UMVC3/Ghost Rider: Difference between revisions

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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Ghost Rider
|image=Umvc3_ghostrider_face.jpg
|health=1,000,000
|magicseries=Light Start
|airchain=Three
|forwarddash=20
|backdash=25
|jump=40
|superjump=81
|walljump=No
|doublejump=No
|airdash=No
|xfactordamage1=35
|xfactordamage2=60
|xfactordamage3=85
|xfactorspeed1=5
|xfactorspeed2=10
|xfactorspeed3=15
|minimumdamagenormal=15
|minimumdamagehyper=35
|minimumdamagexfactor=35
|content=
==Introduction==
Johnny Blaze was a stunt motorcyclist who forfeited his soul in a deal with demons from the underworld. As Ghost Rider, he channels the powers of Zarathos to spew hellfire and fly around on his cool motorcycle.


{{UMvC3CharacterHeader|Ghost Rider|ghostrider|
<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.}}


=== Alternate Colors ===
In UMvC3, Ghost Rider is a keepaway-focused character. Rather than relying heavily on projectiles like most other zoning characters, Ghost Rider zones out opponents with the incredible range on most of his H and S attacks. Although he is very immobile, Ghost Rider can force enemies to come to him (literally, using 214L), and can convert stray hits from long-range pokes into big damage.


[[File:GR colors.jpg]]
{{ProConTable
| pros =
*Extremely long range and disjointed pokes with his {{h}} and {{s}} chain normals. Ghost Rider can harass opponents from almost fullscreen distance.
*Specials such as 623L and 214L allow Ghost Rider to convert long-range hits into full combos.
*Can provide either an OTG assist or wallbounce assist to extend combos for his teammates.
| cons =
*Has almost no aerial options at all: no air movement, no air specials, no air hypers. Struggles against flight and airdash characters who can safely approach him from above.
*Normal attacks are noticeably slower than average. Ghost Rider struggles if his opponents are close, and has limited mixup potential.
*Because his primary keepaway tools are physical hits and not projectiles, Ghost Rider ironically struggles against other keepaway characters running a more fireball-focused gameplan.
}}
 
}}
 
== Move List ==
 
=== Assists ===
 
{{MoveData
|image=
|caption=
|name=Chain Rebuttal
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=50,000 x3
|guard=Mid
|startup=39
|active=7
|recovery=120, 90
|onhit=-
|onblock=-
|properties={{wallbounce}}
|description=
THC Hyper: Hellfire Maelstrom. Chain Rebuttal is a horizontal coverage assist with decent range. It has faster startup than many common beam assists, and can be used as a counter-call to punish assists such as Plasma Beam or Sentinel Force. As a wallbounce assist, it has useful application as a combo extension tool, and can also be used to more reliably convert instant overheads or other awkward hits.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Heartless Spire
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=35,000 x3
|guard=Mid
|startup=39
|active=32
|recovery=117, 87
|onhit=-
|onblock=-
|properties={{otg}}, {{strk}}, Priority: Low, Beam Durability: 5 per frame for 3 frames
|description=
THC Hyper: Hellfire Maelstrom. Creates a stationary beam projectile that can be used defensively to negate incoming projectiles from the opponent, as it has a pretty significant amount of total durability. Although it hits {{otg}}, Spire tends to knock opponents quite high into the air, which makes it harder to use for combos than his Y assist, Hellfire.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Hellfire (L)
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=20,000 x10
|guard=Mid
|startup=44
|active=28
|recovery=109, 79
|onhit=-
|onblock=-
|properties={{otg}}, Priority: Low, Beam Durability: 5 per frame for 10 frames
|description=
THC Hyper: Hellfire Maelstrom. Standard OTG assist for relaunches comparable to Wesker's Samurai Edge or Deadpool's Katana-Rama. Causes a significant amount of total hitstun or blockstun, but scales combos heavily due to its high hit count.
}}
}}
 
=== Ground Normals ===
 
{{MoveData
|image=
|caption=
|name=Stand Light
|input=5L
|data=
{{AttackData-UMVC3
|damage=55,000
|guard=Mid
|startup=7
|active=3
|recovery=12
|onhit=+1
|onblock=-1
|properties=-
|description=
-Unremarkable jab. It is a little slower than most other character's 5L attacks, so Ghost Rider struggles in up-close scramble situations.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=75,000
|guard=Mid
|startup=10
|active=3
|recovery=16
|onhit=+2
|onblock=0
|properties=-
|description=
5M moves Ghost Rider a significant distance forward during its startup. Ghost Rider can kara-cancel this attack (or 2M) into specials or hypers in order to effectively extend their range. This is mainly useful for his Penance Stare level 3 command grab, but could also be used to hit characters who are standing just out of range of Chain of Rebuttal (623L), for example. Note that due to Ghost Rider's magic series type, he cannot chain this attack into H normals, and most go directly into a launcher or special attack.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Stand Heavy
|input=5H
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=15
|active=4
|recovery=27
|onhit=-5
|onblock=-7
|properties=-
|description=
5H is a massive range poke and general keepaway tool, which covers up to 75% of the way across the screen. Although it is slightly minus on hit or block, 5H has several cancel options that are significantly more advantageous, including its dedicated Rage Whip followup (5H > H). Thus, 5H provides a lot of potential reward for low risk, and is a good option almost any time that both Ghost Rider and his opponent are on the ground.
}}
}}




{{ UMvC3CharacterDataBox | [[File:1000k.jpg]] | Light Start | No | No | 0 |
{{MoveData
35.0 | 60.0 | 85.0 |
|image=
? | ? | ? |
|caption=
10.5 | 15.5 | 20.5 |
|name=Crouching Light
15 | 15 | 15 | 15 | 35 |
|input=2L
35 | 35 | 35 | 35 | 35 |
|data=
35 | 35 | 35 | 35 | 35 |
{{AttackData-UMVC3
35 | 35 | 35 | 35 | 35 |
|damage=45,000
|guard=Low
|startup=7
|active=3
|recovery=13
|onhit=0
|onblock=-2
|properties=-
|description=
Similar to Ghost Rider's 5L, 2L is a standard light normal that is noticeably slower than average.
}}
}}
}}


