I’m about to just start going through the cast one by one and try to build a team around ghost rider. probably a horible idea but it’s a start towards something better.
Teams Im screwing around with.
Ghost (chain) Magnus (beam) Doom (missiles)
Ghost (Chain) Strider (Vaijra) Doom (beam)
Ghost (chain) Sent (drones) Nova (C. rush)
This is my team except I have Strider in the last spot and I use Hidden Missile instead of beam. Great team synergy.
Ok. My new project with Ghost is GR-Firebrand swoop-Doom missiles
Firebrand doesn’t really help extend combos with his assist (far as I can tell), but he’s got a good damaging DHC. The assist controls a lot of air and ground space, and has some other applications.
I also like Spencer slant shot with GR. The combos are hella damaging, and Spencer is a beast and very useful in this game.
GR + Strange is pretty good too. Eye of agomotto assist is anti pressure, and it extends combos just like Dorm’s black hole (plus it stays on screen longer). Bolts is good because projectiles are useful, and it makes them want to crouch.
Keep us up to date on how that team works out. I thought about doing it but still experimenting with other people.
Yea Stranges Eye helps out Ghost big time, and it eats projectiles, heck it even eat Hawk eyes level 1.
^good to know
Alright, to start off my project of working on trying to analyze every character combination with Ghost Rider, as idiotic as this may be, I’m working with my current Ghost Rider led team “The Online Warrior”. Ghost Rider, Wesker, Doom.
No, this team was not based on The Online Warrior YouTube series, run by Maximillian. I was playing this team before the Ghost Rider episode (Doom and Wesker since Vanilla MVC3), but since I’m a fan of the show I figured it would be a sort of nod towards what Max has done for the Marvel community with it. Now, on to business.
I’ll be splitting each character into two sections, AS GHOST RIDER and WITH GHOST RIDER.
**AS GHOST RIDER **will focus on how the chosen character works as an assist to Ghost Rider. I’ll go through each assist that the character has and any combo or mix-up possibilities that will prove useful or otherwise when playing as Ghost Rider.
WITH GHOST RIDER will focus on Ghost Rider as an assist to that character and how Ghost Rider can help that character in their mix-ups and combos with his assists.
Hopefully the combination of these two sections will help give you an idea of synergy between the two characters. Now for my “The Online Warrior” team, I usually have either Ghost Rider or Wesker on point so I’ll start with Wesker.
I would also like to note that my knowledge is limited and that these may be wrong on some parts and are also somewhat opinionated, but this is just my notes on what I’ve gathered from this project. If you have something, ANYTHING, contradicting what I’ve written here and the research to back it up, PLEASE FOR THE LOVE OF GOD DO SO! There is nothing I love more than being proven wrong for the sake of helping others.
ALBERT WESKER
As Ghost Rider
Spoiler
~Ghost Butterfly~ - Wesker’s Alpha Assist, Ghost Butterfly isn’t the most useful as it is very difficult for Ghost Rider to combo off of. It comes out slow, and though it causes a Wall Bounce, half of Ghost Rider’s combos already have him doing a Wall Bounce with his Chain of Rebuttal or Punishment (his DP+L or M attack).
If you were to combo into Ghost Butterfly via a combo that hasn’t already had a Wall Bounce in it, there were a few ways I found and while one looked pretty neat, none were very effective.
- ~Calling in the assist JUST before you pull the opponent in with Chaos Bringer~
In this basic combo:
s.:h::h:xx :dp::l:, (dash) s.:h::h:xx :qcb::l:, OTG :qcf::l: (2 hits)xx :qcf::atk::atk:
Replacing Chain of Rebuttal with the Ghost Butterfly assist gives Ghost Rider just a little more damage (around 20K) than if he were to do the combo by himself, (and it kinda looks cool) but trying to put the Ghost Butterfly assist anywhere else in the combo will net you damage LOSS or IT WON’T EVEN HIT at all like in this next combo.
