After stumbling upon a GR discussion in the Balance/Tier thread, I figured this thread is needed. Blaze has his strengths and weaknesses, but it’s better for everyone, even Newbs, to know exactly how to approach each fight. Because rushing down Wolverine & trying to Zone out Hawkeye might not be the best strategy…
It’ll take a while, but I’m gonna try to get every fighter here. Input and opinions are MORE than welcome (a.k.a. Help me finish this, ya lazy bums! lol)
Marvel Matchups:
Captain America
[details=Spoiler]
-The best distance for Ghost Rider in this fight is 1/2 screen.
-Cap’s Shield Slash is you No. 1 priority. If he jumps, respond with either air:h:, Chain of Punishment or Hell’s Embrace.
-Get him grounded. Cap’s a lot easier to deal with on the ground.
-Charging Star is quick, but vulnerable to physical attacks. React with air:s:
-Hyper Charging Star, same as above.
-Hyper Stars & Stripes is completely Invincible, but leaves Cap falling unprotected. Launch him into an air combo to push him back out. Or if you have the meter, punish with Penance Stare.
-Final Justice has a few frames of Invincibility to start out, and is deceptively quick. So keep on guard for it.[/details]
Deadpool
Dr. Doom
[details=Spoiler]
-The best distance for Ghost Rider in this fight is 1/2 screen.
-Rage Whip :h::h: beats out Doom’s projectiles, so don’t be afraid to use it on reaction.
-Air :h: has great range and does good damage. Use it when Doom goes to his Air Photon Shot.
-You got three options against his Foot Dives: Heartless Spire, Hellfire :h: or Chain of Punishment. The first two are quicker, but the last one lets you combo off a wall bounce. Use the best option according to how far away Doom starts his Foot Dive.
-Heartless Spire punishes tri-jumping advances.[/details]
Dr. Strange
Dormammu
[details=Spoiler]
-The best distance for Ghost Rider in this fight is 1/2 screen.
-GR’s chains can beat out Purification, but not Black Hole. Be cautious.
-Remember, GR’s chains can reach 3/4 of the screen. Don’t be afraid to punish if he starts casting spells (a.k.a. Power of the…) while thinking he’s safe.
-If he super jumps, be on guard! Either a teleport or a Tri-Jump is coming. Punish both with air:h:
-Chaotic Flame is one of the fastest hyper beams in the game. Be careful calling in assists when Dorm has meter.
-Stalk Flare can be dangerous, but hitting Dormmamu snuffs out the flame. Cr.:h: is quick enough, has the range and reaches under the orb.
-Dark Dimension is the reason you should use air:s: to start your offense against Dormammu.[/details]
Danny Ketch =)
Hawkeye
[details=Spoiler]
-Best distance for Ghost Rider in this fight is 1/2 screen.
-Stay in range of the chains. It makes Hawkeye easier to deal with.
-Avoid the path of the arrows. If Hawkeye starts jumping, stay grounded and use Rage Whip. If he’s on the ground, go for air:s:
-Hawkeye’s slide has range, and he can cancel it into a trick shot. But it also leaves him open for a quick that you can combo off of.
-Gimlet is practically instant and does good damage, but leaves Hawkeye wide open on block unless he DHC’s or X-Factor’s out of it. Punish with chains accordingly.
-Super Scattered Shot comes out as soon as its successfully fired, and hits like Shockwave. Spirit of Vengeance can absorb the hits, but it’s better to just block the attack.[/details]
Hulk
[details=Spoiler]
-Best distance for Ghost Rider in this fight is 3/4 to Full screen.
-Air :s: is your best friend in this fight. Use it anytime you see Hulk trying to advance on you, especially with Gamma Charge.
-Keep your chains active against Hulk. It keeps him on the defense, and you might catch an assist if your opponent gets frustrated.
-GR’s chains beat out Gamma Wave most of the time. Remember that.
-Gamma Tsunami does significant damage, but it also pushes you safely away from Hulk whether on a clean hit or blocked. Use it to your advantage.
Gamma Crush does 400K! That alone should be reason enough to keep your distance. Plus, if blocked, the Gamma Giant is at your mercy.[/details]
Iron Fist
Iron Man
Magneto
[details=Spoiler]
-Best distance for Ghost Rider in this fight is 3/4 screen.
-Most Magneto fighters will take to the air to start their offense. Counter with air:h: until they’re grounded.
-Disruptor beats out Rider’s standing:h:, so go with air:s: to start your offense.
-Magneto can get in under air:s: with his slide. So counter with crouching:m: when you land, then launch into an air combo. Or if you have meter, counter with the Penance Stare, then combo until he’s down & out.
-Spirit of Vengeance (a.k.a. Hot Wheels) has armor that can plow through Magnetic Shockwave. It’s a great counter if you’re close to him, but avoid doing this from full screen. The damage trade isn’t worth it, and he can X-Factor or DHC out of it.
-Gravity Squeeze can punish from ANYWHERE! Be defensive when you see Mags with 3 meters, and don’t be afraid to empty jump and bait it out of him. If you do, punish with your chains accordingly.[/details]
M.O.D.O.K.
Nova
Phoenix
Rocket Raccoon
Sentinel
She-Hulk
Shuma-Gorath
Spider-Man
Storm
Super-Skrull
Taskmaster
Thor
[Spoiler=Wolverine]
-Best distance in this fight for Ghost Rider is Full screen.
-You need space in this fight because of Logan’s speed. Whether he attacks from the ground or the air, you’ll need to see it coming to react quick enough.
-The best way to deal with his Dive Kick is air :h:, until he lands on the ground.
-When he’s grounded, pressure him with chains. They beat out his Berserker Barrage if spaced enough, and his Berserker Charge (since it’s lost its invincibility).
-Berserker Barrage X can be damaging. But if blocked, it leaves you at a slight frame advantage & point blank range. Punish with Penance Stare if you have the meter, or X-Factor xx Penance Stare if you have it. Getting Logan out of the fight quickly makes things a LOT easier for Johnny Blaze.
-Weapon X is fully invincible when he rushes. Always block.
X-23