== Video Walkthrough ==
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input=2M
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=12
|active=4
|recovery=15
|onhit=+2
|onblock=0
|properties=
|description=
Advancing shoulder check attack. This move advances Ghost Rider forward during the startup, similar to 5M. In fact, this move actually travels even further than 5M, making it an excellent kara-cancel tool. Note that due to Ghost Rider's magic series type, he cannot chain this attack into H normals, and most go directly into a launcher or special attack.
}}
}}


=== Combos ===
{{MoveData
|image=
|caption=
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Low
|startup=17
|active=4
|recovery=28
|onhit=-
|onblock=-8
|properties={{strk}}, {{softknockdown}}
|description=
Long range poke attack comparable to 5H in range. It is a little slower and loses the Rage Whip follow-up in exchange for hitting low. Because Ghost Rider has access to both this move and his long-reaching overhead j.5S, he can run a moderately effective high/low game even at long range.
}}
}}


<youtube>V4L5jOhocSQ</youtube> <youtube>fjMCzPf3FTY</youtube> <br>
<youtube>Ju5xe2b9dmk</youtube> <youtube>L4Rkv1T0PtM</youtube> <br>


=== Technology ===
{{MoveData
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=Mid
|startup=15
|active=6
|recovery=25
|onhit=Launch
|onblock=-7
|properties={{launch}}, {{nocancel}}
|description=
As with Ghost Rider's other H and S attacks, 5S has exceptional range. It hits a significant distance ahead of him, as well as above him. Unfortunately, Ghost Rider's aerial options are very poor, so he gets significantly less reward off landing this than most characters would.
}}
}}


[http://youtu.be/MoZnCV2_faM synergy with RR and spencer] <br>
=== Aerial Normals ===
[http://www.youtube.com/watch?v=7CL5v1BVKmU&sns=em new corner loop against smaller characters]
[http://youtu.be/gNtv7PhCFxE Ghost Rider and Strange FoF DHC tech] <br>


== Move List ==
{{MoveData
|image=
|caption=
|name=Jumping Light
|input=j.5L
|data=
{{AttackData-UMVC3
|damage=55,000
|guard=OH
|startup=7
|active=3
|recovery=16
|onhit=+14
|onblock=+12
|properties=-
|description=
Is too slow and has too small of a hitbox to have any notable use.
}}
}}


<youtube>sc2gMhmGIRc</youtube> <br>
{{MoveData
|image=
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=78,000
|guard=OH
|startup=10
|active=5
|recovery=23
|onhit=+18
|onblock=+16
|properties=
|description=
Can be used as a fuzzy-guard instant overhead against normal-sized characters, and works naturally as an instant overhead against big body characters. Also against large bodies, Ghost Rider can solo convert this instant overhead with j.5M > j.5S, land, 5L. Against normal-sized characters, the j.5S will whiff, and Ghost Rider needs assists or X-Factor to confirm this hit. Besides this use, j.5M is mostly air combo filler.
}}
}}


=== Assist Types ===
{{MoveData
|image=
|caption=
|name=Jumping Heavy
|input=j.5H
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=OH
|startup=17
|active=3
|recovery=31
|onhit=+21
|onblock=+19
|properties={{nocancel}}, except for TACs
|description=
Ghost Rider swings his chain, covering a large area in front of him, as well as above him. This is a solid air-to-air option, since opponents will often try to approach Ghost Rider from above. Unfortunately, j.5H does not chain into j.5S, and thus this move has no cancel options at all except for TACs. This move should be omitted from air combos and generally avoided, for this reason.
}}
}}


{{UMvC3CharacterAssists
{{MoveData
  | Chain of Rebuttal | {{direct}} {{front}} | 50,000 per Hit | {{wallbounce}} | Hellfire Maelstrom
|image=
  | Hellfire (L) | {{shot}} {{tiltdown}} | 20,000 per Hit | {{otg}} {{proj}} | Hellfire Maelstrom
|caption=
  | Heartless Spire | {{shot}} {{front}} | 35,000 per Hit | {{strk}} {{otg}} {{proj}} | Hellfire Maelstrom
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=50,000 x3
|guard=OH
|startup=15
|active=10
|recovery=36
|onhit=+21
|onblock=+18
|properties={{aircombofinisher}}
|description=
One of Ghost Rider's best keepaway tools. A downward-angled chain attack with similar range and speed to 5H. Hits three times, each with a significant amount of hitstop, which makes confirming very easy. This move can be used at the start of a jump as a fairly fast overhead even from range, or used while falling in order to follow up with other attacks upon landing. j.5S has a blind spot immediately below Ghost Rider which normal-sized opponents can use to evade it.
}}
}}
}}


=== Normal Moves ===
=== Command Normals ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Standing Light | {{l}} | 55,000 | }}
|image=
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} }}
|caption=
{{MoveListRow | Standing Medium | {{m}} | 75,000 }}
|name=Rage Whip
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 80,000 |  }}
|input=5H > H (on contact)
{{MoveListRow | Standing Heavy | {{h}} | 90,000 | }}
|data=
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{low}} {{softknockdown}} }}
{{AttackData-UMVC3
{{MoveListRow | Special | {{s}} | 100,000 | {{launch}} {{nocancel}} }}
|damage=95,000
{{MoveListRow | Rage Whip | {{h}} again after <br> a connected {{h}} | 95,000 | Drags opponent closer. }}
|guard=Mid
{{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 }}
|startup=5
{{MoveListRow | Jumping Light | air {{l}} | 55,000 | {{high}} }}
|active=3
{{MoveListRow | Jumping Medium | air {{m}} | 78,000 | {{high}} }}
|recovery=18
{{MoveListRow | Jumping Heavy | air {{h}} | 90,000 | {{high}} <br> {{nocancel}} except Team Air Combo's directions + {{s}} }}
  |onhit=+5
{{MoveListRow | Jumping Special | air {{s}} | 50,000 per Hit | {{high}} {{aircombofinisher}} }}
  |onblock=+3
{{MoveListFooter}}
|properties=-
|description=
Follow-up attack for Ghost Rider's 5H, which is significantly more advantageous on block. Pulls opponents slightly closer on contact, which can be useful to ensure that special moves such as 623L or 214L connect properly. In particular, 5H > H xx 623X is a relatively safe sequence that Ghost Rider can throw out to get a little free chip damage on block, or start a combo on hit.
}}
}}


