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<youtube>JhLv2m3Igow</youtube> The supernatural Ghost Rider is stunt motorcyclist Johnny Blaze, who, in order to save the life of his mentor, agreed to give his soul to "Satan" (later revealed to be an arch-demon named Mephisto). Instead, his soul bonded with the entity called Zarathos. When utilizing Zarathos' powers Blaze's flesh is consumed by hellfire, causing his head to become a flaming skull. He rides a fiery motorcycle and wields trademark blasts of hellfire from his skeletal hands. (Excerpt taken from Wikipedia) | <youtube>JhLv2m3Igow</youtube> The supernatural Ghost Rider is stunt motorcyclist Johnny Blaze, who, in order to save the life of his mentor, agreed to give his soul to "Satan" (later revealed to be an arch-demon named Mephisto). Instead, his soul bonded with the entity called Zarathos. When utilizing Zarathos' powers Blaze's flesh is consumed by hellfire, causing his head to become a flaming skull. He rides a fiery motorcycle and wields trademark blasts of hellfire from his skeletal hands. (Excerpt taken from Wikipedia) | ||
| | | | ||
Ghost Rider can be most easily compared to Dhalsim or even Omega Red from previous games, with his EXTREMELY long reaching melee attacks. One major distinction, however, is his sheer damage. While he may seem somewhat clunky or unwieldy at first, once you understand him, you will find that Ghost Rider can easily hit confirm over 500K damage from nearly full screen distance! His zoning tools, immense reach, high damage, and above average health (1 million) make for one very strong character.}} | Ghost Rider can be most easily compared to Dhalsim or even Omega Red from previous games, with his EXTREMELY long reaching melee attacks. One major distinction, however, is his sheer damage. While he may seem somewhat clunky or unwieldy at first, once you understand him, you will find that Ghost Rider can easily hit confirm over 500K damage from nearly full screen distance! His zoning tools, immense reach, {{high}} damage, and above average health (1 million) make for one very strong character.}} | ||
=== Alternate Colors === | === Alternate Colors === | ||
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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Chain of Rebuttal | direct front | 50,000 per Hit | wallbounce | Hellfire Maelstrom | | Chain of Rebuttal | {{direct}} {{front}} | 50,000 per Hit | {{wallbounce}} | Hellfire Maelstrom | ||
| Hellfire (L) | shot tiltdown | 20,000 per Hit | otg proj | Hellfire Maelstrom | | Hellfire (L) | {{shot}} {{tiltdown}} | 20,000 per Hit | {{otg}} {{proj}} | Hellfire Maelstrom | ||
| Heartless Spire | shot front | 35,000 per Hit | strk otg proj | Hellfire Maelstrom | | Heartless Spire | {{shot}} {{front}} | 35,000 per Hit | {{strk}} {{otg}} {{proj}} | Hellfire Maelstrom | ||
}} | }} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 55,000 | }} | {{MoveListRow | Standing Light | {{l}} | 55,000 | }} | ||
{{MoveListRow | Crouching Light | d + l | 45,000 | low }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} }} | ||
{{MoveListRow | Standing Medium | m | 75,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 75,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 80,000 | }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 80,000 | }} | ||
{{MoveListRow | Standing Heavy | h | 90,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 90,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low softknockdown }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{low}} {{softknockdown}} }} | ||
{{MoveListRow | Special | s | 100,000 | launch nocancel }} | {{MoveListRow | Special | {{s}} | 100,000 | {{launch}} {{nocancel}} }} | ||
{{MoveListRow | Rage Whip | h again after <br> a connected h | 95,000 | Drags opponent closer. }} | {{MoveListRow | Rage Whip | {{h}} again after <br> a connected {{h}} | 95,000 | Drags opponent closer. }} | ||