- ~Calling in the assist JUST before an OTG Hellfire~
Now there are two situations in which this will work and nothing else. Out of the two that work, one will work ALL THE TIME but will net you LOSS of damage if Ghost Rider were by himself. The other is VERY HEAVILY distance related and unless you’re spaced just right and you’re timing is spot on, it will miss.
Out of the situations that work, this next combo is the one that works ALL THE TIME, but Ghost Rider is better off doing a combo on his own.
s.:h::h:xx :qcb::l:, CALL :a1: (Ghost Butterfly), IMMEDIATE OTG :qcf::l:, :a1: HITS, s. :h::h: xx :qcb::l: (2 hits) xx :qcf::atk::atk:
In order for Ghost Butterfly to even hit, it needs timing to come out and you have to bring the opponent right next to you because Ghost Butterfly comes out where the present character is standing. The other situation that works but is VERY HEAVILY distance related involves using Conviction Slam, dashing forward if your midscreen, and then calling Ghost Butterfly before you do an OTG Hellfire. Because of how far away Conviction Slam puts your opponent, how slow Ghost Butterfly comes out, and how close you have to be in order for Hellfire to hit, this method almost never works unless you’re in the corner, and even then you have to be at least Start of Round Distance.
- ~Calling in the assist JUST before Hellfire~
Not even an OTG Hellfire. I mean the character has to be STANDING or CROUCHING IN FRONT OF YOU getting hit by Hellfire in order for Ghost Butterfly to connect. You can’t even combo into Hellfire using the starting :l: combo because it comes out too slow. You can use :l: to combo into Chaos Bringer or :s: and then aerial combo into :s: again to ground them into an OTG Hellfire, but if you do that, just refer to the appropriate situations above.
Also, YOU ABSOLUTELY CAN NOT GET GHOST BUTTERFLY TO HIT AFTER A HEARTLESS SPIRE! DO NOT EVEN TRY!
The best I’ve been able to do with Ghost Butterfly as far as a mix-up goes is to have your opponent block Heartless Spire and call in the Ghost Butterfly assist to lock them down a bit. Ghost Rider’s recovery on Heartless Spire is pretty good so when locking them down with Ghost Butterfly, he has a bit more time to move where he needs to. Problem is, there are better assists for lockdown, and you have to be in front of your opponent in order for Heartless Spire to be blocked.
If you do go for this mix-up the best thing I think you can do is go for a back throw. If your opponent tries to throw you back you get a break away, if not you get another Heartless Spire for your trouble. I guess it’s more of an OPTION SELECT, but still something to consider. Now, I don’t know the frame data on Heartless Spire, but it looks like it comes out pretty fast too. I also don’t know how safe Ghost Butterfly is for Wesker as an assist so if someone could help solidify this as an option select that would be very helpful to us all and I would be very grateful to you.
~Samurai Edge (Lower Shot)~ - Wesker’s Beta Assist, Samurai Edge (Lower Shot), is my preferred assist for Wesker when paired with Ghost Rider, as I assume it is for most of the cast. Ghost Rider can do some of his stronger combos with this assist behind him and he can do a classic low-and-high unblockable attack using Samurai Edge (Lower Shot) and Ghost Rider’s j.:s:. The proper application of Samurai Edge (Lower Shot) where you would normally put Ghost Rider’s Hellfire as the OTG can boost your damage a bit during combos.
During the more damaging combos involving Samurai Edge (Lower Shot), the distance can be a bit of a factor because while Samurai Edge (Lower Shot) comes out in front of your character, Ghost Rider still has the chance of being too far away on moves like Conviction Slam and DEFINITELY TOO FAR AWAY on a move like Hell’s Embrace…unless you use Hell’s Embrace in the corner, then it’s timing.
Let’s go through a few combos to explain what I mean.