=== Throws ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 30,000 + 50,000 | {{throw}} {{hardknockdown}} }}
|image=
{{MoveListRow | Back Throw | {{b}} + {{h}} | 30,000 + 50,000 | {{throw}} {{hardknockdown}} }}
|caption=
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 30,000 + 50,000 | {{airthrow}} {{hardknockdown}} }}
|name=Heartless Spire
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 30,000 + 50,000 | {{airthrow}} {{hardknockdown}} }}
|input=4H
{{MoveListFooter}}
|data=
{{AttackData-UMVC3
|damage=35,000 x3
|guard=Mid
|startup=15
|active=32
|recovery=25
|onhit=+6
|onblock=+4
|properties={{otg}}, {{chipdamage}}, {{nocancel}} Priority: Low, Beam Durability: 5 per frame for 3 frames
|description=
Creates an eruption in front of Ghost Rider, acting as a sort of defensive wall. Spire has enough durability to destroy most non-hyper projectiles that enter its range, and so it can be used to cover him against fireball pressure for a time. Hits {{otg}}, but Ghost Rider needs assists in order to convert further.
}}
}}


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Hellfire (L) | {{qcf}} + {{l}} | 20,000 per Hit | {{otg}} {{proj}} }}
|image=
{{MoveListRow | Hellfire (M/H) | {{qcf}} + {{m}} / {{h}} | 20,000 per Hit | {{proj}} }}
|caption=
{{MoveListRow | Chain of Rebuttal | {{dp}} + {{l}} | 50,000 per Hit | {{wallbounce}} ; <br> {{wallbounce}} caused only by last hit. }}
|name=Hellfire
{{MoveListRow | Chain of Punishment | {{dp}} + {{m}} | 50,000 per Hit | {{wallbounce}} ; <br> {{wallbounce}} caused only by last hit. }}
|input=236X
{{MoveListRow | Judgement Strike | {{dp}} + {{h}} | 25,000 per Fireball | {{proj}} }}
|data=
{{MoveListRow | Chaos Bringer | {{qcb}} + {{l}} | 60,000 + 60,000 | {{hardknockdown}} }}
{{AttackData-UMVC3
{{MoveListRow | Hell's Embrace | {{qcb}} + {{m}} | 60,000 + 17,500 x 5 <br> + 35,000 | {{hardknockdown}} }}
|version=L
{{MoveListRow | Conviction Slam | {{qcb}} + {{h}} | 60,000 + 105,000 | {{hardknockdown}} }}
|subtitle={{qcf}} + {{l}}
{{MoveListFooter}}
|damage=20,000 x10
|guard=Mid
|startup=20
|active=28
|recovery=18
|onhit=-2
|onblock=-4
|properties={{otg}} Priority: Low, Beam Durability: 5 per frame for 10 frames
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=20,000 x10
|guard=Mid
|startup=21
|active=27
|recovery=18
|onhit=-1
|onblock=-3
|properties=Priority: Low, Beam Durability: 5 per frame for 10 frames
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=20,000 x10
|guard=Mid
|startup=21
|active=27
|recovery=18
|onhit=-1
|onblock=-3
|properties=Priority: Low, Beam Durability: 5 per frame for 10 frames
|description=
Ghost Rider spews flame from his mouth, creating a ball of flame directly in front of him. H version is angled upwards, M appears directly in front of him, and L is aimed down towards the ground. Deals pretty significant chip, but opponents can pushblock early to avoid the vast majority of it. Hellfire is primarily used for the {{otg}} property on the L version, in order to end combos with a pickup into Hellfire Maelstrom.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Chain of Rebuttal
|subtitle="Eat chain"
|input=623L
|data=
{{AttackData-UMVC3
|damage=50,000 x3
|guard=Mid
|startup=15
|active=7
|recovery=29
|onhit=-
|onblock=-8
|properties={{wallbounce}}
|description=
Important combo tool for Ghost Rider. Usually, you want to hitconfirm his keepaway normals into this special in order to start a combo. Ghost Rider can always pick up the wallbounce from any screen position with 5H > H into another special move.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Chain of Punishment
|subtitle="Eat chain"
|input=623M
|data=
{{AttackData-UMVC3
|damage=50,000 x3
|guard=Mid
|startup=15
|active=7
|recovery=29
|onhit=-
|onblock=-8
|properties={{wallbounce}}
|description=
Almost identical to 623L, except aimed diagonally upwards instead of straight ahead. This move is mainly useful if the opponent has already been knocked in the air by assist hits. As a raw anti-air, it is quite slow, and difficult to connect.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Judgement Strike
|subtitle="Eat (lots of) chain"
|input=623H
|data=
{{AttackData-UMVC3
|damage=25,000 x10
|guard=Mid
|startup=25
|active=-
|recovery=30
|onhit=-5
|onblock=-7
|properties=Priority: Low, Durability: 5 per projectile
|description=
Unlike the L and M versions, 623H fires a shotgun blast of projectiles which travel almost fullscreen before dissipating. This move does not combo from 5H > H like the other Chain specials, and in general has limited combo use. Instead, Judgement Strike is primarily a keepaway and chip damage tool.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Chaos Bringer
|input=214X
|data=
{{AttackData-UMVC3
|version=Chaos Bringer
|subtitle={{qcb}} + {{l}}
|damage=60,000 x2
|guard=Mid
|startup=15
|active=3
|recovery=43
|onhit=-
|onblock=-22
|properties={{hardknockdown}}
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcb}} + {{m}}
|damage=60,000 + 17,500 x5 + 35,000
|guard=Mid
|startup=15
|active=3
|recovery=43
|onhit=-
|onblock=-22
|properties={{hardknockdown}}
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcb}} + {{h}}
|damage=60,000 + 105,000
|guard=Mid
|startup=15
|active=3
|recovery=43
|onhit=-
|onblock=-22
|properties={{hardknockdown}}
|description=
Although not a throw, this move starts a throw-like animation on hit where both Ghost Rider and his opponent are invulnerable to outside effects. This can be utilized to evade assist attacks from the opponent if you manage to catch the point character. L version pulls the opponent immediately in front of Ghost Rider, where he can follow up with any of his OTG attacks. H version deals a significant amount of damage but ends with the opponent on the ground a significant distance away. However, Ghost Rider can still combo after 214H with Spirit of Vengeance (623XX).
}}
}}
 
