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

@TheLivingBra- I think that the team is actually solid. I messed around with GR/Strange/??? for a bit and the synergy with those 2 are crazy and i’d definitely recommend it… The combo extensions are very possible with Eye and Gold Dagger assist is just perfect for GR/Strange. I say experiment and work with it, the combo potential for those 2 alone are amazing and eye is more than enough to get a little extra damage for GR. Also thanks to the hard knockdown hypers, DHC into spell is amazing for all of that meter you will be building. It sounds like a solid team provided that you play them in the correct way. (and from your siggy I can tell you’ll be fine) =)

[INDENT=1]Hi want to ask, what Hulk assist best to help Ghost Rider make long combo ? yesterday i played against same team in online match but he much better, how to connect qcb L,with Sentinel drone and he do Std H twice and grab qcb L then hellfire and Dorm Darkhole assist then std H,H,grab L and Super[/INDENT]
[INDENT=1]what exactly timing, i hit the lab to practice that combo but not succesful :([/INDENT]
[INDENT=1]any tip ?[/INDENT]

Thanks bro. Been hitting the lab with it and I am now adding this team to my list of sub teams (all of them zoning teams haha.) Now my problem is mobility. Lets face it, GR and Arthur aren’t the most mobile among the cast.

After some soul-searching I’ve decided on a team of Ghost Rider (Hellfire), Haggar (Double Lariat) and Ammy (Cold Star).

Ghost Rider has been working great as a battery, and Double Lariat is great as a get-off-me maneuver since Ghost Rider’s up close game is less than great. And Cold Star is good for locking opponent’s in either hitstun or guardstun. This either grants me ample time to hit confirm into a combo, or regather if blocked.

Also, Ghost Rider’s Spirit of Vengeance hyper (with the S finish) DHC’s nicely into Giant Haggar Press. And if I can end a combo with Haggar’s Giant Haggar Press, that DHC’s into Hellfire Maelstrom (or whatever it may be called).

With Haggar on point, Ghost Rider’s Hellfire is one of the best assists I’ve found for Haggar’s combo resets or extensions (I’ve tested a lot since Haggar is my favorite). Heartless Spire lifts the opponent into the air, so Haggar’s pipe just knocks them back down to the ground. And I haven’t found a way for Haggar to utilize a wall bounce assist yet, so Chain of Rebuttal has been put aside, too.

I’m not sure how Ghost Rider’s assist would help Ammy, if at all. Frankly, I am a trash Ammy so I only rely on her when necessary.

What do you all think of this team set-up? Any comments, tips, questions?

I think that team will suffer against full screen zoning heavily, both Ghost Rider and Haggar get zoned badly even by simple zoning tools like Wesker’s gun. You need a projectile assist of some kind to cause chip and help Haggar or Rider control the screen.

That was a concern of mine while making the team. I’ve discovered that Ghost Rider can respond to projectiles from certain distances with an air S. The angle of attack typically keeps Ghost Rider out of harms way and interrupts the proectile shooter. It’s worked for me against Wesker’s gun and Doom’s Plasma Beam in some matches I’ve played.

Still, that tactic is scenario dependent and Haggar can’t answer to zoning period. And since I don’t quite care for Ammy a whole lot, do you have any recommendations for an anchor on my Ghost Rider / Haggar team?

I like Doom missiles, the angle is covers is so amazing. It will help lock people down and stop them from just super jumping and shooting plasma. You just have to find ways to call it safely, but it’s not to bad.

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Currently playing GR(Chain)/Dorm(Black Hole)/Deadpool(Trigger Happy), and I gotta say that the Trigger Happy assist is pretty dope for Ghost Rider. It covers the opposite upper corner, an area that GR isn’t covering very well. Pretty useful for dealing with characters like MODOK, Mags, Storm, Chris etc… It doesn’t do that much damage, but it at least keeps them from flying around(laming it out)/sj.b spamming shit - and of course it can stop attempts to get in on him as well. Just sayin’, if anybody is still checking this thread lol :slight_smile:

Yeah I’m still soul searching and am considering GR but he just seems so … shitty. Any trenchcoat fucks me up. The only thing that’s really rewarding about him is landing penance stare

i run Nemesis (Slam) GR (Spire) and Doom (Missiles) spire is a great otg reset from nemesis,those two have a lot of good synergy. and also doom is there as an xfactor killer/ upclose combo machine, which is more than can be said for GR or Nem

My main team in the Game actually includes GR!

Jenny/Nicholas Cage/Victor. That is Shehulk (Torpedo)/G.Rider (Chain)/Doom (beam)

Shehulk and Ghost Rider blend pretty Well, and build enough meter for the anchor doom. Doom’s Beam assist is too good to be true for S.Hulk and GR lol. Lets say how Nic Cage can act as an assist and as a “point”.

As an Assist: The chain assist works incredibly well for Shehulk Combos. For example —launch, mhs, booty drop (call G rider)—bounce—continue combo etc. Also works as an anti pressure assist too. This also helps doom sometimes, but do a lot more for shehulk. Also you can dhc pretty well with shehulk if you use de motorcycle super!.

As a point: Use Shehulk assist for unblockables (Ej: j.S torpedo) to start offense. You can do that with the beam as well, but the beam is more useful to extend combos. To DHC with shehulk use motorcycle super, with the S followup.

Random combo. As G. Rider:

j.S (call shehulk, unblockable), H, H, qcb+L, Spire (call doom), H, H, DP+M (EAT CHAIN), H, H, qcb+L, Bike super, S followup, DHC into shehulk qcf+ atk+atk

As Shehulk (using chain assist)

j. H,S (land), cr. L,M,H,S—j.M,H,S------Chariot (call G Rider), Torpedo (Note: you have lo plink the G Rider assist when doing the chariot for it to work)—bounce----cr. H, S-----j. M,M,H,S-----Chariot, torpedo, then to any reset,air throw or command throw mixups or whatever to kill people and build more meter in the process. If you finish off the combo with super, the second hit can whiff, if you see that whiff coming wait till she hulk is close to the opponent and quick DHC into motorcycle super with G rider.

