20:19.

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What you do against a Doom who’s Flying on top of the screen and throwing Finger Laser at you ?
What you do against a coward MODOK who only stays on top of the screen chiping you ?
What you do against a Zero that doesn’t get away of you as he gets the first hit on block ?
What you do against a Taskmaster that Keeps Jumping Back Throwing arrows at you, and when he gets in to the corner ge just superjump xx Spidey swing over your head ?
What you do against a Vergil who keeps Teleporting/Rapid Slashing over and over, until he opens you ?

The main problem of Ghost Rider is that he both loses to KeepAway and Rushdown.
And once the opponent understand how to play against him, it becomes extremely difficult to open up the opponent.

Exactly. The only options you have in those situations are usually risky and or not very good. This is why GR is a bad character and it’s a struggle to do anything with him.

It’s amazing that Ghost Rider is a character who both upsets casual players/scrubs and disappoints competitive/advanced players. This dichotomy in reaction is caused by the casual player’s misconceived notion of “zoning” being synonymous with “spamming”. I can sense the determination in Nick’s GR when watching his match footage.

Ghost Rider has weaknesses, so hopefully Capcom listens more to experienced concerns than “kneejerk” reactions.

Although there’s a general strategy to use against anyone of those scenarios, doesn’t change the fact that it will be hard for ghost rider. I often say to myself why does ghost rider have so few, and the few that he has kinda sucks…just a bad character design.
Wesker pretty much does the same thing with j.gun shot with ghost’s j.s. Or when I play zero, about how he can dance over your head and dive with the pizza slicer. Also he’s so prone to cross unders since he can really land with anything, which makes me so mad at times.

Ghost rider desperately needs a double jump, also make j.H an actual pizza slicer. Also make all his chain grabs unscaled like spencer.

I played him on stream while ago but I was high as hell, I was droping my bnbs n’ shit and I landed an unblockable but diddnt convert it into a combo xD
…some dude just pulled a huge as bong out of nowhere in the backyard of the fighting game venue it was hard to just ignore!

try using specific assists

Nick, if you keep telling us that GR is crap and all that…why you keep playing him?

These are some matches of me rocking GR.
I live in Brazil, and this footage are from a championship that we make every Friday, this one in case I think it was from 2 weeks ago.

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Curiously I play the same team as Nick Cage.

I use Shuma assist and use J.H A LOT. Pretty much that’s how I win every runaway matchup. But then there’s Taskmaster and Hawkeye, seriously these match ups are so freakin hard. You have to inch your way in until your in range for a S.H or J.S and hope you hit him.

In Vanilla I played Wesker/Dorm/Doom… Ultimate comes out and I swap Wesker for GR… lol. GR/Dorm/Doom has solid synergy though if you like zoning teams, the DHC’s are good the assist work nicely… It’s just that GR is lacking on being a good character.

Dude, I think we have more in common than you think…
I changed Wesker for Ghost Rider when the Ultimate came out too. My vanilla team was Wesker/Dorm/Doom.

I tried playing Shuma-Gorath, but this character is too execution heavy for me, so I dropped him.
But I really think Mystic Ray is the answer to a lot of Matchups, since it is a Anti-Air, Anti-Teleport and Combo Extensor assist, and even let you combo after a j.S and j.H if timed correctly.

A little late on the response here, Nick but after watching your footage above I think that missiles would do you much better than rocks. It would have kept zero from jump bustering you into oblivion. When you jump in with S and rocks he just blocks the s and jumps the rocks, but if you would have j.S and missiles he would have to block the missiles in the air and be brought back down for further lockdown. Also, consider tagging GR out for doom/dorm when you’re up against zero. I know you think of GR as cannon fodder but without missiles it’s almost impossible to deal with zero with him but Doom can out-zone Zero without difficulty. I don’t think you’re doing yourself any favors by sacrificing GR. Get him out to regain that red health and mix up your offense. The last thing you want to do is get into a pattern with GR.

Like me, I’m sure you’re much better with Dorm and Doom than you are with GR but I still think that leaving him in to die if you could instead get him out safely is just shooting yourself in the foot. His DHCs are pretty good too so getting him back in isn’t the most difficult thing in the world. And never getting to three meters with him is missing out on an (admittedly situational) level 3 invincible throw to give you more options to make your opponent guess.

Also Hidden Missiles addresses every single one of the complaints placed by Lee Iguana above, btw. :slight_smile:

I had played that same Zero player in casuals before, and used missiles. I could never really get them out because I couldn’t get him in block stun with GR for a safe call. If I called them when he wasn’t in block stun he’d just buster them away and because he never has to use the buster in the neutral game against Ghost Rider, he’s always got a charge. The only reason I used rocks was A. to troll, and B. to try and nuke strider with a team super (which I forgot to do).

It’s also very hard to get Ghost Rider out safely against that team because I don’t have a safe DHC since he has spencer. Like, I can’t do whirly chain > ball because he can Shadow Super > Arm > X-Factor and kill dorm. It’s just… So rough, I should have just played Magneto, lol. In all seriousness though, you’re completely right it’s always best to save your homies when you can.

On missiles though, I’ve used them a lot even since vanilla, but I’m actually not sure how good they are with GR. He sucks and protecting them and he doesn’t really get to do anything with the lockdown. Sometimes it seems good, but other times it seems… Horrible.

I think he’s quite good at protecting them at his optimal range. You definitely don’t want to be calling them out at fullscreen (unless you have to get zero or some other bullshit under control) but when they’re in range of your normals I’m not sure anyone else does a much better job. But since H+H are normals you can call missiles during it and if the opponent blocks then they’re stuck until Doom is long gone and missiles are incoming. J.S+ missiles is just great. Keeps opponent locked on the ground and if they try to punish doom they’re toast. GR confirms on ground missile hits better than anyone since he can start normal combos from 3/4 screen. Air missiles not so much but at least it brings the opponent back down to the ground.

Obviously you have to be careful with beam supers and shit but GR sometimes eats even those up if you can throw H out preemptively. Maybe I’m a homer for missiles but I find GR unplayable without them. They cover the one angle his stupid chains don’t go. I’ll shut up now. :slight_smile:

It’s all good, nice to actually get some GR conversation going! Ok, so the scenario you list where you call missiles during an H+H is pretty common, and it does lock people down. My problem though, is what does it lead to? GR doesn’t do very good chip damage, and he can’t mix you up during it, so it seems like all you’re making people do it block, without any real consequence. If I’m playing Magneto and you block missiles, you have to eat several mixups during the lockdown and you’re in a bad situation once the missiles end. WIth GR, missiles come out and you block, but then the game returns to a neutral state, and not much has changed. If anything it seems more like a way to buy time, but for what purpose?

What do you do when people are being locked down with missiles? How do you force a situation that makes you’re opponent sweat and puts you in an good situation? I can’t seem to make those things happen with GR + Missiles, so I’ve started to use more horizontal assists so I can cover my Jump S and convert into a combo if it hits.

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It’s just high low at that point. If they’re blocking high, go for :d:+:h:. If they’re blocking low, go for instant overhead j:s:. Or do the opposite once they’re trained, etc. It’s not a strong mixup or anything, but neutral at 3/4 is where you want to be to fish for combos with GR. Or use it as an opportunity to tag GR out if they’re at distance.

The biggest thing missiles does is cover his giant flaws (fast overheads and zoning). It disrupts their timing and makes H connect more often.

Is Ghost Rider really bad at chip? I mean, he’s no Hawkeye for sure but :dp:H is decent chip at slightly closer than 3/4 and nigh unpunishable at that distance. Combined with Missiles you can’t block forever.

My question is 'is there any good use for Hellfire other than :l: for otg? Does anyone use :h: for anti-air or maybe on incoming to force a block for a throw?

I feel like the high/low only works against bad players, it’s easy to react to once you’ve seen it one or twice. The DP+H is ok chip I guess, I don’t think it’s really enough to scare anyone though. The other problem with pressuring with H+H is that you get push blocked out of your effective range easily… I mean, it’s ok just seems like there are a lot of ways to make it pretty ineffective.

All of the the Hellfire attacks are negative on block, so you can’t really use them to tick a throw unless you blow x-factor. They have high projectile durability but so does heartless spire. There’s basically no reason to use them instead of heartless spire in the neutral game.

It’s not that useful but it’s good to know that Ghost Rider has an IOH against most standing characters with J.M. Its really situational but I HAVE actually hit it on someone… Once haha.