UMVC3/Ghost Rider: Difference between revisions

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(last time i tried. Air H can still use Team Air Combo)
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{{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 }}
{{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 }}
{{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}}

Revision as of 14:14, 13 April 2017

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Ghost Rider

Umvc3 ghostrider face.jpg

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, high damage, and above average health (1 million) make for one very strong character.

Alternate Colors

GR colors.jpg


Character Vitals

CHARACTER DATA
Health:
1000k.jpg
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
10.5 s
15.5 s
20.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
15 %
15 %
15 %
15 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %

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

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Chain of Rebuttal
direct front
50,000 per Hit
wallbounce
Hellfire Maelstrom
Beta2.png Heartless Spire
shot front
35,000 per Hit
strk otg proj
Hellfire Maelstrom
Gamma2.png Hellfire (L)
shot tiltdown
20,000 per Hit
otg proj
Hellfire Maelstrom

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
55,000
Crouching Light
d + l
45,000
low
Standing Medium
m
75,000
Crouching Medium
d + m
80,000
Standing Heavy
h
90,000
Crouching Heavy
d + h
80,000
low softknockdown
Special
s
100,000
launch nocancel
Rage Whip
h again after
a connected h
95,000
Drags opponent closer.
Heartless Spire
b + h
35,000 per Hit
chipdamage
strk otg
proj
nocancel except when using jcancel card ability from Heroes vs. Heralds Mode
Jumping Light
air l
55,000
high
Jumping Medium
air m
78,000
high
Jumping Heavy
air h
90,000
high
nocancel except Team Air Combo's directions + s
Jumping Special
air s
50,000 per Hit
high aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
30,000 + 50,000
throw hardknockdown
Back Throw
b + h
30,000 + 50,000
throw hardknockdown
Forward Air Throw
air f + h
30,000 + 50,000
airthrow hardknockdown
Back Air Throw
air b + h
30,000 + 50,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Hellfire (L)
qcf + l
20,000 per Hit
otg proj
Hellfire (M/H)
qcf + m / h
20,000 per Hit
proj
Chain of Rebuttal
dp + l
50,000 per Hit
wallbounce ;
wallbounce caused only by last hit.
Chain of Punishment
dp + m
50,000 per Hit
wallbounce ;
wallbounce caused only by last hit.
Judgement Strike
dp + h
25,000 per Fireball
proj
Chaos Bringer
qcb + l
60,000 + 60,000
hardknockdown
Hell's Embrace
qcb + m
60,000 + 17,500 x 5
+ 35,000
hardknockdown
Chaos Bringer
qcb + h
60,000 + 105,000
hardknockdown

Hyper Moves

Name
Command
Damage
Notes (glossary)
Hellfire Maelstrom
qcf + atk + atk
20,000 x 18 + 80,000
hardknockdown ; Mashable
Spirit of Vengeance
dp + atk + atk
20,000 x 11
otg projnull ;
Only can be X-Factor
canceled when Ghost Rider
jumps off of bike.
Spirit of Vengeance
(Standard Ender)
Do nothing during
Spirit of Vengeance
30,000
softknockdown
Spirit of Vengeance
(L Ender)
l during Spirit
of Vengeance
150,000
hardknockdown
Spirit of Vengeance
(M Ender)
m during Spirit
of Vengeance
160,000
hardknockdown
Spirit of Vengeance
(H Ender)
h during Spirit
of Vengeance
200,000
hardknockdown
wallbounce
Spirit of Vengeance
(S Ender)
s during Spirit
of Vengeance
35,000 x 9
hardknockdown ;
hardknockdown caused only by last hit.
Penance Stare
hcb + atk + atk
450,000
throw crumple ;
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 {{#motion: s}} and crouching {{#motion: 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 {{#motion: m}} and crouching {{#motion: 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

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.