 
=== Hyper Combos ===
 
{{MoveData
|image=
|caption=
|name=Hellfire Maelstrom
|subtitle="Face Me!"
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=20,000 x18 + 80,000
|guard=Mid
|startup=13+1
|active=85(12)32
|recovery=50
|onhit=-
|onblock=-42
|properties=mashable, raising total hits to 42. {{hardknockdown}}, Priority: High, Durability: 5
|description=
Standard combo-ending hyper, typically as a followup to OTG 4H or 236L.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Spirit of Vengeance
|input=623XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=20,000 x11
|guard=Mid
|startup=20+1
|active=56
|recovery=-
|onhit=-
|onblock=-
|properties={{otg}}, Hyper Armored frames 21-79, has different follow-up attacks (see below)
|description=
Ghost Rider drives his motorcycle across the stage. Pressing {{l}}, {{m}}, {{h}}, {{s}} or no button causes different enders to this hyper, changing its recovery and properties. Ghost Rider can extend after this hyper when pairing the correct ender with certain assists. This move can not be X-Factor canceled while Ghost Rider is on the motorcycle, only after he hops off.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Spirit of Vengeance (followups)
|input={{atk}} (during Spirit of Vengeance)
|data=
{{AttackData-UMVC3
|version=No followup
|subtitle=-
|damage=30,000
|guard=Mid
|startup=-
|active=-
|recovery=52
|onhit=-
|onblock=-42
|properties={{softknockdown}}
}}
{{AttackData-UMVC3
|version=L
|subtitle={{l}}
|damage=150,000
|guard=Mid
|startup=1
|active=30
|recovery=50
|onhit=-
|onblock=-56
|properties={{hardknockdown}}, Hyper Armored frames 1-30
}}
{{AttackData-UMVC3
|version=M
|subtitle={{m}}
|damage=160,000
|guard=Mid
|startup=15
|active=26
|recovery=65
|onhit=-
|onblock=-62
|properties={{hardknockdown}}, Hyper Armored frames 1-40
}}
{{AttackData-UMVC3
|version=H
|subtitle={{h}}
|damage=200,000
|guard=Mid
|startup=8
|active=12
|recovery=81
|onhit=-
|onblock=-57
|properties={{wallbounce}}, {{hardknockdown}}, Hyper Armored frames 1-50
}}
{{AttackData-UMVC3
|version=S
|subtitle={{s}}
|damage=35,000 x9
|guard=Mid
|startup=15
|active=25
|recovery=46
|onhit=-
|onblock=-73
|properties={{hardknockdown}}, Hyper Armored frames 1-85 (!!)
|description=
S ender is typically the most damaging, although other enders may be useful if you intend to follow-up using assists or DHCs. The no-input ender is basically useless and should be avoided.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Penance Stare
|input=63214XX (3 bars)
|data=
{{AttackData-UMVC3
|damage=450,000
|guard=Throw
|startup=3+0
|active=2
|recovery=28
|onhit=-
|onblock=-
|properties=Invuln until frame 10, {{crumple}}
|description=
Highly damaging command grab. It can also be used as a reversal due to its invulnerability and fast startup, or used to punish otherwise safe attacks as a X-Factor Guard Cancel. 5M or 2M can be kara-canceled into this hyper in order to extend its range. In particular, a dash > 5M > 63214XX sequence allows Ghost Rider to suddenly grab opponents from about 3/4s screen distance, making it a serious threat on the ground. This move leaves the opponent in a crumple state afterwards, allowing Ghost Rider a full combo afterwards. Despite being a command grab, this hyper does not apply throw scaling, so the following combo can hit for full damage.
}}
}}
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Kicks opponent a significant distance away from Ghost Rider. A follow-up with Spirit of Vengeance is possible with good timing (easier if the opponent is thrown into the corner) but otherwise combo potential is very limited.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Can only be followed up if the opponent is thrown into the corner.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=4
|recovery=27
|onhit=-
|onblock=--7
|properties=Snapback
|description=
Animation and hitbox based on 5H (although it has very slightly lower range). Considering its 2f startup, this makes it a pretty powerful button outside of its meter cost.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=19
|recovery=33
|onhit=-
|onblock=-13
|properties={{softknockdown}}
|description=
-
}}
}}
 
 
== Team Position ==
 
Ghost Rider is usually picked as a '''Point''' character. As a zoning character, he is very reliant on assists to cover the holes in his defense, to convert off hits from range, and to extend his otherwise short combos. His effectiveness declines rapidly if he only has access to one or no assists. He also makes a very poor anchor, as although he can zone enemies out for a long time, he does not deal a threatening amount of chip, and has almost no mixup game.
 


===Hyper Moves===
=== Notable Synergies ===


{{UMvC3MoveListHeader}}
'''Arthur:''' Despite being a keepaway character himself, Ghost Rider struggles against the projectiles of other zoning-heavy characters, since his chain won't clash with them. Arthur's assist represents a great way to deal with that problem. This is especially true if you can upgrade Arthur to Golden Armor, which improves the durability on his Dagger Toss assist.
{{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 <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> (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> (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 }}
{{MoveListFooter}}


== Mission Mode ==
'''Players to Watch:''' Sacktap (Ghost Rider/Arthur/Haggar)
<youtube>kJlVBNaZvtI</youtube>


== Strategy ==
'''Doctor Doom:''' As one would expect, Doom provides a lot of support potential with either Plasma Beam or Hidden Missiles assist. With Hidden Missiles, Ghost Rider can be covered from above, protecting the large deadzone in his keepaway game. He can also call it before a 623XX hyper and then continue to combo afterwards, an extension unique to this shell. With Plasma Beam, Ghost Rider can call Doom during many of his keepaway options, such as a retreating j.5S, and either keep pressure on block or convert into a combo on hit.


