FIGHTER FILE 13
Ghost Rider sits in slot 13 of 21 on the select screen, rates 2 of 5 for ease of use, and wears 1 costume in 9 colours.
Ghost Rider can perform long-range moves with his chains. His Skills and Unique attacks either increase or decrease his unique Vengeance Gauge. The damage of his Skills increases as the gauge builds up, but it leaves him wide open if it surpasses the limit. Manage the Vengeance Gauge carefully as you fight.
Attacks by breathing fire in front of him.
The aerial version attacks at a downward angle.
Using this move increases the Vengeance Gauge.
Gains additional hits at higher Vengeance Gauge levels.
Zone 1 and Zone 2 version Skill Gauge cost: 25
Grounded
An indirect attack using a projectile or other means.
Aerial
An indirect attack using a projectile or other means.
Summons Hell Ride to perform an attack after grabbing the opponent.
A successful hit depletes the Vengeance Gauge, while a miss increases it.
Deals additional damage at higher Vengeance Gauge levels.
Zone 1 and Zone 2 version Skill Gauge cost: 25
Universal
A throw attack that can grab grounded opponents.
Swings his chains for a long-range attack.
The final hit triggers the Break effect.
Excluding the final hit, the grounded version can be followed up with an additional input to mix the opponent up.
Using this move increases the Vengeance Gauge.
Gains additional hits at higher Vengeance Gauge levels.
Zone 1 and Zone 2 version Skill Gauge cost: 25
Grounded
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
Aerial
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
An action available as a follow-up during the grounded version of Judgement Cradle, excluding after the final hit.
The version serves as a feint, while the hits as a low and the as an overhead to mix the opponent up.
version
A technique consisting of only movement.
version
A direct attack performed by the character.
An attack that cannot be blocked while standing.
version
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Summons a field of flames in a set position.
The version hits at mid-range, while the hits at long-range.
The version and Red Zone version attack the opponent's current position.
Deals additional hits at higher Vengeance Gauge levels.
Zone 1 and Zone 2 version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Universal (first hit)
An attack that cannot be blocked while standing.
Super Skill
Summons Hell Ride and launches it at the opponent.
Using this move depletes some of the Vengeance Gauge.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Swings his chains forward to perform a strike attack, drawing in the opponent.
The farthest edge of the attack grabs the opponent to perform a throw instead.
On hit, summons Ghost Rider's car to perform a powerful follow-up attack.
Using this move depletes some of the Vengeance Gauge.
Skill Gauge cost: 100
Universal (first hit)
A throw attack that can grab grounded opponents.
Opponents in hitstun can be thrown either when grounded or mid-air.
Gains invincibility to attacks from the start of the action.
Universal (second hit)
A direct attack performed by the character.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Using this attack depletes the Vengeance Gauge.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
A gauge unique to Ghost Rider.
Performing Skills increases the gauge, making them stronger as it accumulates.
The Vengeance Gauge progresses through the following stages:
- White: Zone 1
- Yellow: Zone 2
- Red: Red Zone
The gauge decreases over time, as well as upon use of his Unique moves and some Skills.
In the Red Zone, Skills perform a more powerful attack than the standard versions, regardless of the button input.
Using a Skill while in the Red Zone causes the Vengeance Gauge to increase automatically, rather than decrease, until exiting the Red Zone.
When the Vengeance Gauge reaches max, Ghost Rider is left in a highly vulnerable state.
He becomes unable to move for a short duration and cannot use Skills until the Vengeance Gauge returns to Zone 1.
Use his Uniques, Revelator Chain and Hell Throttle, to deplete the gauge before it reaches max.
His Super Skill, Ultimate Skill, and Member Switch also deplete the Vengeance Gauge, in addition to the depletion over time.
A series of attacks using his chains.
Holding the button increases the number of attacks.
The Vengeance Gauge depletes with each attack.
It can cancel into other Skills if the attack connects.
Grounded
A direct attack performed by the character.
Aerial
A direct attack performed by the character.
Envelops Ghost Rider in flames, dealing damage in an area around him.
Using this move greatly depletes the Vengeance Gauge.
Universal
A direct attack performed by the character.
Clashes with projectiles on contact.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
A long-range attack using his chains.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Swings his chains while leaping up.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Places a field of flames at the opponent's current position.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Attacks by breathing fire at a downward angle.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
An indirect attack using a projectile or other means.
Lunges forward while attacking.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
Slams the opponent to the ground before performing Inferno Engine.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent