List of combos in Ghost Rider: The Video Game | |
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The wiki for the game is available here [1].
The following is a list of complex combos as well as their critiques for all characters except Blade for the 2007 PS2 game "Ghost Rider".
One on One[ | ]
Name | Sequence | Effect | Critique |
---|---|---|---|
1) Helicopter Slice | Sq , Tr , Sq | smacks , throws opponents in the air , opponent drops down and falls chest first to a propeller move | quick and stylish but not powerful , opponent is downed for 1 second |
2) Forward Chain Roll | Sq , Tr , Tr | smacks , throws opponents in the air , goes through them with front flip | similar to wolverine's level 3 "buzzsaw" move in x men origins |
3) Inferno Kick | Sq , Sq , Tr , Tr | kicks opponents in the air and does a back flip | stylish move , couple it with shotgun |
4) Fist Dive | Hold L1 + Sq , Tr | Ghost Rider's ultimate tackle , pivotal move , start all melee with this | if one opponent is killed halfway through the combo , he will automatically aim at another one |
5) Final Spin | Sq , Sq , Sq | lashes chain frontally in close combat | easy but not stylish |
6)Floor Sweep | Tr , Tr , Sq | instantly knocks down an opponent | good for buying time or incapacitating |
Mass Effect[ | ]
Name | Sequence | Effect | Critique |
---|---|---|---|
1) Backdraft | Tr , Tr , Sq , Sq | creates a flaming whirlwind and lands many hits at once | very good mass affect move |
2) Spinning Top | Sq , Sq , Tr , Sq | swings chain round and round four times | easy to execute , is not very powerful |
3) Hell Punch | Tr , Tr , Sq , Tr | does link charge without consuming green gauge | takes some time but has same radius and power of original link charge |
Projectiles[ | ]
Name | Sequence | Effect | Critique |
---|---|---|---|
1) Shotgun | R2 + Aim with left analog | consumes red gauge , can be used indefinitely , stalls ghost rider while in the air | can be single handedly used to take style meter all the way to Avenged |
2) HellFireball | Hold Tr + Aim with left analog | Nearly one hit k.o | needs good aim and little response time |
Uppercuts[ | ]
Name | Sequence | Effect | Critique |
---|---|---|---|
1) Uppercut | Hold R1 + Tr | simplest uppercut | opponents may counterattack if they were blocking |
2) WIndmill | Tr , Sq , Sq | medium speed uppercut | speedy uppercut taking account of blocking |
3) Heavy Uppercut | Tr , Tr , Tr | non stylish , slow uppercut | does good damage before uppercut is dealt |
Air Combat[ | ]
Name | Sequence | Effect | Critique |
---|---|---|---|
1) Fire Cutter | still jump , Sq , Sq , Sq | spins with the chain thrice | long lasting air combat move |
2) Quake Crash | still jump , Tr | slams chain on the ground | simple and causes opponents to flinch |
3) Hyper Chain Spin | moving jump , Sq | buzzsaw attack | good for giant characters , very agile |
4) Comet | moving jump , Tr | lands down with fiery kick | hit multiple opponents, but not powerful |
- If you want to juggle opponents in the air , do any Uppercut --> Fire Cutter -- > Shotgun --> Quake Crash
Hybrid Moves[ | ]
Name | Sequence | Effect | Critique | Hybrid Status |
---|---|---|---|---|
1) Super Quake | Tr , Sq , Tr , Tr | two punches followed up by a chain quake | good for switching from1-1 to mass effect | both a one on one AND mass effect move |
2) Plasma Shotgun | Tr , Sq , Tr , Sq | three punches followed by long range plasma attack | 3X more powerful than shotgun , large response time | both a projectile AND one on one move |