Ultimate Marvel vs Capcom 3/Ghost Rider
In a nutshell
Amaterasu is a unique and versatile character with a plethora of tools at her advantage thanks to her three different stances. She excels at controlling space with her respectable normals and has an admirable set of defensive tools in her arsenal.
Use her reflector stance for close confrontations as it gives her access to strong option selects and allows usage of her projectile and melee counters. Her glaive stance possesses incredibly disjointed hitboxes that allow for blunt rushdown when mixed with her air dash. Finally, her rosary beads stance is largely unused yet critically underrated. Her air normals while in this stance negate super armor and are notable for their space controlling abilities.
While certainly not a weak point character, Amaterasu is primarily used as a support character in the anchor slot. This is due to the fact that she possesses arguably the strongest assist for pure lockdown, one of the most potent Team Hyper Combos (THC), and multi-directional TAC infinites. Additionally, she is considered by most to be a top tier comeback character due to her deadly combination of Veil of Mist + level 3 xfactor. She is most commonly used with Doctor Doom due to their THC synergy and team support package.
Using a Top>High>Mid>Low standard, Amaterasu tends to be ranked in High tier by most community members. This is due to her strong support options, versatile toolset, and comeback ability. She suffers from lack of variable approach and mediocre damage. This creates many skewed matchups in which she can easily be zoned out. (Note: tiers are never set in stone and the Marvel vs Capcom 3 series tends to have one of the most disputed tier lists due to the sheer number of characters between Mid and Top tier)
Character Specific Information
Tips and Tricks
- Ghost Rider's snapback reaches nearly full screen, making it possibly the most abusable snapback in the game.
- Jumping and crouching 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 and crouching move Ghost Rider forward. Use these and cancel them on whiff (Kara Cancel) to increase the range of moves such as Penance Stare.
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.