UMVC3/Ghost Rider: Difference between revisions

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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)
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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 {{#motion: s}} and crouching {{#motion: h}} both reach over half screen, and are high and low respectively. Keep these in mind.
* 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 {{#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.
* 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

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.png 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.png Front.png
50,000 per Hit
Wallbounce.png
Hellfire Maelstrom
Beta2.png Heartless Spire
Shot.png Front.png
35,000 per Hit
Strk.png Otg.png Proj.png
Hellfire Maelstrom
Gamma2.png Hellfire (L)
Shot.png Tiltdown.png
20,000 per Hit
Otg.png Proj.png
Hellfire Maelstrom

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
55,000
Crouching Light
D.png + L.png
45,000
Low.png
Standing Medium
M.png
75,000
Crouching Medium
D.png + M.png
80,000
Standing Heavy
H.png
90,000
Crouching Heavy
D.png + H.png
80,000
Low.png Softknockdown.png
Special
S.png
100,000
Launch.png Nocancel.png
Rage Whip
H.png again after
a connected H.png
95,000
Drags opponent closer.
Heartless Spire
B.png + H.png
35,000 per Hit
Chipdamage.png
Strk.png Otg.png
Proj.png
Nocancel.png except when using Jcancel.png card ability from Heroes vs. Heralds Mode
Jumping Light
air L.png
55,000
High.png
Jumping Medium
air M.png
78,000
High.png
Jumping Heavy
air H.png
90,000
High.png
Nocancel.png except Team Air Combo's directions + S.png
Jumping Special
air S.png
50,000 per Hit
High.png Aircombofinisher.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
30,000 + 50,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
30,000 + 50,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
30,000 + 50,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
30,000 + 50,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Hellfire (L)
Qcf.png + L.png
20,000 per Hit
Otg.png Proj.png
Hellfire (M/H)
Qcf.png + M.png / H.png
20,000 per Hit
Proj.png
Chain of Rebuttal
Dp.png + L.png
50,000 per Hit
Wallbounce.png ;
Wallbounce.png caused only by last hit.
Chain of Punishment
Dp.png + M.png
50,000 per Hit
Wallbounce.png ;
Wallbounce.png caused only by last hit.
Judgement Strike
Dp.png + H.png
25,000 per Fireball
Proj.png
Chaos Bringer
Qcb.png + L.png
60,000 + 60,000
Hardknockdown.png
Hell's Embrace
Qcb.png + M.png
60,000 + 17,500 x 5
+ 35,000
Hardknockdown.png
Conviction Slam
Qcb.png + H.png
60,000 + 105,000
Hardknockdown.png

Hyper Moves

Name
Command
Damage
Notes (glossary)
Hellfire Maelstrom
Qcf.png + Atk.png + Atk.png
20,000 x 18 + 80,000
Hardknockdown.png ; Mashable
Spirit of Vengeance
Dp.png + Atk.png + Atk.png
20,000 x 11
Otg.png Projnull.png ;
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.png
Spirit of Vengeance
(L Ender)
L.png during Spirit
of Vengeance
150,000
Hardknockdown.png
Spirit of Vengeance
(M Ender)
M.png during Spirit
of Vengeance
160,000
Hardknockdown.png
Spirit of Vengeance
(H Ender)
H.png during Spirit
of Vengeance
200,000
Hardknockdown.png
Wallbounce.png
Spirit of Vengeance
(S Ender)
S.png during Spirit
of Vengeance
35,000 x 9
Hardknockdown.png ;
Hardknockdown.png caused only by last hit.
Penance Stare
Hcb.png + Atk.png + Atk.png
450,000
Throw.png Crumple.png ;
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 S.png and crouching H.png 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.png and crouching M.png 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.