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Ghost Rider: The Video Game/Combos

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Ghost Rider 2

Alt Cov Art

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

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