=== Tips and Tricks ===
'''Players to Watch:''' IGT (Ghost Rider/Skrull/Doom)


* Ghost Rider's snapback reaches nearly full screen, making it possibly the most abusable snapback in the game.
'''Haggar:''' Haggar's Lariat is one of the few properly invincible assists in the game, and serves as an excellent "get off me" assist for someone like Ghost Rider, whose up-close attacks are very slow. Lariat can also be used to extend combos after OTG 4H, making it doubly useful. Additionally, while Ghost Rider's DHC options are usually quite poor, Spirit of Vengence > Giant Haggar Press connects in the corner for very big damage.
* 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.
* 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 {{ 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 ===
'''Players to Watch:''' Sacktap (Ghost Rider/Arthur/Haggar)


*
'''Other Players to Watch:''' JakoMan (Ghost Rider/Felicia/Nemesis)


=== Basic Strategy ===
== Combos ==


=== Solo Combos ===


=== Advanced Strategy ===
<code><nowiki>5H > H xx 623L, 5H > H xx 214L, 236L xx 236XX (623,000 damage for 1 bar, builds ~0.5 bar)</nowiki></code> <br>


== Strategy vs. Ghost Rider ==
Basic solo confirm off 5H. Without assists or X-Factor support, this is close to the best he can do.<br>


* 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.
<code><nowiki>63214XX, reposition, 2H xx 623L, jump, j.5M > j.5M > j.5S, land, 5H > 5S sjc. j.5M > j.5M > j.5S, land, 236L xx 236XX(967,000 damage for 4 bars, builds ~0.5 bar)</nowiki></code> <br>
* 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.


Ghost Rider has a simple jump loop extension he can perform after a 623L near the corner, but getting the spacing correct for it to work can be tough. The crumple state caused by Penance Stare gives you time to set up the proper spacing.
=== X-Factor Combos ===
-
=== Sample Team Combos ===
<code><nowiki>5H > H xx 623L, 5H > H xx 214L, 4H+A (Haggar Assist - Lariat), 5H xx 214L, 236L xx 236XX (673,000 for 1 bar, builds about 0.8 bars of meter)</nowiki></code> <br>
Ghost Rider can not solo pickup after OTG 4H, and many assists hit too low to connect properly here. Haggar's lariat assist hits high enough and juggles long enough for Ghost Rider to get this minor extension on his basic combo. <br>
<code><nowiki>5H > H xx 623L, 5H > H xx 214H, Assist (Doom - Hidden Missiles) + 623XX > M, assist hits, 214L, 236L xx 236XX (796,000 for 2 bars, builds ~0.9 bars of meter)</nowiki></code> <br>
Spirit of Vengeance hyper can be followed up afterwards using certain assists that hit late, with Hidden Missiles likely being the easiest. This allows Ghost Rider to double-super for a pretty significant increase in damage. <br>
<code><nowiki>5H > H xx 623L, 5H > H (Call Assist - Sentinel Force) xx 214L, (assist hits twice), 623M (assist hits again), 214L, 236L xx 236XX (700,000 for 1 bar, builds ~0.9 bars of meter)</nowiki></code> <br>
Alternate extension using another common assist. This only works properly close to the corner, otherwise the 623M will knock the opponent too far away to do anything useful.
== Alternate Colors ==
[[File:GR colors.jpg]]
== Videos and External Resources ==
<youtube>sc2gMhmGIRc</youtube> <youtube>V4L5jOhocSQ</youtube> <youtube>fjMCzPf3FTY</youtube> <youtube>Ju5xe2b9dmk</youtube> <youtube>L4Rkv1T0PtM</youtube> <youtube>gNtv7PhCFxE</youtube> <youtube>7CL5v1BVKmU</youtube> <youtube>MoZnCV2_faM</youtube> <br>
{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
}}

Revision as of 16:18, 21 November 2021


Introduction

Johnny Blaze was a stunt motorcyclist who forfeited his soul in a deal with demons from the underworld. As Ghost Rider, he channels the powers of Zarathos to spew hellfire and fly around on his cool motorcycle.


In UMvC3, Ghost Rider is a keepaway-focused character. Rather than relying heavily on projectiles like most other zoning characters, Ghost Rider zones out opponents with the incredible range on most of his H and S attacks. Although he is very immobile, Ghost Rider can force enemies to come to him (literally, using 214L), and can convert stray hits from long-range pokes into big damage.

Strengths Weaknesses
  • Extremely long range and disjointed pokes with his H.png and S.png chain normals. Ghost Rider can harass opponents from almost fullscreen distance.
  • Specials such as 623L and 214L allow Ghost Rider to convert long-range hits into full combos.
  • Can provide either an OTG assist or wallbounce assist to extend combos for his teammates.
  • Has almost no aerial options at all: no air movement, no air specials, no air hypers. Struggles against flight and airdash characters who can safely approach him from above.
  • Normal attacks are noticeably slower than average. Ghost Rider struggles if his opponents are close, and has limited mixup potential.
  • Because his primary keepaway tools are physical hits and not projectiles, Ghost Rider ironically struggles against other keepaway characters running a more fireball-focused gameplan.
Ghost Rider
Umvc3 ghostrider face.jpg
Character Data
Health 1,000,000
Ground Magic Series Light Start
Air Chain Combo Limit Three
Forward Dash Duration 20 frames
Backdash Duration 25 frames
Jump Duration 40 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 35% / 60% / 85%
X-Factor Speed Boost (1/2/3) 5% / 10% / 15%
Minimum Damage Scaling (Normals, Specials) 15%
Minimum Damage Scaling (Hypers) 35%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Chain Rebuttal
Assist A
Damage Startup Active Recovery
50,000 x3 39 7 120, 90
On Hit On Block Guard Properties
- - Mid Wallbounce.png

THC Hyper: Hellfire Maelstrom. Chain Rebuttal is a horizontal coverage assist with decent range. It has faster startup than many common beam assists, and can be used as a counter-call to punish assists such as Plasma Beam or Sentinel Force. As a wallbounce assist, it has useful application as a combo extension tool, and can also be used to more reliably convert instant overheads or other awkward hits.

