I’m trying Ghost Rider with Trish. While playing GR, I felt like he needed something to cover himself with. While Heartless Spire does a pretty good job, he really needs a “get off of me” assist. Trish’s Peekaboo does a pretty good job with that, and you can combo off of it most of the time with standing :h:. My only gripe is that you can’t do any extended combos off of Peekaboo.
Jam Session, Doom Missiles, and Doom Beam all look like obvious choices. I’m also looking at DHC options off of Spirit of Vengeance. Looks like Dormammu really wins in that department. I’ll check if I can do extended combos off Purification assist, but I highly doubt it.
So for now, Ghost Rider / X / Trish. Not sure who really fills that gap - looking for a high damage DHC option who works well with Trish’s Peekaboo. Most likely going to be Dormammu @ Dark Hole or Purification.
Spirit of Vengence does have either some super armor or hyper armor, so it is pretty useful for DHCs.
Dormammu does sound a like a good partner for Ghost Rider. I’d probably use Purification because Ghost Rider really doesn’t have much to stop super jumps, but Dark Hole is also a good option. However, Dormammu sounds like he’d be a much better anchor than Trish imo.
I meant DHCing from Spirit of Vengeance to another super (since GR is on point). I think I’m going to stick with Dormammu in the second slot, since he makes for a great, high-damage DHC and equally benefits from Trish’s Peekaboo assist. I’m not too worried about Trish as an anchor - obviously she’s not as good as several other options, but she compliments my playstyle with GR and Dorm. Spirit of Vengeance DHC into Stalking Flare is also a great way to use all the meter that GR builds up.
I’m about to head to a release night tourney. I’m going to run Phoenix Wright (walk/wall bounce assist) / Storm (whirlwind) / Ghost Rider (spire).
Collect evidence and switch to GR. Abuse PW’s assist which ends with a wall bounce. With GR’s range, I should be able to combo without having to wavedash to the other side. Storm’s there because I am decent with her in Vanilla, and I think she can do some good damage after a wall bounce as well with hailstorm, air X-factor, hailstorm.
Be sure to to keep track of how many wallbounces you use. If you use Wright as a part of a combo, it’s better to just go for :qcb:+:l:or:h:after the second :h:,:h:.
I’m using Ghost first. I’m trying trish’s hopscotch because it cuts the screen in half, and stops jump ins (especially now that you can’t air dash and block), and it can’t be nullified by a laser (like peekaboo can). I’m thinking of Doom missiles in the 3rd slot (I think they got nerfed because it only fires 6 now). Or maybe using Strange in the second slot with bolts assist (can be ducked but Ghost makes people never want to duck).
Played my day one team and even though Task and G.Rider has synergy, Ghost rider and Firebrand really dont (or I havent found it yet). However after some thinking, once i get home. Im going to try out Dante|G.Rider|D.Strange. I call them the Midnight Sons. However I was wondering about the assists. Can you guys help me out? Also what order? I want G.Rider in the middle. offline, Dante is better on point. Online, Strange is better on point. Any and all suggestions are needed. Thanks in advance.
Dormammu in the second slot didn’t work out the way I wanted to. Purification and Dark Hole didn’t feel that useful for GR’s zoning game. I’m sure he’s fine and maybe I just don’t like Dormammu, but I’ll have to keep messing around to see what I can come up with. I also tried Doom missiles, but they’re not that easy to combo off of if they hit mid-string. So far I’m really liking Jam Session and Sentinel Drones. The drones cover a lot of GR’s recovery and are very easy to confirm off of. If anyone else has found any awesome synergies, please post up!
Yeah dorms assist isnt too great for Ghost. Doom works really well with Ghost you just have to use plasma beam. You can confirm off of it from full screen really well. Also the general lockdown pressure of Beam+J.S builds good meter for Dorm and annoys your opponent as they try and get in.
I run Ghost rider/Vergil/Doom.
Heartless spire on ghost rider, rapid slash on virgel, and hidden missile doom. Ghost can build good meter for vergil, vergil’s assist is really good for keeping opponents away and you can use combo after with his air chain grab. (Sorry I don’t know the name) Ghost can protect doom really good while he is getting the hidden missiles out.
This team sees to have really good synergy with dhc and assist.
Boone Strike goes forward a good amount so on offense you can push 'em back to the corner where GR’s range is dominant since it means no more retreating from your opponent. On defense, doing a pre-called Bonne before a retreating j.:s: will help keep the place of your opponent and if time correctly will help with combo :h:,:h: on landing , shitty part is it’s range and damage scaling.
Doom’s beam is pretty self explanatory, comes out quick, covers full screen.
so far, I’m trying to go for a real zoning team. I’ve thought about Ghost Rider/Dorm/Doom. I haven’t thought on who should be point but considering that dorm needs meter and doom has great assist, I’m probably gonna go for Ghost on point. I would assume that dorm on purification would be better to restrict air movement but Doom’s who I don’t really have an answer for yet. All 3 of his assist are good and while beam would deal with the horizontal range, Rocks and missiles somewhat deal with air opponents. I only worry about teleporters and how to deal with them since they can kinda invalidate the whole point of the team with just a cmd. What do you guys think? Suggestions are welcomed.
I feel like chiming in on this. I like using j.H for people who try and jump in since the range on it is huge and apparently it’s + on block so it helps keep people away.
I tried running Hulk/Ghost/Dorm but I don’t feel that synergy is there in the least bit. I main hulk but this team doesn’t help each other out in the least bit. I was thinking of running Dorm and Doom with ghost since I think Ghost can benefit from having a lock down assist to help extend combos and hidden missles will be great with distance lock down.
Ghost Rider (Chain of Rebuttal)
Nova (Centurion Rush)
Dr. Doom (Hidden Missiles)
Ghost Rider can extend his combos a ton with these two, and they help him control space. Nova’s overhead kick assist allows for some really good mixups at far range using Ghost Rider’s cr.H. I’m really liking this team.
I’m trying out a few teams, just got this game yesterday and I’m liking it better than Normal CapCom3.
-Ghost (Pillar)/Doom(Beam/Missles)/RR (Log) - Pure zoning, Log Trap comes out of freakin nowhere and when it lands it’s at least 500k easily. RR is a bit hard to use so it’ll be a work in progress.
-Ghost (Pillar)/ Nemesis (Ground Bounce)/ Doom (Beam/Missles) - A bit more combo friendly plus Nemesis is freakin fun to play, his assist helps with combo extending plus it has some armor to it.
-Ghost (Pillar)/Doom (Beam)/Spencer (Slant) - Same idea as the team before but Spencer’s assist is a bit less consistent than Nemesis.
Lightning Attack and Mighty Smash are good assists for GR. LA can extend combos in the corners and MS can start or add mix ups with cr.H. I may also try Tron’s Gustaff Fire because after a combo and otg spire, GF will hold characters in place to extend the combo further.
She-Hulk brings the Hi-Lo opportunities, plus someone who’s durable when I tag 'em in and give Blaze a rest. Plus, DHC’ing back to GR is a breeze with her. Trish is my Anchor, and her assist stops jump-ins cold. Also, Judgement Strike :l: can lead them right into the trap, extending the combo. Except for Vergil, I’ve been able to hold my own against all comers…