Ghost Rider
Mosse
9

Ghost Rider Johnny Blaze

Gauge unicaGauge divisa

Ghost Rider (Johnny Blaze) è presentato come parte di Samurai Outriders in MARVEL Tōkon: Fighting Souls, insieme a Blade, Deadpool, Loki. Questa pagina copre la sua identità, la sua squadra, i sistemi specifici del personaggio nel suo record del motore e la sua lista mosse.

Stile di gioco e archetipo di Ghost Rider

Archetipo

Long-Range Footsies / Vengeance Economy

Ghost Rider fights at chain length, where almost nothing can answer him, and converts a hit at that range into a genuine high/low/feint guess. Vengeance is the currency that decides how much each exchange is worth.

Longest reachVengeance GaugeChain mix-upSpace control
Difficoltà

What makes Ghost Rider unusual in MARVEL Tōkon is that his space control is not a projectile. Judgement Cradle is a physical chain swing with enormous range, which means it does not lose to the projectile-erasing tools that shut down Magneto or Star-Lord — Wolverine's X-Force and Hulk's Thunder Clap do nothing about it. He is a zoner who cannot be answered the way zoners usually are.

The second layer is the Vengeance Gauge, and it is a real two-way economy rather than a meter that only goes up. Hellfire builds Vengeance and gains hits at higher zones, so a full gauge makes his main poke better. Penance Driver drains Vengeance when it hits and builds it when it whiffs. Holding Revelator Chain adds hits, each one draining Vengeance. So every exchange either funds or spends the thing that makes the next one stronger.

ActionEffect on Vengeance
HellfireBuilds — and gains hits at higher zones
Penance Driver on hitDrains
Penance Driver on whiffBuilds
Revelator Chain (held)Drains per extra hit
Hell ThrottleSpends a large chunk
Inferno EngineSpends some
The Vengeance economy — know which side of it you are on
Pro
  • The longest non-projectile reach in MARVEL Tōkon — it cannot be erased or reflected
  • Judgement Cradle Breaks on its last hit and branches into a three-way mix-up
  • Additional Input gives him a feint, a low and an overhead off one confirmed situation
  • Hellfire gains hits at higher Vengeance zones, so the gauge improves his neutral directly
  • Hell Scorcher sets a flame field at three different ranges depending on the button
Contro
  • Two-way resource management is genuinely fiddly to keep track of mid-match
  • Slow up close — if the opponent gets inside chain range he has little to say
  • Penance Driver draining Vengeance on hit means his grab actively costs him resource
  • No Free Flight, so mobile characters can take the air away from him
  • Committing to a long chain swing that whiffs is a very visible punish window

Piano di gioco di Ghost Rider

Ghost Rider wants exactly one range: the far end of Judgement Cradle. His whole game is establishing that distance, punishing anyone who tries to change it, and converting the hits he gets there.

Neutral. Lead with Hellfire, which breathes fire forward (angled down in the air), builds Vengeance, and gains hits at higher zones — so it is both your poke and your income. Use Hell Scorcher to set a field of flame at whatever range you need: Light is mid-range, Medium is far, and Heavy lands directly on the opponent.

The chain. Judgement Cradle is the long-range swing whose last hit Breaks, and the grounded versions branch into the mix-up above. Revelator Chain is the Unique version — a chain string where holding adds hits, each draining Vengeance, and it cancels into Skills on contact. That cancel is what turns a chain poke into a combo, so it is worth spending Vengeance on when the hit is confirmed.

Managing Vengeance. The counterintuitive one: Penance Driver grabs and drains Vengeance on hit, but builds it on whiff. So a whiffed Penance Driver is not purely a loss, and a landed one is not purely a win — it costs you the resource. Early in a round, prioritise building with Hellfire; late, spend freely on held Revelator Chains and Hell Throttle.

Meter. Inferno Engine summons Hell Ride and hurls it forward, spending some Vengeance alongside the Skill Gauge — a double cost, so confirm it. Eternal Damnation is the Ultimate: a chain strike that drags the opponent in, or throws them at max range, with his car following up. The max-range behaviour makes it one of the few Ultimates in MARVEL Tōkon that is genuinely useful from full screen.

