Changes for Morrigan in UMvC3

You would have said the same thing if Ammy was a new character and she got a 30 percent gain meter assist. You guys jump the gun so fast on everything in here. Morrigan is cool and everything…but dayum. LOL.

Hold on till the game comes out first. LOL. We all know why Ammy’s is completely inferior and for all we know Frank West’s is probably vulnerable for 8 years also. The on point version of his drinking leaves him vulnerable for a year so I would imagine he doesn’t recover anywhere near as fast as Morrigan.

Even if Iron Fist gets a meter build assist also…unless it recovers at the speed that a sneeze makes impact on a wall like Morrigan’s…I wouldn’t worry too much.

I really wish Morri had gotten a point version of Dark Harmonizer though.

There’s a lot of things people wish Morrigan had but Ultimate gave the cards to be dealt so once the game comes out we’ll have to just continue doing what we were doing which is playing the characters and just getting the most out of it. Now that I have a character that’s easier to implement around her instead of X-23 (X-23 needs way too much shit for herself to have Morrigan on there also) I’ll definitely be playing her more and seeing if I can find anything new about how she works. I want Morrigan to be a character I actually use often on a side team and not just a side character on a super side team. LOL.

She’s a really interesting character and I wonder if astral vision has anything untapped that we still don’t know about. The shorter start up time should help make it easier to throw out and get started any way.

Astral Vision aside, I’m still learning new tricks with her flight mode. Since there’s been so few people, especially those with excellent execution, we’ve really only barely scratched the surface of what her flight can really do, especially when it’s combined with AV.

Sadly, I’m not sure that tech is really going to be found even in Ultimate, unless they changed her minimum hyper damage scaling, the Finishing Shower changes fixed her bad damage in one shot. Single meter simple combos will be doing 650-700, and 2 meters in the corner will drop anyone under 1.1m.

well this trick doesn’t work for me in Vanilla (probably because my execution sucks at it) but try to go for a 8 or 9 air dash from flight cancel after a shadow blade M or H then do an Air Vector Drain Reset, though the hardest part is a follow up for that besides Shadow Servant. I’m pretty sure it’ll do a decent amount of damage if this reset idea pulls off.

Aside form whether or not the reset to air throw would work from that set up (and yes, I mean air throw, she doesn’t actually have an air Vector Drain - speaking of which, does her visually and frame for frame identical air throw really need to deal 40k less damage than Vector Drain?) The follow up can’t just be a Shadow Servant - it very specifically would have to be a TAC with Morrigan’s assist set to Shadow Blade, with at least 2 meters, and Storm with Whirlwind/Typhoon assist next in line for it to actually work in vanilla. Now, in Ultimate, we may actually just be able to use a Shadow Servant follow up.

lol my bad I never notice it was just an airthrow it looks ALOT like Vector Drain and I always rush HCB+C so i never really noticed the difference.

They are completely identical outside of the initial grab animation on the ground, and cause identical knockdown times and have identical recovery. The only real difference is Vector Drain does 120k, and the air throw only 80k. Commentators make that mistake on stream all the time, and we blow them up for it in here.

Does anyone know how much of a damage increase Morrigan got on her basic BnB’s and magic series?

just added morrigan to my team…why is she underated as anchor…lvl3 xfactor n astral vision is godlike

Astral Vision has no invincibility frames so it’s punishable. When you’re facing another anchor (high chance it’s gonna be akuma) You’re gonna be baiting Messatsu Go-hados then using Shadow Servant or Darkness Illusion to punish since they have invincibility frame (I learned this from the other members that posted here)

Devil Trigger doesn’t have any invincibility frames but that’s really hard to punish also.

The bigger deal is just the start up but you can definitely cover that with fireballs against anybody that doesn’t have a beam super or just try to force them to block a fireball first then activate it on the ground. I heard the recovery time is being shortened for the super in Ultimate so that should help also.