Heartless Spire
Assist B
Damage Startup Active Recovery
35,000 x3 39 32 117, 87
On Hit On Block Guard Properties
- - Mid Otg.png, Strk.png, Priority: Low, Beam Durability: 5 per frame for 3 frames

THC Hyper: Hellfire Maelstrom. Creates a stationary beam projectile that can be used defensively to negate incoming projectiles from the opponent, as it has a pretty significant amount of total durability. Although it hits Otg.png, Spire tends to knock opponents quite high into the air, which makes it harder to use for combos than his Y assist, Hellfire.

Hellfire (L)
Assist Y
Damage Startup Active Recovery
20,000 x10 44 28 109, 79
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Beam Durability: 5 per frame for 10 frames

THC Hyper: Hellfire Maelstrom. Standard OTG assist for relaunches comparable to Wesker's Samurai Edge or Deadpool's Katana-Rama. Causes a significant amount of total hitstun or blockstun, but scales combos heavily due to its high hit count.

Ground Normals

Stand Light
5L
Damage Startup Active Recovery
55,000 7 3 12
On Hit On Block Guard Properties
+1 -1 Mid -

-Unremarkable jab. It is a little slower than most other character's 5L attacks, so Ghost Rider struggles in up-close scramble situations.

Stand Medium
5M
Damage Startup Active Recovery
75,000 10 3 16
On Hit On Block Guard Properties
+2 0 Mid -

5M moves Ghost Rider a significant distance forward during its startup. Ghost Rider can kara-cancel this attack (or 2M) into specials or hypers in order to effectively extend their range. This is mainly useful for his Penance Stare level 3 command grab, but could also be used to hit characters who are standing just out of range of Chain of Rebuttal (623L), for example. Note that due to Ghost Rider's magic series type, he cannot chain this attack into H normals, and most go directly into a launcher or special attack.

Stand Heavy
5H
Damage Startup Active Recovery
90,000 15 4 27
On Hit On Block Guard Properties
-5 -7 Mid -

5H is a massive range poke and general keepaway tool, which covers up to 75% of the way across the screen. Although it is slightly minus on hit or block, 5H has several cancel options that are significantly more advantageous, including its dedicated Rage Whip followup (5H > H). Thus, 5H provides a lot of potential reward for low risk, and is a good option almost any time that both Ghost Rider and his opponent are on the ground.


Crouching Light
2L
Damage Startup Active Recovery
45,000 7 3 13
On Hit On Block Guard Properties
0 -2 Low -

Similar to Ghost Rider's 5L, 2L is a standard light normal that is noticeably slower than average.

Crouching Medium
2M
Damage Startup Active Recovery
80,000 12 4 15
On Hit On Block Guard Properties
+2 0 Mid -

Advancing shoulder check attack. This move advances Ghost Rider forward during the startup, similar to 5M. In fact, this move actually travels even further than 5M, making it an excellent kara-cancel tool. Note that due to Ghost Rider's magic series type, he cannot chain this attack into H normals, and most go directly into a launcher or special attack.

Crouching Heavy
2H
Damage Startup Active Recovery
80,000 17 4 28
On Hit On Block Guard Properties
- -8 Low Strk.png, Softknockdown.png

Long range poke attack comparable to 5H in range. It is a little slower and loses the Rage Whip follow-up in exchange for hitting low. Because Ghost Rider has access to both this move and his long-reaching overhead j.5S, he can run a moderately effective high/low game even at long range.


Launcher/Special
S
Damage Startup Active Recovery
100,000 15 6 25
On Hit On Block Guard Properties
Launch -7 Mid Launch.png, Nocancel.png

As with Ghost Rider's other H and S attacks, 5S has exceptional range. It hits a significant distance ahead of him, as well as above him. Unfortunately, Ghost Rider's aerial options are very poor, so he gets significantly less reward off landing this than most characters would.

Aerial Normals

Jumping Light
j.5L
Damage Startup Active Recovery
55,000 7 3 16
On Hit On Block Guard Properties
+14 +12 OH -

Is too slow and has too small of a hitbox to have any notable use.

Jumping Medium
j.5M
Damage Startup Active Recovery
78,000 10 5 23
On Hit On Block Guard Properties
+18 +16 OH -

Can be used as a fuzzy-guard instant overhead against normal-sized characters, and works naturally as an instant overhead against big body characters. Also against large bodies, Ghost Rider can solo convert this instant overhead with j.5M > j.5S, land, 5L. Against normal-sized characters, the j.5S will whiff, and Ghost Rider needs assists or X-Factor to confirm this hit. Besides this use, j.5M is mostly air combo filler.

Jumping Heavy
j.5H
Damage Startup Active Recovery
90,000 17 3 31
On Hit On Block Guard Properties
+21 +19 OH Nocancel.png, except for TACs

Ghost Rider swings his chain, covering a large area in front of him, as well as above him. This is a solid air-to-air option, since opponents will often try to approach Ghost Rider from above. Unfortunately, j.5H does not chain into j.5S, and thus this move has no cancel options at all except for TACs. This move should be omitted from air combos and generally avoided, for this reason.

Jumping Special
j.5S
Damage Startup Active Recovery
50,000 x3 15 10 36
On Hit On Block Guard Properties
+21 +18 OH Aircombofinisher.png

One of Ghost Rider's best keepaway tools. A downward-angled chain attack with similar range and speed to 5H. Hits three times, each with a significant amount of hitstop, which makes confirming very easy. This move can be used at the start of a jump as a fairly fast overhead even from range, or used while falling in order to follow up with other attacks upon landing. j.5S has a blind spot immediately below Ghost Rider which normal-sized opponents can use to evade it.