{{MoveListRow | Heartless Spire | b + h | 35,000 per Hit | chipdamage <br> strk otg <br> proj <br> nocancel except when using jcancel card ability from Heroes vs. Heralds Mode }} | {{MoveListRow | Heartless Spire | {{b}} + {{h}} | 35,000 per Hit | {{chipdamage}} <br> {{strk}} {{otg}} <br> {{proj}} <br> {{nocancel}} except when using {{jcancel}} card ability from Heroes vs. Heralds Mode }} | ||
{{MoveListRow | Jumping Light | air l | 55,000 | high }} | {{MoveListRow | Jumping Light | air {{l}} | 55,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 78,000 | high }} | {{MoveListRow | Jumping Medium | air {{m}} | 78,000 | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 90,000 | high <br> nocancel except Team Air Combo's directions + s }} | {{MoveListRow | Jumping Heavy | air {{h}} | 90,000 | {{high}} <br> {{nocancel}} except Team Air Combo's directions + {{s}} }} | ||
{{MoveListRow | Jumping Special | air s | 50,000 per Hit | high aircombofinisher }} | {{MoveListRow | Jumping Special | air {{s}} | 50,000 per Hit | {{high}} {{aircombofinisher}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 30,000 + 50,000 | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 30,000 + 50,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 30,000 + 50,000 | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 30,000 + 50,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 30,000 + 50,000 | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 30,000 + 50,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 30,000 + 50,000 | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 30,000 + 50,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Hellfire (L) | qcf + l | 20,000 per Hit | otg proj }} | {{MoveListRow | Hellfire (L) | {{qcf}} + {{l}} | 20,000 per Hit | {{otg}} {{proj}} }} | ||
{{MoveListRow | Hellfire (M/H) | qcf + m / h | 20,000 per Hit | proj }} | {{MoveListRow | Hellfire (M/H) | {{qcf}} + {{m}} / {{h}} | 20,000 per Hit | {{proj}} }} | ||
{{MoveListRow | Chain of Rebuttal | dp + l | 50,000 per Hit | wallbounce ; <br> wallbounce caused only by last hit. }} | {{MoveListRow | Chain of Rebuttal | {{dp}} + {{l}} | 50,000 per Hit | {{wallbounce}} ; <br> {{wallbounce}} caused only by last hit. }} | ||
{{MoveListRow | Chain of Punishment | dp + m | 50,000 per Hit | wallbounce ; <br> wallbounce caused only by last hit. }} | {{MoveListRow | Chain of Punishment | {{dp}} + {{m}} | 50,000 per Hit | {{wallbounce}} ; <br> {{wallbounce}} caused only by last hit. }} | ||
{{MoveListRow | Judgement Strike | dp + h | 25,000 per Fireball | proj }} | {{MoveListRow | Judgement Strike | {{dp}} + {{h}} | 25,000 per Fireball | {{proj}} }} | ||
{{MoveListRow | Chaos Bringer | qcb + l | 60,000 + 60,000 | hardknockdown }} | {{MoveListRow | Chaos Bringer | {{qcb}} + {{l}} | 60,000 + 60,000 | {{hardknockdown}} }} | ||
{{MoveListRow | Hell's Embrace | qcb + m | 60,000 + 17,500 x 5 <br> + 35,000 | hardknockdown }} | {{MoveListRow | Hell's Embrace | {{qcb}} + {{m}} | 60,000 + 17,500 x 5 <br> + 35,000 | {{hardknockdown}} }} | ||
{{MoveListRow | Conviction Slam | qcb + h | 60,000 + 105,000 | hardknockdown }} | {{MoveListRow | Conviction Slam | {{qcb}} + {{h}} | 60,000 + 105,000 | {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Hellfire Maelstrom | qcf + atk + atk | 20,000 x 18 + 80,000 | hardknockdown ; Mashable }} | {{MoveListRow | Hellfire Maelstrom | {{qcf}} + {{atk}} + {{atk}} | 20,000 x 18 + 80,000 | {{hardknockdown}} ; Mashable }} | ||
{{MoveListRow | Spirit of Vengeance | dp + atk + atk | 20,000 x 11 | otg projnull ; <br> Only can be X-Factor <br> canceled when Ghost Rider <br> jumps off of bike. }} | {{MoveListRow | Spirit of Vengeance | {{dp}} + {{atk}} + {{atk}} | 20,000 x 11 | {{otg}} {{projnull}} ; <br> Only can be X-Factor <br> canceled when Ghost Rider <br> jumps off of bike. }} | ||
{{MoveListRow | Spirit of Vengeance <br> (Standard Ender) | Do nothing during <br> Spirit of Vengeance | 30,000 | softknockdown }} | {{MoveListRow | Spirit of Vengeance <br> (Standard Ender) | Do nothing during <br> Spirit of Vengeance | 30,000 | {{softknockdown}} }} | ||