If you compare the two supers Morrigan’s astral vision has 10 frames of start up before freeze and 6 frames of start up after freeze before she can block. Dante’s Devil Trigger is shorter before the freeze at only 4 frames of start up before freeze and only 4 frames of start up after the freeze. If you count all the frames though that makes Morrigan’s astral vision about 8 frames slower overall.

If you account for everything overall though the only frames that really matter are the frames after the freeze and nobody can react to 6 frames of start up after a freeze with anything but a point blank attack, throw or super. No beam super in the game starts up fast enough to punish the recovery after the freeze. Plus the 10 frames of start up before the freeze can’t even really be reacted to. The only pre freeze start up you can react to is like Storm’s hail storm which has 40 frames of pre freeze start up and you can see Storm clearly flashing white and taking to the air first. That super can easily die to beam supers in Ultimate and will also be hurt by air XF beam supers sniping her out of it into dead Storm.

oh yeah, I forgot to mention that Astral Vision is canceled by usage of any other hypers so you’re gonna be losing meter fast if you rely on it as an anchor.

Yeah that’s why in Ultimate if you have her as anchor it might not be a bad idea to start up fishing shower first if she’s anchor, then XFC into astral vision (she’ll be able to XF cancel the ground one now since she’s technically airborne during it) and then follow that up with astral vision activate and go in.

Mhmmm, Though I’d say make sure to use the FS after a knockdown or after a whiff hyper. FS loses to a bunch of hypers from full screen range and that includes Magnetic Tempest (I have to complain here on another design from capcom, Magnetic Tempest covers a huge portion of the screen and Finishing Shower cover a concentrated horizontal area but FS has less durability, so seriously wtf?). And be wary when using it against Ryu since he can aim anywhere with his shinkuu hadouken.

Long as the missiles stay on screen after an XFC you can always cancel it early in matchups against characters with stronger supers and then just activate the astral vision.

She can already XF canel Finishing Shower.

Oh…well the air XFC just makes it easier to do out of flight cancels I guess.

AV is really easy to punish because of the almost 30 frame duration of the hyper. You’ve got to keep that in mind for activation, which is why in the anchor slot, I usually only pop it after a kill. XF3 jump loop rips through HP so fast it’s usually all you need after a hit, and in XF3, Astral Vision fucks with me as badly as my opponent. I really hate the fact that AV causes things that would not normally side switch to do so.

You left out the recovery frames, AV has 13, and Devil Trigger has 0. 10+6 start up, 13 recovery for AV, 4+4/0 for Devil Trigger, so if you only take post flash into account, it’s 19 vs 4. It’s these recovery frames that I was hoping Ultimate would get rid of more than anything, Sougenmu has 3, which isn’t bad, but Berserker Charge is another 0.

As for Finishing Shower vs Magnetic Tempest, it’s actually pretty random which wins. It’s entirely dependent on when they were started in relation to each other, spacing, and the “random” spread of the projectiles.

WARNING: THE FOLLOWING POST IS TOTAL UNSUBSTANTIATED THEORY

Using Max’s hyper mashing video for the Marvel characters as a base line (specifically Hail Storm) it appears the mashed hits added to a hyper deal roughly 33% of the damage of the original hits, instead of adding full hits to the hyper. This means mashing the 34 additional hits (iirc, finishing Shower, like Hail, mashed to one less than double the original total) will add an additional 56,100 damage to any Finishing Shower (after maximum scaling, which it will always be by the time these hits are added). With the tightened spread that earlier builds had, and I have no reason to believe is now gone, the minimum damage from a fully mashed Finishing Shower should be 231,100 damage.

If the above is correct, and Darkness Illusion did not receive a damage buff, or a larger damage buff from mashing than Doom’s Time, Finishing Shower will always be more efficient damage per meter. It was before, but it took 3 Finishing Showers to deal more damage than one Darkness Illusion, now it’ll take 2.