Corner combos can actually kind of inhibit Ghost Rider’s bigger damage combos for one major reason: Conviction Slam whiffs after s. :h::h: if Ghost Rider is too close! Hell’s Embrace however does not, so in order to get the most damage out of corner combos where Ghost Rider is CLOSE TO YOUR OPPONENT IN THE CORNER, we maximize the damage with Samurai Edge (Lower Shot) and use more Hell’s Embrace.
cr. :l: cr. xx :dp::l:, , s. :h::h: xx :qcb: , :a1: Samurai Edge (Lower Shot), s. :h::h: xx :qcb:, :qcf::l: xx :qcf::atk::atk: (MASH)
This should net you at least 605K. In the above combo, however, we run into yet another problem. Samurai Edge (Lower Shot) is a great way to extend Ghost Rider’s combos in the corner, but the recovery on Hell’s Embrace is really tight for Wesker to get in and use his assist. However, we can lighten the burden of the timing by slightly adjusting the combo a bit and putting Conviction Slam to good use!
cr. :l: cr. xx :dp::l:, , s. :h: xx :qcb: :h:, CALL :a1: Samurai Edge (Lower Shot), (back dash), ASSIST HITS, s. :h::h: xx :qcb::h:, :qcf::l: xx :qcf::atk::atk: (MASH)
There are three things to note in the above combo:
(1) There was only ONE s. :h: at first! This is because when you normal do two s. :h: the second s. :h: pulls the opponent too close for Conviction Slam to connect.
(2) After Conviction Slam ended, notice how much more time Wesker had to execute his assist while you backdashed. Also, the reason why you backdashed in the combo was to do the normal double s. :h:. The spacing made it possible to do two hits and then another Conviction Slam.
(3) In the above combo, you gained the same amount of damage, maybe a teensy bit more, with much more leeway than you had in the last combo.
The below is a Mid-Screen combo involving the spacing of Samurai Edge (Lower Shot) after a Conviction Slam.
s. :h::h: xx :dp::l:, (dash), s. :h::h: xx :qcb::h:, (dash) and :a1: Samaurai Edge (Lower Shot) SIMULTANEOUSLY ASAP, s. :h::h: xx :qcb::h:, (dash) :dp: :atk::atk: (10 Hits), :s:
The timing on the simultaneous dash assist really is pretty tight, but the damage is worth it giving you at least 680K for 1 meter. Without the use of Samurai Edge (Lower Shot) and just using Spirit of Vengeance after the first Conviction Slam, I was able to get a little above 610K.
You may be asking “Why dash before Spirit of Vengeance?” and the answer is more damage. The farther away Ghost Rider is when he starts Spirit of Vengeance, the less hits he will get when it connects, and less damage.
Now for the basic of the basic using Samurai Edge (Lower Shot). This next combo is easy as pie and can be done anywhere from on screen. It will also probably be the combo you use the most as it does 699K for pretty much nothing. It builds a meter and spends it so nothing lost and a good chunk of damage gained.
s. :h::h: :s:, j. :s:, land, :a1: Samurai Edge (Lower Shot), s. :h::h: :s:, j. :s:, land, :qcf: :l: xx :qcf: :atk::atk:
The last little bit I can give you is the obvious high-attack-low-attack unblockable set up with the gun and Ghost Rider’s Air :s: which I guess you can you to get some distance between yourself and your opponent if you think you’re getting too close.
Jaguar Dash - Wekser’s Gamma Assist, Jaguar Dash seems to be good for combos in the corner and from mid to far range.
Just doing combos with this really freakin’ cool. But I’m gonna say it’s Wesker’s second best assist with Ghost Rider. It has good combo possibilities for decent damage, and a corner mix-up similar to the one he had with Ghost Butterfly, but if I remember correctly, he’s not exactly safe when it’s out and requires the proper cover. Ghost Rider might be able to give him that cover but it doesn’t seem likely.
I’ve also noticed that Jaguar Dash seems to be the only one of Wesker’s assists that Ghost Rider can use to combo off of Heartless Spire, as it seems to cause a SOFT KNOCKDOWN. Here’s a list of a few combos below, some involving Heartless Spire.