And remember to always use doom’s beam assist with G.Rider and shehulk to help you get in/start combos.

GH (spire) / Hulk (aa gamma charge) / Arthur (daggers)

GH/ Hulk: I don’t even have to talk about how great aa gamma charge is for Rider, and he can also dhc the motocycle S into gamma crush. Hulk can also use spire as a combo extender in the corner.

GH/ Arthur: his dagger helps GH against zoning and can be used as a combo extender.

Hulk/ Arthur : Not really the right thread but daggers helps making the gamma charge safer. You can also start a combo with Hulk, tac Arthur use de dagger toss for otg and before it hits, use golden armor thc gamma crush/tsunami. I do think you can combo extend using wave>daggers>launcher but i’m no sure

Hey i was wondering what you ghost rider players think of the team i made and my ideas i posted in the main team building thread i haven’t got a response and my post is more directed toward the ghost rider forum my post is on page 25 of the official umvc3 general team building page. Would really appreciate the feedback and advice thanks feel free to respond to either of my posts

I think your team order and assist choices are solid. Jam session is a wonderful assist for GR, and Felica’s low is one of the better choices for setting up unblockables with GR. The main issue you’re going to face with this team (besides GR being a mediocre character) is getting zoned. Jam session sort of clears the screen, but it doesn’t give you the cover that Hidden Missles, Drones or a beam would.

In a sense GR really needs three kinds of assists, a long range one for cover, a get off me/lockdown and a low for setting up offense. You can’t have all of them though, so you have to decide what is your weakest area and compensate from there. For me, I tend to get zoned and lamed out so I play doom for missiles and I play Dorm for lockdown with Dark Hole (also he’s just a really powerful character so it compensates for GR, lol).

You can also consider swapping your other characters depending on the matchup, sometimes I will swap Dorm for Wesker for unblockables, or Akuma for Doom if I want to push people out. With GR you sometimes will have to alter your team to cover certain match ups because he isn’t quite versatile enough to just plug and play.

Within your local scene I would even pick your characters based on the player, for instance if I play people who I know are impatient and take risks I won’t use a low assist because I can frustrate them into making a mistake and open then up as opposed to needing the unblockable. If I’m playing a player who I know likes to turtle and is willing to just block all day, it might be time to go to Wesker.

I like your team and I think it’s good, just consider adding Doom, Sentinel or a character with a beam assist to your arsenal so you can break them out if you need to. Good luck with Ghost Rider!

Thanks a lot for the information and advice by the way do you think i could use ghost riders 4H follow by jam session and advancing behind the assist/comboing during a projectile war because hellspire eats projectiles really well and followed by jam session would allow me to advance a little bit unless thats really risking to catch both characters or something, if i can slowly move them to the corner would that work as a strategy? or can some characters just get out of the corner to easy? should i switch out ghost rider off point from time to time? and i see what you mean about switching dante out for a horizantal projectile assist if i would switch characters for an assist i personally would want nova (with his projectile barrier assist would that work? i could also use that strategy i mentioned earlier with dante against zoning if that would work and if u call novas assist and jump forward M with ghost rider it might work really good against all teleporters i think i may be wrong though) looking into him more im liking him more than dante and i think the projectile assist barrier would be better for both felicia and ghost rider ive also seen it can be used to extend combos to and its good when the opponent is in the corner. Also which is the best assist to use with ghost rider for this team and the team with dante

That kind of strategy can work against really basic zoning. Most characters that have the ability to stay in the opposite corner at super jump height and toss stuff at you will easily be able to run from a Ghost Rider approach. Dedicated zoning teams like Morrigan/Missiles will overwhelm heartless spire easily as well. You really want something to clear all of that stuff out or lock them down for a long period of time to restrict their movement options in the air.

I normally don’t ever take Ghost Rider off of point. He’s too much of a liability in my opinion if your first character goes down quickly.

I don’t think Nova’s barrier is better then Jam Session. IMO, Jam Session is easily one of the top 5 assists in the game. It’s just so good and so unique in what it does. If you wanted to use Nova I’d consider swapping him for Felica and using the overhead assist to set up unblockables with GR’s crouching H. Nova barrier is pretty slow I believe and doesn’t hit behind him so it’s more of a liability against teleporting characters. Jam Session blows up everything around Dante and he has a very small hurt box during it, which is one of the reasons it’s so good.

As for for GR’s assist I’d use Chain all day, every day. Hellfire is an ok OTG assist but is basically worthless. Spire is better than Hellfire for OTG but is hard to use otherwise. Chain assist is essentially a beam assist that wall bounces, which is decent. When looking at GR’s assists I try to think of their use as a way to get him back in. What I mean by is, say on my team someone snaps in Dormammu because they don’t want to deal with him later, my goal is going to be to get GR back in. I can toss out chain pretty safely to create space and setup a safe transition back to GR. IMO, Chain has the best utility for almost every character in the game.

WOW thanks a lot man for all the feedback and advice and i didn’t know jam session was that good ill stick with dante thanks lol. So last thing i got to ask you sry, is if i do switch dante with another character here and there. which of these characters would be the best for ghost rider and felicia if none of them are as useful as dante i will just tough it out with that team the only other characters i would switch are doom, trish, iron man, and strider

I think Doom and Strider are the clear picks, Iron Man is ok for Rider but I don’t think he’s amazing for Felica. Doom and Strider are loved by everyone though, lol.

ic lol well thanks a lot for everything