Maybe they couldn’t get their hands on UMvC3 there. Maybe they were just showing gameplay of Pro Gamers working with the new build.
Regardless, I’m searching for some new info on Ol’ Flameskull now; but I’m not finding much…
Maybe they couldn’t get their hands on UMvC3 there. Maybe they were just showing gameplay of Pro Gamers working with the new build.
Regardless, I’m searching for some new info on Ol’ Flameskull now; but I’m not finding much…
Well, in the commericial, GR seems to have some sort of kick followup to one of his Judgement Strikes.
isn’t that his throw?
I played ghost rider, hes cheap, theres your info
Wow, very informative. We don’t know what we’d do without your excellent analysis, chief. [/sarcasm.]
j. s is really good to hit confirm or just annoy
s is suprisingly long range and is a suprising poke/anti-air
he can confirm combos from 3/4ths of the screen really easily into decent-good damage
his projectile is really spammable, since it covers a wide cone of the screen, but it doesn’t go full screen it only goes 3/4ths of the screen away
his otg move is a decent antiair/getoff me (similiar to dorms L dark hole)
jump s harrasment into his full screen two hit chain (forget the buttons) is a really nice and annoying hitconfirm
well, at least we got something… good job Honzo!
Off that piece of info, im going to assume he doesnt need to spend much meter to work, so hopefully my team will work out in the end!
Did you use the :rdp::s: move at all? or did you forget to do it?
Coming from someone trying to test shit at evo, information is probably gonna be kinda sparse. Everyone was on the machine playing to win with old teams using old combos, and if you lost you literally had to wait in like a 20-30 minute line for ONE match. I don’t play stick and all the machines were setup on stick so I was really awkward with it, but I did try ghost rider and I’m liking him so far. His command grab chain that pulls them to him looks like it sets up for OTG with back+S or whatever (the otg fire explosion). The chain super looks good but I think it has a weak hitbox for short characters, so it’s probably combo / anti air only super.
Not sure what kind of mixup game he’ll have but his zoning seems top notch… being able to confirm off long range pokes is awesome. Motorcycle super OTGs… I saw him do a jump with it once before he got off but I have no idea how to make him do that. Kinda reminds me of wario from brawl. His shoulder tackle normal looks like a good setup for his command grab super (forces them to either jump out and get command grab supered or get hit out of their jump startup with the followup normal).
j.S is nice like Hanzo said. Super spammable… think of Seth’s j.HP in Super.
I just got back from evo and I played with the character a lot
Every single last one of his assists are godlike.
He can’t chain his b’s into his c’s, and 5a/2a and 5b/2b are pretty ass.
Exchanging in the air is kinda hard unless you go upwards, his air s hits at a HORRIBLE angle in combos.
5C only hits twice if you press the button twice, the 2nd hit draws them back to you.
The bike super has 4 follow ups, backwards, wheelie, flying wheelie, and like a flaming charge straight ahead (look different than just doing it and not pressing anything)
Realllllllllly high damage from basic ass bnbs.
Lemme know if you want more specific stuff, that’s all I can think of now.
what are his assist like.
Thanks for the info dude. But do you have any more info on his assists? Like if any are useful for approaching or have good lockdown? A gdlk assist is the only thing GR needs for me to put him on my main team
My memory might be a little fuzzy about the last one, I played him on point every game, so it’s either the wall bounce or the command grab, pretty sure it’s the first one.
iirc
-4C, very fast, massive hitbox, comparable to Wesker gunshot, sans hitting low (the otg), seemed like it had some invincibility on it, but it’s very fast, not 100% sure.
-236b Yoga Flame, good start up and beats just about everything,no idea if it has invincibility though but it also locks your opponent down pretty hard(new gustaff fire : P)
-and 214 A( I think that’s the motion) Full screen horizontal chain whip, and very fast, covers your approach like a plasma beam/unibeam would does a wall bounce if it hits.
As Dante would say, “More than enough.” Good looking out, Substantial.
This might be asking for too much but, did you see anyone able to combo into Penance Stare? Or did you see it even get used?
No problem man, just trying to help out but; My entire time there I did not see one penance stare, I forgot to even stock up meter and try it myself. Everybody I played was like HERP DERP IMMA PICK MY TOURNAMENT TEAM AND BODY YOU SON.
On a side note his motorbike does alottttttt of damage if you can hit all of the follow ups.
this right here, I mean seriously guys, talk about over-analyzing a statement.
But thanks for the feedback guys, he is sounding pretty solid and it seems I was correct in my original statement that he looks like a keep-away zoning type dude. Not to keep pestering or anything but any approximates on his health?
how similar is he to omega red from mvsf?
just wondering if we’ll see something similar with this character…
(i specifically mean the potential to be comparable to high level mvsf omega red antics)
That is very encouraging, and it sounds like it kinda works like Hulk’s Gamma Charge (can speed forward, go back or go up.) And yeah, I understand about the scene, sometimes competition gets the better of logic.
OH, almost forgot. Hope I’m not pestering but did you see about GR’s low attacks? I doubt they’ll have the range of his standing attacks but it’s curiousity…
In terms of play, I didn’t find a single similarity. All of his normals have entirely too much startup to rushdown with (with the exception of his 5a/2a & 4C(5b/2b are hella laggy), which is pretty much how Omega is played. GR seems to do best from mid/fullscreen harassing with 5c and 5s until they stop blocking.
His chain twirl super is safe on block, and pretty much pushes them all the way out fullscreen if you’re not comfortable with your opponent being in your face. Other than that, every single last one of his specials besides hellfire pretty much go fullscreen.
…Motor bike beat out bionic arm, idk if thats because bionic arm got nerfed or if it has loads of invincbility, but it happened.
Paired with Dark Hole assist, most people couldn’t break my obstacle course, and scatter shot on Hawkeye/Task made it impossible to approach from the air.
Pretty safe to say GR is a turtle character, one who has tools to fight up close, but that’s by no means his ideal positioning.
@Surefire
2a is like Doom’s iirc, 2c was like a halfscreen with a pretty decent vertical hitbox too, but like I said he can’t chain his a’s or b’s into his c’s, so idk how useful it really is.
850k-900k, seemed really average. With the dhc glitch gone I was able to survive a couple combos. : P
Awww I was hoping for at least a mill, but I can’t complain. Especially with the overall damage in the game going down and the aforementioned dhc glitch long gone. Thanks for all your feedback bro, I thought his bike had some invulnerability and now your statement of it beating bionic arm has given more backing to my assumption. Of course it could just be that the bike itself has no hittable box and he can be hit from the right angle, but thats still pretty sweet.
Is anyone else concern by how limited Ghost Rider’s attack angles are? That is going to seriously limit his anti-zoning game; I already think that someone like Taskmaster is going to eat him alive by throwing horizontal/diagonal arrows in the sky…