{{MoveListRow | Spirit of Vengeance <br> (L Ender) | l during Spirit <br> of Vengeance | 150,000 | hardknockdown }} | {{MoveListRow | Spirit of Vengeance <br> (L Ender) | {{l}} during Spirit <br> of Vengeance | 150,000 | {{hardknockdown}} }} | ||
{{MoveListRow | Spirit of Vengeance <br> (M Ender) | m during Spirit <br> of Vengeance | 160,000 | hardknockdown }} | {{MoveListRow | Spirit of Vengeance <br> (M Ender) | {{m}} during Spirit <br> of Vengeance | 160,000 | {{hardknockdown}} }} | ||
{{MoveListRow | Spirit of Vengeance <br> (H Ender) | h during Spirit <br> of Vengeance | 200,000 | hardknockdown <br> wallbounce }} | {{MoveListRow | Spirit of Vengeance <br> (H Ender) | {{h}} during Spirit <br> of Vengeance | 200,000 | {{hardknockdown}} <br> {{wallbounce}} }} | ||
{{MoveListRow | Spirit of Vengeance <br> (S Ender) | s during Spirit <br> of Vengeance | 35,000 x 9 | hardknockdown ; <br> hardknockdown caused only by last hit. }} | {{MoveListRow | Spirit of Vengeance <br> (S Ender) | {{s}} during Spirit <br> of Vengeance | 35,000 x 9 | {{hardknockdown}} ; <br> {{hardknockdown}} caused only by last hit. }} | ||
{{MoveListRow | Penance Stare | hcb + atk + atk | 450,000 | throw crumple ; <br> Level 3 Hyper. | level3 }} | {{MoveListRow | Penance Stare | {{hcb}} + {{atk}} + {{atk}} | 450,000 | {{throw}} {{crumple}} ; <br> Level 3 Hyper. | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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* Ghost Rider's snapback reaches nearly full screen, making it possibly the most abusable snapback in the game. | * Ghost Rider's snapback reaches nearly full screen, making it possibly the most abusable snapback in the game. | ||
* Jumping {{ | * Jumping {{ s}} and crouching {{ h}} both reach over half screen, and are high and low respectively. Keep these in mind. | ||
* While Ghost Rider CAN confirm a lot of damage from far distances, he doesn't necessarily need to. He can spend a lot of the match content to poke and prod bits of damage out of the opponent. | * While Ghost Rider CAN confirm a lot of damage from far distances, he doesn't necessarily need to. He can spend a lot of the match content to poke and prod bits of damage out of the opponent. | ||
* Ghost Rider's Alpha Assist, Chain of Rebuttal, is an EXTREMELY fast, far reaching Wall Bounce. While both of his other assists are strong OTG hits, the sheer speed and power of CoR assist should not be overlooked. If your team doesn't require the OTG, you will find this assist very abusable, both for zoning and for combos. | * Ghost Rider's Alpha Assist, Chain of Rebuttal, is an EXTREMELY fast, far reaching Wall Bounce. While both of his other assists are strong OTG hits, the sheer speed and power of CoR assist should not be overlooked. If your team doesn't require the OTG, you will find this assist very abusable, both for zoning and for combos. | ||
* Standing {{ | * Standing {{ m}} and crouching {{ m}} move Ghost Rider forward. Use these and cancel them on whiff (Kara Cancel) to increase the range of moves such as Penance Stare. | ||
=== Combos === | === Combos === | ||
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* As above, Ghost Rider loves half-screen range. If you have a character with projectiles, one very solid option is to actually run away from him and throw projectiles at him: his chain attacks can't stop projectiles, and his speed prevents him from both recovering in time to block some projectiles, as well as making it hard for him to catch up to run-away players. | * As above, Ghost Rider loves half-screen range. If you have a character with projectiles, one very solid option is to actually run away from him and throw projectiles at him: his chain attacks can't stop projectiles, and his speed prevents him from both recovering in time to block some projectiles, as well as making it hard for him to catch up to run-away players. | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:14, 8 December 2020


