We Will Defeat Mephisto Together- The Ghost Rider Team Building Thread

TuboWareTuboWare Mouth of the MidwestJoined: Posts: 2,100 mod
Put your ideas for your Ghost Rider based teams here!!

As of right now, I'm thinking that Ghost Rider/Deadpool/Hawkeye will be extra dirty. Deadpool can set up unblockables with his low assist, while Hawkeye can help GR play keep away with his upwards arrow assist. Not to mention the capability for this team to DHC in combos and even in and out safely, plus the crazy damage a THC will likely do.

What are your thoughts on good Ghost Rider teams??
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Comments

  • Flashy NightsFlashy Nights Partial to long stories. Joined: Posts: 4,478
    Im running Strange (bolts) Dormammu (dark Hole) Zarathos (heartless spire)
  • GrimstarGrimstar DON'T INTERFERE!!! Joined: Posts: 1,189
    Considering GR's ridiculous keep away game... I'd say he'd pair well with characters with assists that give addition keep away options such as projectiles, or DP assists to get them off of GR. Especially since his normals are supposedly pretty bad at close range.
  • TuboWareTuboWare Mouth of the Midwest Joined: Posts: 2,100 mod
    Considering GR's ridiculous keep away game... I'd say he'd pair well with characters with assists that give addition keep away options such as projectiles, or DP assists to get them off of GR. Especially since his normals are supposedly pretty bad at close range.

    Exactly what I was thinking. Although, his normals might be even more powerful mid range (as in like 1/3rd screen away) once he has level 3 because of the crazy threat of kara level 3. I'm really hoping that Hawkeye up arrows assist can help keep away, as well as set up things like that.
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  • UltimaShadowUltimaShadow My Little Oni Joined: Posts: 848
    I like running him with Vergil because they seem to have good synergy. Vergil's Rapid Slash assist works great as a combo extender for Ghost Rider and Ghost Rider in turn works as a nice battery. Plus Heartless Spire with a teleport sounds like a good attack plan because of the large amount of hitstun it has.
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  • Slayer0Slayer0 Only has one good round in him. Joined: Posts: 283
    I'd like to try Raccoon/Dormammu/Ghost Rider but I'm not really sure what order or what assists to give. I imagine Ghost could be on point since he doesn't need meter much but after that I'm not sure.
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  • CSword123CSword123 oh god OHGOD! why did I think this was a good idea? please... just- I'M SORRY!! Joined: Posts: 1,206
    Going to try out Iron Fist (rising fang), Ghost (Hellfire), and V.Joe (Shocking Pink)

    From playing at NYCC, I've already seen that GR's chains work well to bounce Joe's bomb at the opponent. Good for lockdown. Iron Fist can build quite a lot of meter for Ghost, so that can get his lvl 3 ready if need be. His assist specifically hits high, which be good for cr. :h: mixups.
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  • Mr. PuppyMr. Puppy Joined: Posts: 229
    Gonna put Ghost Rider as an anchor so that I don't have to learn a million characters for the game. Assist will be chosen based upon matchup:

    If against a zoning team: Chain Whip
    If against a rushdown/mixup team: Heartless Spire

    Looking at Dante/Firebrand/Ghost Rider right now. Team Hell ftw.
    Early MVC:I team: Strider/Tony/Soul Gem.
  • TheSurefireGamerTheSurefireGamer Grappler Specialist. Joined: Posts: 1,210
    To be honest, I'm looking hard at GR/Wolverine/Vergil.

