UMVC3 SRK Tier List/Theory Discussion. (NEW THREAD NOW AVAILABLE)

ghost rider is only a pain online because of timing issues and stuff

seriously, just use a teleport or a character like trish and he loses, only the big crew (not thor) and iron fist i can say he has an advantage on

<3 you.

Its kinda funny that the National metagame hasn’t started picking up Trish since she is a bloody nightmare for Wesker. People acting like Wesker is so amazing. He is really good. His teleports can also be punished, have started up and there are places he can’t get to at all. Trish lives in that place.

Every scene is different. Here in Maryland tons of people use Skrull

As far as Ghost Rider goes, I think that his main problem is that while he makes it hard for you to get in, that’s really it. He doesn’t seem to do great chip, and he doesn’t have good ways of opening you up to a combo. Also, I’m not sure what he can do against keepaway characters, particularly MODOK. Anyone who can stay at the other side of the screen and throw crap at him is basically a hard counter. The only thing he can do (As far as I know) is hope to nullify them with Hellfire/Heartless Spire. And neither of those get him anywhere, they just keep him alive.

The reason I mentioned MODOK in particular is because MODOK can completely nullify anything Ghost Rider can try to do by using Barrier. Not sure if Ghost Rider can crouch under Psionic Blaster at long ranges, but even if he can, any self-respecting MODOK will be running Drones/Hidden Missiles (Except Worstplayer and a few others, apparently).

I love Ghost Rider and I’d love for him to be good. I just can’t see any particular merits.

You guys do know that Ghost Rider has strategies to fight against teleports just by simply activating his super or an anti-teleport assist. Like Trish’s traps, sent drones, and a few others. Or you can expect it and do a grab, just like how other characters have. Unless the opponent has an Air teleport it will be difficult for them to use most teleports with so many chains and projectiles assists covering the screen.

The issue is when they teleport while Ghost Rider is doing something, not when he’s just hanging out not pressing buttons. His full screen pokes have some decent start-up and recovery, which makes sense given their range, damage and priority. But that also means when they whiff and the other guy is above or behind you, it’s problematic.

The problem is, all of those things have to be done expectantly, since ghost Rider has to commit really heavily to all his moves, he has to choose between trying to protect himself and actually zoning. Most of the characters can actually do both.

Ghost Rider’s j.M hits the entire lower half of him (the 41236 area) so you can use that to hit teleporters and do a simple follow up combo. Downside is the range, while good, is not great and you gotta do some yomi knowing when they will teleport. In practice it’s not that great.

all this talk about ghost rider catching teleports seems void , if the other person has an assits to make the port safe(which they will) and once there in it is free

Characters like GR are still not well fleshed out, and people just assume because they beat other (not high level play)GR players using a teleport character online is reason for him to be completely vulnerable to teleports. Truth is, this being a team-oriented game, there are great ways for a high level GR player to completely cover that teleport and protect himself WHILE zoning, without needing to commit to one fully or the other. This is why I think the less-popular characters are at a disadvantage because there aren’t alot of high level players picking them up at first and trying to optimize the team synergies that work best with them, and in the end, they just end up being considered “low” tier… LLND using Lei-Lei is only scratching the surface for 1 character that everyone already assumes is trash tier (granted she isn’t top) but alot of other “low tier” characters are facing the issue of not having people who put in the work in the lab with the right team to make them complete.

this is why tier charts also change so damn much, because with new technology, the metagame changes. It’s just way too difficult imo to see how a standard “S, A, B, C” tier chart can characterize UMvC3 when there are so many different factors that make a huge difference in the strengths of a character. Unless by “strength of characters” one is referring to their 1 v 1 strengths, which isn’t what this game is about.

I’m already liking the grid tier charts that show varying factors and such that give a better representation of the cast, I don’t see why we don’t make that more of a UMvC3 standard.

For record, when Ultimate first came out I thought GR was gonna be really good, so I have spent a considerable amount of time with him. But he’s just got too many flaws, and doesn’t really have a lot of useful things for the team either (ala Iron Man).

Yeah that’s a lot of this game in general. Until people put the work in with the “lesser” cast you’re not really going to get much budge from anyone else. They’ll just see “you can just pick better people” approach and not truly understand everything they can offer to a fight.

If Ghost Rider’s normals chipped I feel he would be a lot easier to play. That was what I remember hearing early on so you wouldn’t have to do mix ups to damage people while you were trying to land your clean hits. Without his normals doing chip people can just kinda sit on block and not worry much.

Whereas the reason Hawkeye can be such an issue is even if you are blocking Hawkeye…you are losing health also.

If GR’s normals did some chip, I’d probably have him about mid tier.

Would be interesting if he had a superskrull like grab as a lot of his moves look like they could be grabs, but they aren’t.

I don’t know GR only problem isn’t teleports. Their easy mode mixups are an issue for the entire cast except for specific team compositions that pretty much all involve sentinel drones, but they are still baitable so raw teleports aren’t really an issue it’s more their threat discourages him from doing stuff getting him setup for real teleport mixups with beam assists.

He also has issues imo with super jumpers like Trish and Morrigan and heavily projectile oriented characters like Magneto or Zero. He does a lot of work to control the ground but people that don’t have to be in range of heartless spire or on the ground pretty much beat him for free and his range doesn’t dominate fullscreen so characters like magneto can pretty much runaway with a gay projectile game and try to setup drones or some other assist for a free get in and once magneto’s in his shit it’s going to get bad.

That was another thing I thought he was gonna have but ended up not getting. A lot of the stuff I think people figured he was going to have he didn’t end up getting.

This, I think, is his biggest problem. Yes, his keepaway slows you down, but it doesn’t actually do anything.

I still feel IM is really under-rated, on point with Jam Session you can deal some serious damage.

Iron Man gives a team plenty more things than what GR appears to at this time. Anybody that has a beam assist gives you an auto counter to typical sent drones bullshit and helps you control space and lock people down for mix ups really well. Repulsor blast assist is great for Viper unblockables and just generally controlling vertical space as you move in with your point. It’s also a very durable projectile as an assist (supposedly by the guide has more durability as assist than it does on point).

Plus you get a full screen beam super that you can 1 frame DHC into if people are hasty with their offense. It’s not safe on block but that’s hardly the worst problem in the world considering some of the top tier characters have risky DHC’s also. With Dante in front of Iron Man…Dante has a lot of ways to set up safe raw tags for other characters also.