Ghost Rider
The supernatural Ghost Rider is stunt motorcyclist Johnny Blaze, who, in order to save the life of his mentor, agreed to give his soul to "Satan" (later revealed to be an arch-demon named Mephisto). Instead, his soul bonded with the entity called Zarathos. When utilizing Zarathos' powers Blaze's flesh is consumed by hellfire, causing his head to become a flaming skull. He rides a fiery motorcycle and wields trademark blasts of hellfire from his skeletal hands. (Excerpt taken from Wikipedia)
In a nutshell
Ghost Rider can be most easily compared to Dhalsim or even Omega Red from previous games, with his EXTREMELY long reaching melee attacks. One major distinction, however, is his sheer damage. While he may seem somewhat clunky or unwieldy at first, once you understand him, you will find that Ghost Rider can easily hit confirm over 500K damage from nearly full screen distance! His zoning tools, immense reach, damage, and above average health (1 million) make for one very strong character.
Alternate Colors
Character Vitals
Video Walkthrough
Combos
Technology
synergy with RR and spencer
new corner loop against smaller characters
Ghost Rider and Strange FoF DHC tech
Move List
Assist Types
Normal Moves
















a connected




















Throws
















Special Moves
























+ 35,000




Hyper Moves









Only can be X-Factor
canceled when Ghost Rider
jumps off of bike.
(Standard Ender)
Spirit of Vengeance

(L Ender)

of Vengeance

(M Ender)

of Vengeance

(H Ender)

of Vengeance


(S Ender)

of Vengeance







Level 3 Hyper.
Mission Mode
Strategy
Tips and Tricks
- Ghost Rider's snapback reaches nearly full screen, making it possibly the most abusable snapback in the game.
- Jumping
and crouching
both reach over half screen, and are high and low respectively. Keep these in mind.
- While Ghost Rider CAN confirm a lot of damage from far distances, he doesn't necessarily need to. He can spend a lot of the match content to poke and prod bits of damage out of the opponent.
- Ghost Rider's Alpha Assist, Chain of Rebuttal, is an EXTREMELY fast, far reaching Wall Bounce. While both of his other assists are strong OTG hits, the sheer speed and power of CoR assist should not be overlooked. If your team doesn't require the OTG, you will find this assist very abusable, both for zoning and for combos.
- Standing
and crouching
move Ghost Rider forward. Use these and cancel them on whiff (Kara Cancel) to increase the range of moves such as Penance Stare.
Combos
Basic Strategy
Advanced Strategy
Strategy vs. Ghost Rider
- Ghost Rider has issues hitting the area diagonally forward and above him. Use this weakness / opening to your advantage with characters with high aerial mobility (Magneto, Storm) or dive kicks (Wolverine, Trish, Doom) to weasel into this gap.
- His speed and inability to cancel his aerial moves - and some grounded attacks - can also leave him wide open to teleports from behind, as these both avoid his attacks entirely (he has very few, if any, relevant moves that can hit behind him), so he can be punished or approached with cross-up teleports quite easily.
- Ghost Rider's favorite range is around half-screen. If you can actually get to point blank range on Ghost Rider, don't let up. He has trouble dealing with a face-to-face fight. Just be cautious of his Level 3 Hyper, as it is an invincible grab with surprising range.
- As above, Ghost Rider loves half-screen range. If you have a character with projectiles, one very solid option is to actually run away from him and throw projectiles at him: his chain attacks can't stop projectiles, and his speed prevents him from both recovering in time to block some projectiles, as well as making it hard for him to catch up to run-away players.