Combo1 - Mid-Screen
s. :h::h: xx :qcb::l:, CALL :a1: Jaguar Dash, :h:, s. :h::h: xx :dp:, s. :h::h: xx :qcb::l:, :qcf::l: xx :qcf: :atk::atk: (1 meter lost, almost a meter gained, A little over 630K Damage)
Combo 2 - Mid-Screen to Corner
s. :h::h: xx :dp::l:, CALL :a1: Jaguar Dash, (dash), s. :h::h:, ASSIST HITS, (dash), s. :h::h: :s:, j. :s:, land, (dash if you’re not close enough) :qcf::l: xx :qcf::atk::atk: (No Meter Loss, No Meter Gain, 660K Damage)
Combo 3 - Corner
cr. :l: cr. xx :dp::l:, :s:, j. :s:, land, CALL :a1: Jaguar Dash, :qcf::l:, ASSIST HITS, :qcb::h:, :qcf::l: xx :qcf: :atk::atk: (No Meter Loss, No Meter Gain, 614K Damage)
The only semi-mix-up I could find for Jaguar Dash was the one I found for Ghost Butterfly but the difference being that if Jaguar Dash connects at the end of a combo then you can Conviction Slam into a hyper, and if it’s blocked or your opponent recovers in the air and risks getting hit by the Jaguar Dash, I suppose you could go for a throw set up. It doesn’t seem very solid however.
I don’t know how many hours I spent on this section but I am BEAT! I’ll try and post the other half of Wesker sometime tonight or tomrrow. Until then I’m going to bed. Hope this helps people out a bit.
^That actually sounds like a brilliant GR team. Wesker/Doom is looking like a very strong duo in ultimate and I think both of their assists really help GR for both extending combos and zoning.
This was my week one team and I gave up on it because I didn’t have enough space control. I did a lot of research to try to make it work but I went for easier team make up but if you can revive the possibility of using them than I would be more than happy to use Wesker because I do want to use him. What assist do you use? I like how GR can help Wesker but it’s hard making Wesker work for Ghost Rider. Either way godspeed friend. I’ma go in the lab a bit myself on this subject.
Now if only I was actually good at the game.
With Ghost out, I use Wesker’s Samurai Edge (Lower Shot) but if I’m going to use Wesker as an assist to extend combos I try not to do anything fancy with the chain. With Wesker out, I use Chain of Rebuttal as I don’t Wall Bounce a lot with Wesker, and if I have the meter they just free fall into an easy to land Level 3 Hyper
EDIT: To be honest I really don’t like Wesker as an assist to Ghost Rider because of their synergy is awkward. But like I said, I’m just going through the characters one by one.
Others have mentioned it but I’ll say it again: Ghost Rider and Vergil are best friends forever. Capitalize on every j.S and cr.H you do! Effortlessly push opponents across the screen while they block and curse you! Advancing guard your foes into a cloud of blade strikes! Build up meter and let Vergil recklessly waste it all!
It’s not the best mix-ups ever, but it’s damn good.
The team I have been using is Ghost Rider(Heartless Spire)/Doctor Doom(Molecular Shield)/Trish(Peekaboo). The team works out great; got me 3rd at a local tournament.
I’m surprised that no one has mentioned this yet but, Doom Rocks is an amazing assist for Ghost Rider. The assist eats up teleporters and is very easy to combo off of. The rocks also act like ghetto drones allowing for pretty easy pressure.
I’ve been using (and doing surprisingly well) GR chain, Ryu tatsu, and Strider with varjina or whatever it’s called. Didn’t seem like it was working well at first but after about 3 matches this team really started to click with me. I’ve been toying with replacing Ryu with Doom but hadn’t considered using rocks like mentioned above.
Blaze does work as a Bootleg Battery, IMO. With my Rider/Storm/Doom team, I’m able to just fill the meter with combos that do 500K with Hidden Missiles. And if Ghost Rider is taken out, Storm comes in with 4-5 Bars…and we all know what the Weather Goddess can do with meter.
How does everyone feel about the team of
Ghost Rider (Chain of Rebuttal)/Nova (Centurion Rush)/Doctor Doom (Hidden Missiles)?
Any and all feedback is needed.
LOL wow. This is actually my team and after many, many hours of trial and error I believe this is the best team (for me and what I want to do at least) for Ghost Rider if you want to use Doom as anchor.