    If Logan's Swiss Cheese is made an assist, that'll keep 'em from getting too close without paying. And Vergils Dash Slash assist can cause delayed mix-ups with low:h: or air:s:. Lack of good projectiles will be a factor, but then with the Rider's chains, you don't really have to worry about ranged attacks.
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  • UltimaShadowUltimaShadow My Little Oni Joined: Posts: 848
    Nova and Ghost Rider is also a nice combo. Heartless Spire has a lot of hitstun and Nova's dive kick would make a really nasty and potentially safe mixup.
    "The tragedy of all losers is that they THOUGHT they were on the verge of victory..."~ Joe the Condor
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  • SynKyllerSynKyller TFA Founder Joined: Posts: 336
    My day one team is FireBrand (Demon Missile H) | Ghost Rider (heartless Spire) | taskMaster (Aim Master {Parabolio Shot}). I was going to roll with IF|GH|FW, but I changed my mind. Also This wont be my perm. team, however Ghost Rider will be on my perm team, Hell look at my name or tag, it fits Ghost Rider perfectly.
    USFIV: Hakan/Elena/Thawk/Sagat | KI: Fulgore/Thunder | CvS2: Kim/Yamazaki/Geese
  • SynKyllerSynKyller TFA Founder Joined: Posts: 336
    honestly though, when I tell people my team, more then half of the people tell me to switch out TM and put in Hawkeye. I think Hawkeye / Ghost Rider synergy is bananas, but Taskmaster has that Black Knight alt... I just gotta play with that, day one.
    USFIV: Hakan/Elena/Thawk/Sagat | KI: Fulgore/Thunder | CvS2: Kim/Yamazaki/Geese
  • To SaltyTo Salty Your friendly neighborhood Swagneto. Joined: Posts: 204
    Hey guys I'm going to a tournament the 19th and there is going to be a new character only UMvC3 side tourney so I was thinking I would use RR/Ghost Rider/Firebrand AKA Team Time-Over I'm pretty much locked on RR/Ghost Rider but if anyone know a character they feel would go better please tell me (remember it has to be one of the 12 new characters).
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  • CriminalUpperCriminalUpper =D Joined: Posts: 3,003
    Ghost Rider (Spire)
    Spencer (Slant Shot)
    Nova (Grav Pulse)

    My team of 3 points (the order isn't final yet). The assists may not be optimal, but I have good feeling that all characters will be able to benefit from eachother in some fashion. With GR I'd be putting up Nova shields to boost zoning. It's more of a "stay off me" rather than a "lock down from distance" similar to how you'd use Peekaboo I guess. In any case, I can't imagine getting through his chains, Nova's shield and Spire will be an easy task, except for maybe Strider who can do whatever he wants

    Slant Shot will mostly be a combo extender. Seems like it'd be useful to call at the same time as I throw out a Spire and if they get hit by it, they'll get grappled, hopefully into a full combo and if they block, well... who cares? It's friggin Heartless Spire!
  • PKSkylerPKSkyler Viewtiful and Stylish! Joined: Posts: 6,998
    Hey guys I'm going to a tournament the 19th and there is going to be a new character only UMvC3 side tourney so I was thinking I would use RR/Ghost Rider/Firebrand AKA Team Time-Over I'm pretty much locked on RR/Ghost Rider but if anyone know a character they feel would go better please tell me (remember it has to be one of the 12 new characters).

    Hawkeye over Firebrand,to fit more with the Time Over Motif.
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  • Cheech WizardCheech Wizard Joined: Posts: 3,585
    Ghost Rider (Spire), Dorm (black hole), Doom (plasma beam or missiles)

    This is an excellent day 1 ghost team. After playing UMVC3 all night yesterday I can definitely tell Ghost Rider is gonna be a good battery. Chain blockstrings build so much meter and I really dont think he needs to spend much either. I found it was better just to keep pressuring with assist + J.s/st.H/Eat Chain after an air combo instead of using meter on Maelstrom or Bike super. He has really safe, really harrassing pressure which builds meter.

    Thats why Dormammu is second. Dorm can take full advantage of the meter by filling the screen up with pillars cancelled into stalking flares, charged up dark spells, meteor showers, dark holes and flame carpets.I wasnt even doing bnbs with Ghostrider and was still building around 3 meters for Dorm to play with if Johnny blaze died. The dark hole assist looks like it could be used for a relaunch bnb for GR too as it holds the opponent in place quite nicely.

    Finally Doom's beam assist helps out the whole team by providing good cover for GR's chains and adding to the chip harassment. It also helps on Dorms end too, giving him safe teleports and extending his combos.

    Doom himself is a solid XF3 character so you've got an anchor sorted too.
    Slow and steady wins the race
  • UltimaShadowUltimaShadow My Little Oni Joined: Posts: 848
    Good to hear Ghost Rider is a great battery! I'm really set on using a Nova/Ghost Rider/Vergil team and Vergil is one of the biggest meter eaters in the game.
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  • Tofu WarriorTofu Warrior Today is close Joined: Posts: 1,149
    *snip*

    What do you feel like Ghost Rider's options are when it comes to stopping/punishing people for super jumping?
  • teBanteBan Joined: Posts: 1
    Im thinking Ghost Rider/Rocket Racoon/Doom.