Command Normals

Rage Whip
5H > H (on contact)
Damage Startup Active Recovery
95,000 5 3 18
On Hit On Block Guard Properties
+5 +3 Mid -

Follow-up attack for Ghost Rider's 5H, which is significantly more advantageous on block. Pulls opponents slightly closer on contact, which can be useful to ensure that special moves such as 623L or 214L connect properly. In particular, 5H > H xx 623X is a relatively safe sequence that Ghost Rider can throw out to get a little free chip damage on block, or start a combo on hit.


Heartless Spire
4H
Damage Startup Active Recovery
35,000 x3 15 32 25
On Hit On Block Guard Properties
+6 +4 Mid Otg.png, Chipdamage.png, Nocancel.png Priority: Low, Beam Durability: 5 per frame for 3 frames

Creates an eruption in front of Ghost Rider, acting as a sort of defensive wall. Spire has enough durability to destroy most non-hyper projectiles that enter its range, and so it can be used to cover him against fireball pressure for a time. Hits Otg.png, but Ghost Rider needs assists in order to convert further.

Special Moves

Hellfire
236X
L
Qcf.png + L.png
Damage Startup Active Recovery
20,000 x10 20 28 18
On Hit On Block Guard Properties
-2 -4 Mid Otg.png Priority: Low, Beam Durability: 5 per frame for 10 frames
M
Qcf.png + M.png
Damage Startup Active Recovery
20,000 x10 21 27 18
On Hit On Block Guard Properties
-1 -3 Mid Priority: Low, Beam Durability: 5 per frame for 10 frames
H
Qcf.png + H.png
Damage Startup Active Recovery
20,000 x10 21 27 18
On Hit On Block Guard Properties
-1 -3 Mid Priority: Low, Beam Durability: 5 per frame for 10 frames

Ghost Rider spews flame from his mouth, creating a ball of flame directly in front of him. H version is angled upwards, M appears directly in front of him, and L is aimed down towards the ground. Deals pretty significant chip, but opponents can pushblock early to avoid the vast majority of it. Hellfire is primarily used for the Otg.png property on the L version, in order to end combos with a pickup into Hellfire Maelstrom.


Chain of Rebuttal
"Eat chain"
623L
Damage Startup Active Recovery
50,000 x3 15 7 29
On Hit On Block Guard Properties
- -8 Mid Wallbounce.png

Important combo tool for Ghost Rider. Usually, you want to hitconfirm his keepaway normals into this special in order to start a combo. Ghost Rider can always pick up the wallbounce from any screen position with 5H > H into another special move.

Chain of Punishment
"Eat chain"
623M
Damage Startup Active Recovery
50,000 x3 15 7 29
On Hit On Block Guard Properties
- -8 Mid Wallbounce.png

Almost identical to 623L, except aimed diagonally upwards instead of straight ahead. This move is mainly useful if the opponent has already been knocked in the air by assist hits. As a raw anti-air, it is quite slow, and difficult to connect.

Judgement Strike
"Eat (lots of) chain"
623H
Damage Startup Active Recovery
25,000 x10 25 - 30
On Hit On Block Guard Properties
-5 -7 Mid Priority: Low, Durability: 5 per projectile

Unlike the L and M versions, 623H fires a shotgun blast of projectiles which travel almost fullscreen before dissipating. This move does not combo from 5H > H like the other Chain specials, and in general has limited combo use. Instead, Judgement Strike is primarily a keepaway and chip damage tool.


Chaos Bringer
214X
Chaos Bringer
Qcb.png + L.png
Damage Startup Active Recovery
60,000 x2 15 3 43
On Hit On Block Guard Properties
- -22 Mid Hardknockdown.png
M
Qcb.png + M.png
Damage Startup Active Recovery
60,000 + 17,500 x5 + 35,000 15 3 43
On Hit On Block Guard Properties
- -22 Mid Hardknockdown.png
H
Qcb.png + H.png
Damage Startup Active Recovery
60,000 + 105,000 15 3 43
On Hit On Block Guard Properties
- -22 Mid Hardknockdown.png

Although not a throw, this move starts a throw-like animation on hit where both Ghost Rider and his opponent are invulnerable to outside effects. This can be utilized to evade assist attacks from the opponent if you manage to catch the point character. L version pulls the opponent immediately in front of Ghost Rider, where he can follow up with any of his OTG attacks. H version deals a significant amount of damage but ends with the opponent on the ground a significant distance away. However, Ghost Rider can still combo after 214H with Spirit of Vengeance (623XX).


Hyper Combos

Hellfire Maelstrom
"Face Me!"
236XX (1 bar)
Damage Startup Active Recovery
20,000 x18 + 80,000 13+1 85(12)32 50
On Hit On Block Guard Properties
- -42 Mid mashable, raising total hits to 42. Hardknockdown.png, Priority: High, Durability: 5

Standard combo-ending hyper, typically as a followup to OTG 4H or 236L.


Spirit of Vengeance
623XX (1 bar)
Damage Startup Active Recovery
20,000 x11 20+1 56 -
On Hit On Block Guard Properties
- - Mid Otg.png, Hyper Armored frames 21-79, has different follow-up attacks (see below)

Ghost Rider drives his motorcycle across the stage. Pressing L.png, M.png, H.png, S.png or no button causes different enders to this hyper, changing its recovery and properties. Ghost Rider can extend after this hyper when pairing the correct ender with certain assists. This move can not be X-Factor canceled while Ghost Rider is on the motorcycle, only after he hops off.

Spirit of Vengeance (followups)
Atk.png (during Spirit of Vengeance)
No followup
-
Damage Startup Active Recovery
30,000 - - 52
On Hit On Block Guard Properties
- -42 Mid Softknockdown.png
L
L.png
Damage Startup Active Recovery
150,000 1 30 50
On Hit On Block Guard Properties
- -56 Mid Hardknockdown.png, Hyper Armored frames 1-30
M
M.png
Damage Startup Active Recovery
160,000 15 26 65
On Hit On Block Guard Properties
- -62 Mid Hardknockdown.png, Hyper Armored frames 1-40
H
H.png
Damage Startup Active Recovery
200,000 8 12 81
On Hit On Block Guard Properties
- -57 Mid Wallbounce.png, Hardknockdown.png, Hyper Armored frames 1-50
S
S.png
Damage Startup Active Recovery
35,000 x9 15 25 46
On Hit On Block Guard Properties
- -73 Mid Hardknockdown.png, Hyper Armored frames 1-85 (!!)

