We Will Defeat Mephisto Together- The Ghost Rider Team Building Thread

I’m working on a team GR (spire/rebutt)/ Taskmaster (Vertical)/ Doom (Rocks), or DR/Doom/Task with same assists. Trying to form a team that is over 1 mill HP each that can still combo from grabs and air combos effectively with GR on point but the two back assist have tighter synergy too. Also I’m poopy with Dorm but I’m still experimenting.

Best recommendation I can give you is keep playing. I’m still experimenting and I think I’ve made some progress but quite finished with what works for me. The team is sound, try to use H,H, 214+L, A1 (gamma wave) into Hellfire, H, H, 623+L, etc, etc. I think it’s possible with hulk just timing is odd.

1st, thanks for lil tip. but yea i’ve started to work that gamma wave assist into my combos. you’re right the timing is incredibly strict. if i dont call assist the second i hit ground im not gonna get the OTG from it. on top of that online play is laggy so its even harder to think of it as a reliable OTG for my combos. secondly tho did you mean " into hellfire" or into heartless spire? i think either could work there but just trying to make sure im not trying something not possible lol

Either one, some assist need you to do hellfire and some need you to do spire but I haven’t played with hulk enough to figure it out.

Chaos Bringer (214L) draws them into the trap, potentially giving longer combos than just Chaos Bringer > low Hellfire > Maelstrom.

Been busy with life but planning on hitting the lab with Peekaboo/Chaos Bringer combos.

I was talking about hopscotch. I like it better since it doesn’t get destroyed by projectiles like peekaboo, and it basically cuts the screen in half, they are unable to slide/dash under it, and unable to jump over it. I think it is better for defense than peekaboo.

Ah, woops. My bad, bud.

PS. While I agree Hopscotch is a more robust defensive assist, I’m not sure Peekaboo doesn’t cover Ghost Rider’s blind spot better? I’ve been meaning to test this more come Christmas break but I’d love some input as I’m pretty adamant about running Ghost Rider / ___ / Trish.

Cheers.

I run Ghostrider/Wesker/Striker

Good thing bout this team is that except for ghostrider I always have a comeback factor.
Also I can fullscreen hitconfirm DHC into wesker for sunglasses-buff.
And Wesker can set up some nice hardblockables post tech.

Holland vs Germany 5n5

at 1h 49m I have to OCV Hollands Team with Ghostrider/Wesker/Strider (whole thing starts at 1h 27m)

I know that GR is amazing on point but what about using him as anchor?

I haven’t had luck using him as an anchor too much. maybe 2nd sometimes but mostly point

I’ve recently picked up Ghost Rider to fill a spot in my team of Vergil/Dorm, putting him second. I just hate depending on Wesker so I figured I’d add a character that would fit with my already pretty lame style (I have no qualms with sitting back throwing Judgement Cuts or Pillars…and now chains I suppose =D).

Ghost Rider + Dorm’s Black Hole seems already well discussed but I’m also liking Vergil’s Rapid Slash as an assist once I get him into DT and switch him out for Johnny to do his thing. From there I can pretty much call Vergil without much care since, with j.S there at the same time, the opponent can’t punish without a bea super/bionic arm or something or eat one or the other. j.S hits? Link the Rage Whip into Full combo. Rapid Slash hits? dp.M into full combo. They block? Get pushed to the corner and Ghost Rider can continue to annoy with his chains. Dorm’s hole is nice for hit confirms sometimes too as well as just tacking on more damage.

Just wanted to add my inputs/findings. =) I have converted and finally dropped a trenchcoat for a leather jacket, which are way more cooler anyways.

I’m running Hulk (Gamma Wave), Ghost Rider (Chain of Rebuttal), Shulk (Torpedo)

Not to sure how I feel about it yet, Hulk can gain some nasty combos off of Ghost Rider but not sure how well Hulk can benefit Ghost Rider.

For Ghost Rider Hulk combos you can.

:h:, :h:, :dp: :l:, :h:, :h:, :a1:, :qcb: :l:, :h:, :h:, :s:, a.:l:, a.:m:, a.:s:, :qcf: :l: , :qcf: :atk::atk: 698,000.

Timing is strict and is corner only other wise hulks gamma wave pushes them too far away.
Sometimes you can get away with a.:m: a.:m: but normally it pushes them too far up.

My team has been GR (Chain of Reb), Doom (Plasma), Task (Aim straight up).

I like plasma beam because of the hitstun and the fact that it helps push them back to the other side of the screen. Not to mention if I am defending and I called doom and hes behind me then he gets them right off me. Taskys assist is good for when people try to jump above me and its if I simply want a wall and have no room to jump backward. Yeah neither one of them do a OTG but if I play GR well enough I end up with 5 bars eventually or killing most of their team entirely.

