Since I played a ton of Dante in vanilla, I’ve opted to switch back to him. After going through a gauntlet of characters to fill my Ghost Rider / X / Sentinel team, I feel like Dante has come out a bit on top of the others personally. He might not be as perfect as say, Dormammu, but I still think Jam Session functions as a very much needed full-screen vertical anti-air to help out GR’s zoning game. At first I wasn’t sold, but I think it’s quickly becoming a very comfortable tool to play with. I don’t think I’d ever drop Sentinel, as his drones do way too much good for me.
I’m going to list below all of the characters that I’ve tried over the weekend and found successful. This list of characters have high-damage, full-screen DHC options that can connect off of a Hellfire Maelstrom. This generally means that 2 meters spent in a combo will break 800K easily, and in the case of a few of these characters, over 900K. In addition, they all provide some sort of beneficial assist that either extends combos or provides coverage for GR’s normals. The criteria for a character to fit well in this shell is that they must meet at least** two** of these three things: provide GR with a zoning assist; extend combos; have a full-screen, high-damage DHC.
Teammates that fit well into the Ghost Rider / X / Sentinel shell (imo):
Dormammu (Dark Hole)*
Dante (Jam Session)*
Amaterasu (Cold Star)
Spencer (Slant Shot)
Storm (Whirlwind)
Wesker (Samurai Edge)
Phoenix (TK Shot)
*Of this list, I feel that Dormammu and Dante are the two best. Why? Because both of their assists can be used to extend combos and/or used to help GR’s zoning. They effectively meet 3 for 3 of the criteria for a great GR assist. Dormammu’s advantage is that he provides a much higher DHC damage option, but his assist is less effective as a zoning tool and cannot be used to extend combos in the corner. Dante’s Jam Session provides great vertical coverage for super jumps and is very easy to combo off of, mid-screen OR corner. However, Dante’s full combo is only about 830K-880K~, whereas Dormammu’s DHC always leads to 900K+. Take more damage or take a more useful assist? The second point of interest is which character benefits more from Sentinel and GR’s assists. That, without a doubt, goes to Dormammu. Also, both characters’ supers can be DHC’d into Hyper Sentinel Force, leading to pretty much TOD on most characters with 3 meters.
Ammy, Spencer, and Storm are all great, but they don’t provide more than two categories at a time. Ammy technically does, but her super is weaker in comparison to the others and cannot be DHC’d into Hyper Sentinel Force. Spencer is great for extending combos and provides a high-damage DHC, but lacks in helping GR’s zoning gameplan. Storm has the ultimate DHC, but a mediocre assist. I’ve tried to make her assists work, both as a zoning tool and to extend combos, but they fall short in both categories. In all honesty though, I feel like ANY of the listed characters can be a great second character, it just depends who you’re most comfortable with.
A few posts above someone posted that Wesker is an okay fit. I would love to use Wesker, so maybe I’m overthinking the DHC damage, cause Wesker will help GR open opponents up with Samurai Edge. He can’t extend long combos, but the fact that you’ll be hitting your opponents more might make up for it. It’s also weird that you have two batteries and no real meter spender, so I guess that just means you have a team that can be liberal with supers (or go for Penance Stare a lot haha). Phoenix is another option people have been running. Not a bad idea either, and she helps extend combos with TK Shot.
Another team I’ve been looking at is GR/Sent/Doom for a heavy, heavy zoning team. I’ll hit up that training mode tomorrow.