    Between Rocket's log trap and Doom's missiles or plasma beam I think they will do a pretty good job at stuffing people trying to move in from the air or ground (and log trap catching teleporters too I assume) . I see Doom's plasma beam being the better in this situation though as even if Ghost Rider dies, Rocket's size and burrowing seems like a cheeky tactic when mixed with the beam.
  • Cheech WizardCheech Wizard Joined: Posts: 3,585
    What do you feel like Ghost Rider's options are when it comes to stopping/punishing people for super jumping?

    This is something he cant do much about without assists.Jam session or Hidden missiles might have to be required to play him in the future, as he cant do much about superjumps.Theres only two things to combat it that I've found:

    Eat Chain ( H srk motion) is pretty good at stopping people jumping once they're locked down.However it doesnt quite go full screen and has slow startup so you'll want to call a covering assist before you do it.

    The only other thing I can say is that his air throw is really good (the hitbox seems huge) so its not game over if people do start super jumping.
    Slow and steady wins the race
  • M C RM C R wwgd? Joined: Posts: 229
    I'm trying Ghost Rider with Trish. While playing GR, I felt like he needed something to cover himself with. While Heartless Spire does a pretty good job, he really needs a "get off of me" assist. Trish's Peekaboo does a pretty good job with that, and you can combo off of it most of the time with standing :h:. My only gripe is that you can't do any extended combos off of Peekaboo.

    Jam Session, Doom Missiles, and Doom Beam all look like obvious choices. I'm also looking at DHC options off of Spirit of Vengeance. Looks like Dormammu really wins in that department. I'll check if I can do extended combos off Purification assist, but I highly doubt it.

    So for now, Ghost Rider / X / Trish. Not sure who really fills that gap - looking for a high damage DHC option who works well with Trish's Peekaboo. Most likely going to be Dormammu @ Dark Hole or Purification.
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  • UltimaShadowUltimaShadow My Little Oni Joined: Posts: 848
    Jam Session, Doom Missiles, and Doom Beam all look like obvious choices. I'm also looking at DHC options off of Spirit of Vengeance. Looks like Dormammu really wins in that department. I'll check if I can do extended combos off Purification assist, but I highly doubt it.

    So for now, Ghost Rider / X / Trish. Not sure who really fills that gap - looking for a high damage DHC option who works well with Trish's Peekaboo. Most likely going to be Dormammu @ Dark Hole or Purification.

    Spirit of Vengence does have either some super armor or hyper armor, so it is pretty useful for DHCs.
    Dormammu does sound a like a good partner for Ghost Rider. I'd probably use Purification because Ghost Rider really doesn't have much to stop super jumps, but Dark Hole is also a good option. However, Dormammu sounds like he'd be a much better anchor than Trish imo.
    "The tragedy of all losers is that they THOUGHT they were on the verge of victory..."~ Joe the Condor
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  • M C RM C R wwgd? Joined: Posts: 229
    Spirit of Vengence does have either some super armor or hyper armor, so it is pretty useful for DHCs.
    Dormammu does sound a like a good partner for Ghost Rider. I'd probably use Purification because Ghost Rider really doesn't have much to stop super jumps, but Dark Hole is also a good option. However, Dormammu sounds like he'd be a much better anchor than Trish imo.

    I meant DHCing from Spirit of Vengeance to another super (since GR is on point). I think I'm going to stick with Dormammu in the second slot, since he makes for a great, high-damage DHC and equally benefits from Trish's Peekaboo assist. I'm not too worried about Trish as an anchor - obviously she's not as good as several other options, but she compliments my playstyle with GR and Dorm. Spirit of Vengeance DHC into Stalking Flare is also a great way to use all the meter that GR builds up.
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  • AuhsojSivartAuhsojSivart mmmmm bison Joined: Posts: 989
    I'm about to head to a release night tourney. I'm going to run Phoenix Wright (walk/wall bounce assist) / Storm (whirlwind) / Ghost Rider (spire).

    Collect evidence and switch to GR. Abuse PW's assist which ends with a wall bounce. With GR's range, I should be able to combo without having to wavedash to the other side. Storm's there because I am decent with her in Vanilla, and I think she can do some good damage after a wall bounce as well with hailstorm, air X-factor, hailstorm.
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  • CSword123CSword123 oh god OHGOD! why did I think this was a good idea? please... just- I'M SORRY!! Joined: Posts: 1,206
    I'm about to head to a release night tourney. I'm going to run Phoenix Wright (walk/wall bounce assist) / Storm (whirlwind) / Ghost Rider (spire).