Mosse chiave di Ghost Rider

Nine command list entries. Three of them are the mix-up, and three more are the economy.

Judgement Cradle

AbilitàBarra abilità 25
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB

Long-range chain swing whose last hit Breaks. Grounded versions branch into a mix-up.

The signature. A long-range chain swing whose last hit Breaks, and the grounded versions branch into his three-way mix-up.

  • This is a physical attack, not a projectile — X-Force and Thunder Clap do nothing about it.

Additional Input

Abilità
LMH→ + Light/Medium/Heavy
PSXboxXYB

Judgement Cradle follow-up. Light feints, Medium hits low, Heavy hits overhead.

The branch, and the reason Judgement Cradle is more than a poke. Light feints, Medium hits low, Heavy hits overhead.

  • Use the Light feint regularly. It is what stops them guessing a height.

Hellfire

AbilitàBarra abilità 25
LMH↓↘→ + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB

Breathes fire forward, angled down in the air. Builds Vengeance and gains hits at higher zones.

Your poke and your income. Builds Vengeance and gains hits at higher zones, so it gets better as the round goes on.

Revelator Chain

Unico
UUnique (Air OK) (Hold OK)
Air OKHold OK
PSR1XboxRB

Chain string. Holding adds hits, each draining Vengeance, and it cancels into Skills on contact.

The combo tool. A chain string where holding adds hits — each draining Vengeance — and it cancels into Skills on contact.

  • The Skill cancel on contact is what converts a long-range poke into real damage.

Hell Scorcher

AbilitàBarra abilità 25
LMH↓↓ + Light/Medium/Heavy
PSXboxXYB

Sets a field of flame. Light is mid-range, Medium far, Heavy lands on the opponent.

Ranged control at three distances: Light mid-range, Medium far, Heavy directly on the opponent.

Penance Driver

AbilitàBarra abilità 25
LMH→↓↘ + Light/Medium/Heavy
PSXboxXYB

Grabs, then Hell Ride attacks. A hit drains Vengeance, a whiff builds it.

The grab, and the strangest move in the kit — it drains Vengeance on hit and builds it on whiff.

  • Do not treat a whiffed Penance Driver as a pure loss. You got paid for it.

Hell Throttle

Unico
U↓ + Unique
PSR1XboxRB

Erupts in flame around himself, spending a large chunk of Vengeance.

The panic option. Erupts in flame around himself for a large chunk of Vengeance — expensive, but it clears his own space.

Inferno Engine

Super SkillBarra abilità 50
MH↓↘→ + Medium/Heavy
PSXboxYB

Summons Hell Ride and hurls it forward. Spends some Vengeance.

The Super. Summons Hell Ride and hurls it forward, spending Skill Gauge AND some Vengeance — a double cost, so confirm it.

Eternal Damnation

Ultimate SkillBarra abilità 100
MH↓↙←→ + Medium/Heavy
PSXboxYB

Chain strike that drags the opponent in, or throws them at max range, then his car follows up.

The Ultimate, and unusually useful from full screen: it drags them in, or throws them at max range, with the car following up.

Combo di Ghost Rider

Basic confirm

1L
2M
3H
4Judgement Cradle
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB

The universal opener into Judgement Cradle. The Break on the last hit is what makes this more than a damage route.

The three-way mix-up

1Judgement Cradle
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB
grounded
2Additional Input
LMH→ + Light/Medium/Heavy
PSXboxXYB
Medium = low, Heavy = overhead, Light = feint
3L
4M

Run the identical opener and change only the Additional Input. The feint is what makes the other two work.

Chain cancel conversion

Spends Vengeance per held hit
1Revelator Chain
UUnique (Air OK) (Hold OK)
Air OKHold OK
PSR1XboxRB
hold for extra hits
2Judgement Cradle
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB
cancels into Skills on contact

This is how a max-range poke becomes damage. Only hold the chain when the hit is confirmed — the Vengeance is not free.

