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

I figured I would go around and post this on character forums so folks can check it out:

I’ve been on a GR hiatus in the recent months as I’ve barely had time to play marvel let alone Johnny Blaze. I want to start playing GR again and I was thinking of pairing him with Dormammu and I’m not sure who else.

I’m open to suggestions but I really want to stay away from Vergil, Doom, and Dante (for now)

Shuma, Strider, Ammy, Akuma, or Sentinel… Pretty much any good assist haha. Ghost Rider really loves assists that can hit people out of the air and prevent them from Super-Jumping.

I just wanna say one thing, don’t use GR against a competent DANTE player, you will get bodied. I think its one of the most one sided match ups in the game, its really sad. Just saying.

I have fought REALLY good Dante players and Dante very rarely gets a hit on me, I actually love this match-up.

I dont know, GR is really slow to counter Dante’s teleport + H + Beam assist juggle. Have any tips?

Ghost Rider is really defined by his assists and with out good ones then Ghost Rider is just a terrible character. What assists are you using?

Hawkeye triple arrow/ Missiles.

Missiles should get the job done especially if you just J.S call them. I prefer Plasma beam because it stop Dante in his tracks when teleporting since it lasts so long and it comes out behind GR. Im not sure how well triple arrow works against teleporters. My assists are all about anti-teleports since Shuma and Doom come out so far behind GR that when someone teleports behind me, the assist is behind the opponent and stops them. This makes it tough for Dante since you have s.H, DP M, and s.S to stop him from box dashing at you, and assists stopping him from teleporting.

Cool thanks, but without missiles i deal with characters who love to stay in the air :s

Ta-Da!!!

Good video but I wish people would stop saying moves are useless just cause they dont use them.
Hellfire M & H are a part of Ghost Riders neutral people are lacking.

You’ll find that hellfire H which is really easy to use protects you from chip like top corner Doom & top corner Trish.
Characters HAVE to approach Ghost Rider who dont have the speedy durability to overwhelm him.

You can also bait characters by whiffing a cr. h and canceling into hellfire m or h if they try a dash over punish

Hellfire is useless FailFish. Anyone can whiff punish that shit and on top of that its better to cancel everything with back H or DP H. Characters dont need to approach GR what the fuck, well except Hulk but GR is a shit zoner. I’ll give everyone a tip: just pushblock all the S.H and J.S and you’re good to go

here’s what i think ghostrider needs.

-spitfire A assist/move is low-hitting
-heartless spire soft knockdown, but affected by hitstun deterioration a la meteor smash
-aerial hells embrace
-vertical conviction slam
-new aerial horizontal command normal f+C
-up TAC animation increased in circumference, side TAC animation changed to aerial horizontal command normal, down TAC rts

no chip damage on normals, no speed increase, no increased distance on judgement strike, tentative increased hitbox size on chain of rebuttal.

Something I discovered sometime yesterday

Got a really nice reset:
[Hard Knockdown] call Vajra, b.H, opponent recovers, dash, then one of two things happens:
-Opponent gets hit by Vajra. I don’t know enough about Ghost Rider to know how much he can get after a low to the ground Vajra hit, but anyway…
-Opponent blocks Vajra: THIS is where the real reset is. The opponent won’t really have the time to act in the air, so they land. This gives you a few options: Throw, cr.L, st.H, Level 3, and so on.

Cr.L: I don’t think GR can get too much from a cr.L, but he can stay safe after his strings, so he doesn’t face too much of a risk in gong for it.
St.H: Leads into more damage, and is the only option of the 4 that doesn’t require a dash forward, but it doesn’t hit low. On the plus side, the situation is firmly set to neutral and your opponent can’t exploit recoveries or tech rolls to get around Ghost Rider.
Throw: Doesn’t lead into much, but few people are going to tech a throw from Ghost Rider. If you screw up and don’t get a throw, relax; you are safe on block.
Level 3: By far the most situational option. If you want to style and know your opponent won’t jump, you can dash in and level 3. Works best against people who actually expect the throw and are mashing H.

I played a ghost rider on XBL with over 90% win ratio. I don’t think he played ghost rider competitively. Alot of Back+H was used; chains seldom. Assists weren’t being spammed but used as an “extra chain” blockstring. He was stationary mostly and making attempts to shut me down, this gave him a lot of random hits that won him the game.