    Collect evidence and switch to GR. Abuse PW's assist which ends with a wall bounce. With GR's range, I should be able to combo without having to wavedash to the other side. Storm's there because I am decent with her in Vanilla, and I think she can do some good damage after a wall bounce as well with hailstorm, air X-factor, hailstorm.

    Be sure to to keep track of how many wallbounces you use. If you use Wright as a part of a combo, it's better to just go for :qcb:+:l:or:h:after the second :h:,:h:.

    Good luck in the tourney!!!
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  • No_CigarNo_Cigar close but....... Joined: Posts: 2,173
    I'm trying Ghost Rider with Trish. While playing GR, I felt like he needed something to cover himself with. While Heartless Spire does a pretty good job, he really needs a "get off of me" assist. Trish's Peekaboo does a pretty good job with that, and you can combo off of it most of the time with standing :h:. My only gripe is that you can't do any extended combos off of Peekaboo.

    I'm using Ghost first. I'm trying trish's hopscotch because it cuts the screen in half, and stops jump ins (especially now that you can't air dash and block), and it can't be nullified by a laser (like peekaboo can). I'm thinking of Doom missiles in the 3rd slot (I think they got nerfed because it only fires 6 now). Or maybe using Strange in the second slot with bolts assist (can be ducked but Ghost makes people never want to duck).
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  • SynKyllerSynKyller TFA Founder Joined: Posts: 336
    Played my day one team and even though Task and G.Rider has synergy, Ghost rider and Firebrand really dont (or I havent found it yet). However after some thinking, once i get home. Im going to try out Dante|G.Rider|D.Strange. I call them the Midnight Sons. However I was wondering about the assists. Can you guys help me out? Also what order? I want G.Rider in the middle. offline, Dante is better on point. Online, Strange is better on point. Any and all suggestions are needed. Thanks in advance.
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  • M C RM C R wwgd? Joined: Posts: 229
    Dormammu in the second slot didn't work out the way I wanted to. Purification and Dark Hole didn't feel that useful for GR's zoning game. I'm sure he's fine and maybe I just don't like Dormammu, but I'll have to keep messing around to see what I can come up with. I also tried Doom missiles, but they're not that easy to combo off of if they hit mid-string. So far I'm really liking Jam Session and Sentinel Drones. The drones cover a lot of GR's recovery and are very easy to confirm off of. If anyone else has found any awesome synergies, please post up!
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  • SynKyllerSynKyller TFA Founder Joined: Posts: 336
    yes. Pleas post up. I think Hawkeye/G.Rider & Mags/G.Rider has the best Synergy right now. This of course is an day one opinion so.
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  • Cheech WizardCheech Wizard Joined: Posts: 3,585
    Dormammu in the second slot didn't work out the way I wanted to. Purification and Dark Hole didn't feel that useful for GR's zoning game. I'm sure he's fine and maybe I just don't like Dormammu, but I'll have to keep messing around to see what I can come up with. I also tried Doom missiles, but they're not that easy to combo off of if they hit mid-string. So far I'm really liking Jam Session and Sentinel Drones. The drones cover a lot of GR's recovery and are very easy to confirm off of. If anyone else has found any awesome synergies, please post up!

    Yeah dorms assist isnt too great for Ghost. Doom works really well with Ghost you just have to use plasma beam. You can confirm off of it from full screen really well. Also the general lockdown pressure of Beam+J.S builds good meter for Dorm and annoys your opponent as they try and get in.
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  • ShintarruShintarru Not your Average Joe Joined: Posts: 552
    Im horrible at writing good post so bear with.

    I run Ghost rider/Vergil/Doom.
    Heartless spire on ghost rider, rapid slash on virgel, and hidden missile doom. Ghost can build good meter for vergil, vergil's assist is really good for keeping opponents away and you can use combo after with his air chain grab. (Sorry I don't know the name) Ghost can protect doom really good while he is getting the hidden missiles out.