Build the gauge

1Hellfire
LMH↓↘→ + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB
builds Vengeance
2Hell Scorcher
LMH↓↓ + Light/Medium/Heavy
PSXboxXYB
set a flame field

Not a combo — a neutral pattern. Early in a round this is how you fund the rest of it.

Full-screen Ultimate

100 Skill Gauge
1Eternal Damnation
MH↓↙←→ + Medium/Heavy
PSXboxYB
throws them at max range

Eternal Damnation behaves differently at max range, which makes it one of the few Ultimates worth using from across the screen.

Sinergia di squadra e assist di Ghost Rider

Ruolo come assistLong-range lockdown assist

A called Ghost Rider covers an enormous horizontal band with a physical attack, which is a different kind of assist from a projectile — it beats characters who have tools for erasing or reflecting shots. What he wants back is help with the range he is bad at, so an assist that resets pressure off him is worth more than a damage one.

Ghost Rider is a good second character in a MARVEL Tōkon team. He does not need setup, he does not need much Skill Gauge outside his Super, and his weakness — being rushed down — is exactly the thing a teammate's Assist Guard Cancel is for.

Matchup di Ghost Rider

Every bad Ghost Rider matchup is a character who can skip the walk. Against them, use Hell Scorcher Heavy — which lands directly on the opponent — to make their landing spots unsafe, and hold Vengeance for Hell Throttle as a way to clear your own space when they do get in.

Ghost Rider controls more of the screen with a normal chain swing than most of MARVEL Tōkon can reach with a projectile — and the Vengeance Gauge decides how many hits he gets for it. Ghost Rider è un Long-Range Footsies / Vengeance Economy, con difficoltà 3 su 5. I suoi tratti distintivi sono Longest reach, Vengeance Gauge, Chain mix-up, Space control.

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FAQ su come giocare Ghost Rider

How does the Vengeance Gauge work for Ghost Rider in MARVEL Tōkon?

The Vengeance Gauge is a two-way resource. Hellfire builds it, and at higher Vengeance zones Hellfire itself gains extra hits. Penance Driver drains Vengeance when it hits but builds it when it whiffs. Holding Revelator Chain adds hits that each drain Vengeance, and Hell Throttle spends a large chunk while Inferno Engine spends some. Early in a round you generally want to build; later you can spend freely.

What is Ghost Rider's mix-up in MARVEL Tōkon?

It comes off Judgement Cradle. The grounded versions branch into Additional Input, and the button decides the outcome: Light is a feint, Medium hits low, and Heavy hits overhead. Because one of the three options is a feint, the opponent cannot safely commit to blocking either height — that is what makes it stronger than an ordinary two-way high/low.

Why can't zoning counters stop Ghost Rider in MARVEL Tōkon?

Because his main space-control tool is not a projectile. Judgement Cradle is a physical chain swing with very long reach, so anti-projectile tools like Wolverine's X-Force, Hulk's Thunder Clap and Doctor Doom's Nullify Shield simply do not apply to it. Opponents have to close the distance honestly, which is exactly what Ghost Rider wants.

What are Ghost Rider's weaknesses in MARVEL Tōkon?

Close range. He has no invincible reversal and no Free Flight, so once a rushdown character is inside chain range he has very little to say. Managing a two-way Vengeance economy mid-match is also genuinely fiddly, and a whiffed long chain swing is a very visible punish window. Spider-Man, Iron Man and Black Panther all beat him by skipping the range he wants.

When should Ghost Rider use Eternal Damnation?

It is one of the few Ultimates in MARVEL Tōkon that is genuinely useful from full screen, because it behaves differently by distance — the chain strike drags the opponent in at close range, or throws them at maximum range, with his car following up either way. That makes it a legitimate long-range punish rather than only a combo ender.

Who should you pair with Ghost Rider in MARVEL Tōkon?

Someone who covers close range. Blade is the natural Samurai Outriders partner — he handles the distance Ghost Rider cannot and Heart Stopper covers his recovery. More generally, Ghost Rider is a strong second character because he needs no setup and little Skill Gauge, and his one real weakness, getting rushed down, is exactly what a teammate's Assist Guard Cancel is for.