S ender is typically the most damaging, although other enders may be useful if you intend to follow-up using assists or DHCs. The no-input ender is basically useless and should be avoided.


Penance Stare
63214XX (3 bars)
Damage Startup Active Recovery
450,000 3+0 2 28
On Hit On Block Guard Properties
- - Throw Invuln until frame 10, Crumple.png

Highly damaging command grab. It can also be used as a reversal due to its invulnerability and fast startup, or used to punish otherwise safe attacks as a X-Factor Guard Cancel. 5M or 2M can be kara-canceled into this hyper in order to extend its range. In particular, a dash > 5M > 63214XX sequence allows Ghost Rider to suddenly grab opponents from about 3/4s screen distance, making it a serious threat on the ground. This move leaves the opponent in a crumple state afterwards, allowing Ghost Rider a full combo afterwards. Despite being a command grab, this hyper does not apply throw scaling, so the following combo can hit for full damage.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Kicks opponent a significant distance away from Ghost Rider. A follow-up with Spirit of Vengeance is possible with good timing (easier if the opponent is thrown into the corner) but otherwise combo potential is very limited.

Air Throw
j.6H, j.4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Can only be followed up if the opponent is thrown into the corner.


Snap Back
Qcf.png+A1.png/A2.png
Damage Startup Active Recovery
50,000 2 4 27
On Hit On Block Guard Properties
- --7 Mid Snapback

Animation and hitbox based on 5H (although it has very slightly lower range). Considering its 2f startup, this makes it a pretty powerful button outside of its meter cost.


Hard Tag
Hold 14f A1.png/A2.png
Damage Startup Active Recovery
27,000 - 19 33
On Hit On Block Guard Properties
- -13 OH Softknockdown.png

-


Team Position

Ghost Rider is usually picked as a Point character. As a zoning character, he is very reliant on assists to cover the holes in his defense, to convert off hits from range, and to extend his otherwise short combos. His effectiveness declines rapidly if he only has access to one or no assists. He also makes a very poor anchor, as although he can zone enemies out for a long time, he does not deal a threatening amount of chip, and has almost no mixup game.


Notable Synergies

Arthur: Despite being a keepaway character himself, Ghost Rider struggles against the projectiles of other zoning-heavy characters, since his chain won't clash with them. Arthur's assist represents a great way to deal with that problem. This is especially true if you can upgrade Arthur to Golden Armor, which improves the durability on his Dagger Toss assist.

Players to Watch: Sacktap (Ghost Rider/Arthur/Haggar)

Doctor Doom: As one would expect, Doom provides a lot of support potential with either Plasma Beam or Hidden Missiles assist. With Hidden Missiles, Ghost Rider can be covered from above, protecting the large deadzone in his keepaway game. He can also call it before a 623XX hyper and then continue to combo afterwards, an extension unique to this shell. With Plasma Beam, Ghost Rider can call Doom during many of his keepaway options, such as a retreating j.5S, and either keep pressure on block or convert into a combo on hit.

Players to Watch: IGT (Ghost Rider/Skrull/Doom)

Haggar: Haggar's Lariat is one of the few properly invincible assists in the game, and serves as an excellent "get off me" assist for someone like Ghost Rider, whose up-close attacks are very slow. Lariat can also be used to extend combos after OTG 4H, making it doubly useful. Additionally, while Ghost Rider's DHC options are usually quite poor, Spirit of Vengence > Giant Haggar Press connects in the corner for very big damage.

Players to Watch: Sacktap (Ghost Rider/Arthur/Haggar)

Other Players to Watch: JakoMan (Ghost Rider/Felicia/Nemesis)

Combos

Solo Combos

5H > H xx 623L, 5H > H xx 214L, 236L xx 236XX (623,000 damage for 1 bar, builds ~0.5 bar)

Basic solo confirm off 5H. Without assists or X-Factor support, this is close to the best he can do.

63214XX, reposition, 2H xx 623L, jump, j.5M > j.5M > j.5S, land, 5H > 5S sjc. j.5M > j.5M > j.5S, land, 236L xx 236XX(967,000 damage for 4 bars, builds ~0.5 bar)

Ghost Rider has a simple jump loop extension he can perform after a 623L near the corner, but getting the spacing correct for it to work can be tough. The crumple state caused by Penance Stare gives you time to set up the proper spacing.

X-Factor Combos

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Sample Team Combos

5H > H xx 623L, 5H > H xx 214L, 4H+A (Haggar Assist - Lariat), 5H xx 214L, 236L xx 236XX (673,000 for 1 bar, builds about 0.8 bars of meter)

Ghost Rider can not solo pickup after OTG 4H, and many assists hit too low to connect properly here. Haggar's lariat assist hits high enough and juggles long enough for Ghost Rider to get this minor extension on his basic combo.

5H > H xx 623L, 5H > H xx 214H, Assist (Doom - Hidden Missiles) + 623XX > M, assist hits, 214L, 236L xx 236XX (796,000 for 2 bars, builds ~0.9 bars of meter)

Spirit of Vengeance hyper can be followed up afterwards using certain assists that hit late, with Hidden Missiles likely being the easiest. This allows Ghost Rider to double-super for a pretty significant increase in damage.

5H > H xx 623L, 5H > H (Call Assist - Sentinel Force) xx 214L, (assist hits twice), 623M (assist hits again), 214L, 236L xx 236XX (700,000 for 1 bar, builds ~0.9 bars of meter)

Alternate extension using another common assist. This only works properly close to the corner, otherwise the 623M will knock the opponent too far away to do anything useful.

Alternate Colors

GR colors.jpg

Videos and External Resources