    This team sees to have really good synergy with dhc and assist.
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  • geminisurvivorgeminisurvivor Joined: Posts: 12
    I'm running Ghost Rider (Pillar)/Tron (Bonne Strike)/Doom (Beam)

    Boone Strike goes forward a good amount so on offense you can push 'em back to the corner where GR's range is dominant since it means no more retreating from your opponent. On defense, doing a pre-called Bonne before a retreating j.:s: will help keep the place of your opponent and if time correctly will help with combo :h:,:h: on landing , shitty part is it's range and damage scaling.

    Doom's beam is pretty self explanatory, comes out quick, covers full screen.
  • deadontime101deadontime101 THIS GAME IS OVER!!! Joined: Posts: 525
    so far, I'm trying to go for a real zoning team. I've thought about Ghost Rider/Dorm/Doom. I haven't thought on who should be point but considering that dorm needs meter and doom has great assist, I'm probably gonna go for Ghost on point. I would assume that dorm on purification would be better to restrict air movement but Doom's who I don't really have an answer for yet. All 3 of his assist are good and while beam would deal with the horizontal range, Rocks and missiles somewhat deal with air opponents. I only worry about teleporters and how to deal with them since they can kinda invalidate the whole point of the team with just a cmd. What do you guys think? Suggestions are welcomed.
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  • JueceJuece Joined: Posts: 164
    What do you feel like Ghost Rider's options are when it comes to stopping/punishing people for super jumping?

    I feel like chiming in on this. I like using j.H for people who try and jump in since the range on it is huge and apparently it's + on block so it helps keep people away.

    I tried running Hulk/Ghost/Dorm but I don't feel that synergy is there in the least bit. I main hulk but this team doesn't help each other out in the least bit. I was thinking of running Dorm and Doom with ghost since I think Ghost can benefit from having a lock down assist to help extend combos and hidden missles will be great with distance lock down.
  • UrichinanUrichinan Play BlazBlue Joined: Posts: 357
    Right now I'm running

    Ghost Rider (Chain of Rebuttal)
    Nova (Centurion Rush)
    Dr. Doom (Hidden Missiles)

    Ghost Rider can extend his combos a ton with these two, and they help him control space. Nova's overhead kick assist allows for some really good mixups at far range using Ghost Rider's cr.H. I'm really liking this team.
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  • BshidoHEATBshidoHEAT The Ninja Super Hero! Joined: Posts: 3,094
    I'm trying out a few teams, just got this game yesterday and I'm liking it better than Normal CapCom3.

    -Ghost (Pillar)/Doom(Beam/Missles)/RR (Log) - Pure zoning, Log Trap comes out of freakin nowhere and when it lands it's at least 500k easily. RR is a bit hard to use so it'll be a work in progress.
    -Ghost (Pillar)/ Nemesis (Ground Bounce)/ Doom (Beam/Missles) - A bit more combo friendly plus Nemesis is freakin fun to play, his assist helps with combo extending plus it has some armor to it.
    -Ghost (Pillar)/Doom (Beam)/Spencer (Slant) - Same idea as the team before but Spencer's assist is a bit less consistent than Nemesis.
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  • DrkD23DrkD23 Have at Thee! Joined: Posts: 234
    The team I'm messing around with right now is:

    Ghost Rider (Spire)
    Storm (Lightning Attack)
    Thor (Mighty Smash)

    Lightning Attack and Mighty Smash are good assists for GR. LA can extend combos in the corners and MS can start or add mix ups with cr.H. I may also try Tron's Gustaff Fire because after a combo and otg spire, GF will hold characters in place to extend the combo further.
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  • TheSurefireGamerTheSurefireGamer Grappler Specialist. Joined: Posts: 1,210
    OK, the team I just got serious with is...

    Ghost Rider (Spire)
    She-Hulk (Torpedo)
    Trish (Peekaboo)

    She-Hulk brings the Hi-Lo opportunities, plus someone who's durable when I tag 'em in and give Blaze a rest. Plus, DHC'ing back to GR is a breeze with her. Trish is my Anchor, and her assist stops jump-ins cold. Also, Judgement Strike :l: can lead them right into the trap, extending the combo. Except for Vergil, I've been able to hold my own against all comers...
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  • OrziOrzi Joined: Posts: 133
    I think about team Ghost Rider/X-23/Spencer. How do you think, guys?
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  • DrkD23DrkD23 Have at Thee! Joined: Posts: 234
    what assists are you running with that team?
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  • AraelrAraelr Joined: Posts: 8
    I'm currently trying out GRider/Felicia/Morrigan... With Morrigan in the back, I'm up to 5 bars hella fast.
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