I was about to start working on my video with why I think that is so BUT I left my Xbox cable in the next town over as I have been in the process of moving (TV uses HDMI but recorder requires the red, white and yellow cable thing). I could record it on my camera but… that’s tacky. I suppose expect something sometime within the next week. If you want to shoot me any data to help me accrue information that’d be cool, too.
Otherwise if you got any questions I can try to answer them best I can. I don’t know how great my technology is because I just got back into fighters seriously for Ultimate and haven’t shown anyone my research yet. I also should start writing this stuff down… I’ll get on that now I think.
Well that is a MAJOR coincidence then lol. Glad to hear I am doing something right! I am really liking the team right now, and just wanted to be sure nobody saw any gaping flaws in the assortment.
The only gaping flaws I feel are that Ghost gets more out of the two then the two get out of him or each other. Nova’s overhead is pretty much good for anybody but Doom missles is not as well suited for Nova as Doom beam I don’t think, though that is not to say missles are bad by any means but you’ll def notice how well protected doom used to be by Ghost when he dies and Nova is on point. I’m still working on tech for them right now because I wanted to have everything settled for Ghost right now, besides they’re built well to fend for themselves I think (some may disagree about Nova but seeing him on stream I think he’s a decent if not good anchor if he needs to be).
The other characters I think are viable in the middle of GR/???/Doom are Trish (Peekaboo), Thor (mighty smash), sometimes Dorm (Hole). I think there’s one more but I think I don’t remember because they weren’t that good in synergy.I say all these characters because: 1) They extend combos enough to ToD or near ToD starting from 1 bar and building a second meter or close to it. 2) Create great combos in poor combo moments (after a grab or B,B,S air combo). 3) Hit an area horizontally to protect Ghost 4) If opponent is hit randomly with it then you are free to start your death combo (mighty smash assist gives you like 3 hours to do whatever you want to them).
Trish is great I think, tied with Nova but the only two things that hold me back is a) Lose access to the overhead and I think as the meta vs Ghost get’s stronger it will be much harder to open the opponent up and b) Trish’s dive kick combos are randomly awkward, Trish players I think know what I mean, and online it’s amplified. Also catching opponent on a random peekabo and follow up into combo has to be really swift as it doesn’t trap them for long at all. I plan to play both together but I’m going to focus on the Nova team because I think that’s where the future may lie buuuut that DLC costume for Trish (nom nom nom) also DHC options are a lot better for Trish team than Nova team (but it’s situational at times). Trish’s damage output isn’t amazing either compared to Nova in a sense that she has a less direct approach to doing damage, such as you’ll need some swag in her combos to do missiles in the middle to do a round harvest connect at the end. But her tool set is none the less amazing, 8 way dash, fly, projectile, double jump, dive kick, massive hit radius with j.H, and j.H into j.2H option select. Also Heartless Spire is best assist for Trish fyi.
Doom n’ Dorm on the same team is ridiculously good too though.
I also mentioned Thor even though DHC options are not that great and hardly any meter will be used vs a Trish team but my two main reasons this team has some potential is 1) Alpha counter in fully invincible mighty smash into damaging follow up if GR is pressured and 2) Metal will never die horns
EDIT: Also I just wanted to point out this is what I think is the best way to make a Ghost team because this is what I feel comfortable using and the meta will probably change later but it’s never bad to have a full screen unblockable.
ok im new here and to the game so dont bash me for my lack of understanding just yet, im learning.
My team i’ve been running so far tho is GR(point/Heartless Spire assist), Hulk(mid/gamme wave assist), Captain America(anchor/shield slash assist)
I use hulks gamma wave along w/ GR’s jumping S to pressure opponent to corner. once in corner i mix up jumping S, DP motion H projectile, crouching H along w/ captain americas assist to eat away at them until i get a combo opportunity.
usually i get a hit confirm for combo using his jumping S into bnb H,H dp L, launcher, M M S hellfire light, super DHC hulks meteor. usually dead character.
or i catch character w/ crouching H, S, same combo as before.
i like the synergy i get w/ this team for GR but i feel my combo’s are lacking in dmg. any feedback on how i could make my combo’s longer or better would be greatly appreciated.