Dear Dormammu,
I've waited patiently these past nine months in the bowels of Hell, observing your abilities in Marvel vs. Capcom 3. Suffice it to say, I am sorely disappointed in you. As a fellow member of the Flaming Head Alliance, I find it necessary to step in and show you how it's done myself. There's only room for one hot-headed badass in this game, and if you can't pull it off, step aside. (ps. you owe me 5 bucks)
And so, Ghost Rider donned his leather jacket, hopped on his bike and rode into Ultimate Marvel vs. Capcom 3, toting his trusty whip and what looks to be a pretty unique playstyle. While most characters that shine from a safe distance rely on their projectile output, Ghost Rider doesn't have to, as his whip goes pretty much fullscreen. He can even perform full combos from a mile away! Your goal will surely be to keep the opposition away from you, because Ghost Rider's close-range options leave something to be desired.
Not that he's without his useful moves up close; he's got a flaming pillar (and 2 supers) that can OTG, and a command grab level 3 hyper, his trademark Penance Stare. It's just that outside of combos Ghost Rider will be looking to create breathing room, and once the enemy is in close, it might be hard to get them back out. Only time will tell.
If you're facing Ghost Rider, it will probably be on point. I'm sure that any projectile assist (Hidden Missiles comes to mind) will be a large boon to his keepaway game, and maybe a get-off-me assist like Haggar's lariat can help create some space defensively. In the right hands, we could be looking at the next Dhalsim. Dhalsim pisses me off.
When I write these articles, I generally leave the song in question on repeat for the entirety of it. Ghost Rider's theme somehow hasn't grown stale yet; I just love that guitar, and the screams here and there are a good fit for the character.
I don't think Ghost Rider will be an easy character to play, but he's going to be hard to deal with as well.
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