I have finally decided on my team after playing a few hours of casuals today.

Ghost (Spire) Vergil (Rapid Slash) Trish (Peekaboo)

I played Trish anchor in Vanilla and she worked very well for me in that position. With X-Factor boosted specials that could inflict good chip and lock down (boomerang super, various trap placements), she was going to be one of my mains for sure.

I played Zero as well as I am a Mega Man fan. However, his assists are pretty bad all-in-all and while I love playing him, I felt he was holding me back. He was my second (so I still had an assist to cover for teleport-mixups)

Enter Ghost Rider. Great zoning game, could control space well and not very combo dependent for solid damage. I felt he made a solid partner for Trish. Peekaboo covers one of his weak spots (above him) and Spire allows Trish to do some OTG combos (especially with Round Trip, thats nice stuff) plus in a beam war Spire will block any projectile except a super giving her an advantage to round trip or hitconfirm a low voltage into max voltage.

Vergils Rapid Slash sets up for my zoning game. Rapid Slash, even when blocked will put them back at full-screen, where Ghost Rider can amply keep them at bay and chip with his 263L/M/H, Trish can keep them from blinding rushing in and even against projectile users, setting up Spire covers Vergil and will rapid slash them in the lag most of the time (if they try to hit him, free combo for Ghost).

The only thing is that there isn’t much room for combo extensions all around. But Ghost/Trish aren’t combo-heavy characters. Vergil is, but he can usually run his own combos assist-less for good damage (plus the meter Ghost provides from pokes and chip damage help his output/mixup game).

So the strategy is slow and steady. Keep em out, punish for approaching and go for the chip. So far my only weakness is teleport characters (such as Dante, which is a majority of my casual opponents) as sometimes Ghost can hit him out of it, but not always.

Any comments/critiques appreciated!

Hulk for a faster OTG for combos and Shulk for the unblockables? Sounds good to me, although he can always benefit from a good beam or something.

Yeah, I use it. I also love how it locks people down who try to roll past you out of the corner for a nice ambiguous crossup. It also is a godsend if you are running Shulk second for getting in on runaway.

Last night I was running Ghost Rider (Spire), Deadpool (Trigger Happy), and Doom (Beam) and it’s a really fun team. One time I called Deadpool as my friend had a char come in and he got hit by it and I confirmed with the wallbounce anti-air and it was sick. Deadpool can cover the vertical space which Ghost Rider has a lot of trouble with and Doom’s beam is like the ultimate horizontal threat so it was a really good team. And if somehow Ghost Rider dies, Deadpool + Doom is still really effective.

It seems like Dr. Doom is Ghost Rider’s best friend. Especially with Hidden Missiles. It’s as if Ghost Rider was designed just to be teamed with Doom…

My Main team is actually GR (spire) -Firebrand (charge) - Doom (missiles)

Firebrand’s b assist can actually extend Ghost Rider combos, I will post a video of my bnb very soon.

EDIT: here it is [media=youtube]ep6HZ0zZ8IQ[/media]

Sorry about the quality, I’m exhausted and accidentally chose the wrong settings, so the damage numbers are not clear :frowning:

Any way to improve on those combos? let me know, I’m still new to GR!

Nice combos.

For the DHC into firebrand, is it better to do it that way, or to do the bike super > S finish, and DHC to firebrand in the corner. I know that the S finisher does more damage than all of his other inputs for the bike super + if you do that it leaves them in the corner.

I use firebrand Y assist to lock them down on wakeup, since it will hit them or force them to block no matter which way they tech (if you do it right). And from there I keep them locked down with chains.

I’m still learning Firebrand but he’s got some nasty stuff, and he’s fun as hell.

It is most likely better to do the S followup for a DHC into firebrand. I had no idea the S ender worked the way it does! thanks

There’s this cool little trick I do with my Ghost Rider (heartless spire) / Amaterasu (cold star) / Sentinel (drones). If you finish a combo with qcb l and don’t go for otg, you can call the drones which sets up a situation in which if they roll behind you to stay close they might get cross up by the drones. They are forced to deal with more zoning with they roll away or do nothing. Of course you can go for un-blockable setups if you have a low hitting assist.

I was gonna post about this so I made sure to look back to see if someone thought of it. Repulsor blast might just be amazing to cover GR against teleporters. it does hit front and back, right? If anything I’m pretty sure GR can easily combo off of it. Unibeam should also be good for lockdown against characters with no teleport.

Doom rocks does both!