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20.3% of the votes |
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17.2% of the votes |
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4.7% of the votes |
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4.7% of the votes |
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3.1% of the votes |
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1.6% of the votes |
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26.6% of the votes |
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21.9% of the votes |
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12.5% of the votes |
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10.9% of the votes |
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6.3% of the votes |
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23.4% of the votes |
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18.8% of the votes |
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17.2% of the votes |
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14.1% of the votes |
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9.4% of the votes |
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7.8% of the votes |
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3.1% of the votes |
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3.1% of the votes |
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1.6% of the votes |
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1.6% of the votes |
Actually you can't learn ghost rider from this comment. You can. Only improve with him. Sorry
Here is a MINI Ghost Rider Tutorial for people who want to learn the character, or improve with him:
GOAL:
-GRider's main goal in a fight is to build 3 and up meters for the rest of your team.
MOBILITY:
- Can move backwards across the screen (really fast) by moving GRider backwards then input mashing your dash input.
"LMH" CHAINS:
- "Crouching Light" "Crouching Medium" then combo
- "Hard" "Hard" "Chain of Rebuttal" "Hard" "Hard" then combo
- "Crouching Hard" then combo
TEAM BUILDING:
- Needs beam or beam-like assists, and anti air assists. (Arthur's Daggers, Dr.Doom's plasma beam, Iron Man's Repulsor blast, etc) {Essential to GRider Zoning}
- GRider has plenty of DHC potential especially with power up hypers, or hypers that allow GRider to continue the combo. (Deadpool's Cuttin Time Hyper, Arthur's Golden Armor Hyper, etc) {Essential to GRider combos}
ZONING {Essential to GRider gameplay}:
- Jumping S (use to punish mashing. Do not use this without your beam or beam-like assists that way advancing guard has not much of an effect. DO NOT SPAM.).
- "Hard", "Call Assist" then "Judgement Strike" (this is the move you should be spamming most of the time if the character is advancing guard and can't teleport or fly. Call your beam or beam-like assist to help with zoning, or your anti air assist if they are super jumping. Judgement Strike can be cancelled into Hellfire Maelstrom.)
- "Hard", "Hard", "Call Assist", then Judgement Strike (this is the move you should be using on teleported and flyers. Basically the same thing as the other version but adding hard. Again, Judgement Strike can be cancelled into Hellfire Maelstrom).
- "Hard", "Call Assist", then "Heartless Spire" (Use this to protect yourself from projectiles, and "assist protecting zoning". Use only when necessary. This is the move you want to use against advancing guard and characters who can't teleport or fly).
- "Hard", "Hard", "Call Assist", then "Heartless Spire" (Same as above but this should be used against teleporters and flyers. Remember to use Hellfire Maelstrom to protect yourself).
PUNISHING:
- "Chaos Bringer Light" is a fast punish. Use this against power up hypers. (Experiment in training).
- "Hellfire Maelstrom" can punish Vergil's, sword hyper if he is close enough.
- "Hell's Embrace" is an air punish. Use this against normals or hypers in the air. (Experiment in training).
- Chaos Bringer Hard" is a little bit slow punish. Use this against power up hypers. (Experiment in training).
- "Hard", "Hard" can punish normals which is why this is one of his zoning tools. (Comes out naturally, because it's apart of GRider's zoning, just know you can punish with this)
- "Spirit of Vengeance pressing L" can punish hyper moves. (Experiment in training).
- "Crouching Hard" is the same as "Hard, Hard" punish, but for specific combos.
GRider, Arthur, Dante/Iron Man is an example of a GRider team.