I am a terrible Marvel player and you probably shouldn’t take anything I say seriously.
BUT, from playing online (at an embarrassing scrub level of play) I’ve found my Rocket Raccoon to do well against Morrigans. I can burrow or float to stall and most fireball patterns seem to just go over him completely when he’s grounded. cr.H pokes right into the area she is usually hanging out at, it stuffs Doom assist, and it’s cancelable into everything (like Log Trap, fireballs, Rocket Skates, burrow, traps, etc). Most Morrigans I play end up getting frustrated and run into a trap or Cold Star.
Of course he has stupid low health and most of the resets I can do lose to her invincible super. I’m also very bad and the players I’m beating are very bad, so I’m sure that my experiences pretty much say nothing about how this matchup really goes. Still though, maybe I can help some better players here figure out if RR is actually a legitimate answer. Or not, but at least I tried to help lol.
Wolverine/Akuma/Vergil. I can get a shot with my team, specially since if Wolvie gets a hit, Morrigan is done. If she’s on second spot it might get easier, since she would lose either Vergil or Doom depending the fight. You can call when Doom’s assist will be called if you have good reads.
Skill level doesn’t mean anything when it comes to theory fighter, tons of casual players have found new tech and setups I’d say even more so than the pro’s.
I think RR has a better shot than most characters from what I know about him, he’s a huge reliability though with the amount of health he has. I’d like to see more matches of this matchup in order to get a better take on it.
Ive said this like 4 or 5 times now rocket raccoon is good against morrigan.when kusoru played chris he kept going underground everytime chris activated astral vision
Imma post more when I get home, but Phoenix Wright/Frank West/Dante has a disproportionately good chance given the tiers. Not my Phoenix Wright/Frank West/Dante, though.
In response to the OP, the answer is definitely both.
I think arguably the biggest problem with Morridoom in regards to its effect on the game is just how much the team shits on the natural variability of Marvel. When people do consistently well with other top tier teams (ie: notable Zero/Viper players), there’s still tons and tons of matches in where their point gets bopped and they have to fight it out with characters 2/3 .
The very nature of the Morridoom gameplay style drastically reduces that variability. If you don’t get things started quickly against it, you just… lose. There’s no real back and forth, there’s usually no moment in where pushing buttons can cause a tide turn.
Even the most dominant of rushdown characters have big holes in where the tide can instantly turn against them due to good reads by their opponent. The best players in that style are highly intelligent and cover their holes well, but they aren’t perfect. Which means that even as they’re rushing the shit out of someone, there’s still the possibility for the other person to immediately start making a come back.
You don’t get that possibility vs Morridoom. You only get that possibility when you get close, and getting that option often times entails eating a shitload of chip damage. It means that when you’re against it, you really only get a small handful of chances to change things in your favor, compared to vast array of chances you get vs rushdown team X.
When you combine a team that has a variability that low, and you combine it with someone who rarely makes execution errors, you get Chris G’s team which steam rolls through everyone.
As weird as this sounds, I’ve had good luck dodging fireballs using walljump shenanigans. I use it a lot against Morridoom type stuff and Zero shadowclone fireball/blaster spam. Especially DT’d Vergil since you can still get an air-dash after the wall jump and if you’re charging a round trip that is more air-time. It’s not an optimal way to “deal” with it but it can waste AV time and the opponents meter if you just play defensive and get as much hang-time as possible.
Though wall-jumping stuff works best if your opponent has a predictive pattern and you can get into the rhythm. I also can’t remember if Vergil’s j. H eats projectiles like the ground one does but a wall jump air dash H might be good to get in there.
Wesker obviously has problems with MorriDoom but considering my main “training” partner plays lame in every game I’ve developed a lot of things to maintain air-time and try for some YOLO confirms. I play Wesker like he has an 8-way air-dash the way I stick to the air with teleports etc. So I doubt my team could really shut it down unless I get a lucky hit in since all of my characters have TOD potential, but my execution isn’t on point and I typically play more mix-up/reset heavy.
To answer the question I think it is part Chris G and part the team; he definitely does something different that other MorriDoom players don’t and that is primarily pattern adjustments based on situation as well as the random rushdown which throws people off.
Jill can use MGS to clear the screen of soul fists and catch whatever assist is out easily. I wish I could say it could also catch Morrigan committing to a move, but she can just fly-cancel whatever she might be doing and block in most cases. It makes me wish Frank’s shopping cart assist plowed through projectiles like Akuma’s spin kick.
Strider’s Vajra assist is nice for maintaining pressure from anywhere to keep aggressive, though.
Metaskipper posted about it, but I was curious why no one looks into a team with Phoenix Wright? Maya’s sheild potects him front and back while he gathers evidence and he can SJ away in the interim.
Wright basically has two tools against Morrigan: The Cell Phone and Maya Shield. Maya Shield covers Wright while he collects evidence, from both sides if need be. The Cellphone both stuffs fireballs coming from the front and forces Morrigan to block. If Wright sets up his fireball game up first, which isn’t too hard to do with Maya, he WILL win 1-on-1 with Morrigan. Even if you don’t have the Cellphone, papers and his other evidence can suffice. In Turnabout mode, forget it.
Of course, Wright has to deal with Morrigan rushdown and MorriDoom. Rushdown, admittedly, is something any Wright player needs to learn to deal with. Morridoom specifically, is tricky. The hope is that you lock down Morrigan, and then catch a Doom call with either an Objection, or Order in the Court->XF->Objection. In thoery, anyway.
I play Vergil / Wesker / Magneto. I’ve never lost to a morri / something / doom team in tournament but I have more problem with X / Morri / Doom since if I get unlucky against an aggressive character and Vergil goes my team suffers pretty hard but Morrigan without multiple astral visions is pretty easy to deal with for Vergil since I can just throw out swords ->round trip and run forward throwing out a random 50/50. Also it’s not a guaranteed win unless he has a lot of meter and vergil goes down since wesker can kill her pretty easily off a XF combo or level 3 even if touching her is fairly difficult if they are good.
I think it’s the team and the American meta. We play a lot of offensive characters and since fireball x unfly is insanely good even without astral vision she gives the popular American characters difficulty. Also the best character against her (Vergil) isn’t popular upfront so teams that play him often lose out because their front character gets mauled leaving her at a significant meter advantage against Vergil which makes things seem more even than they really are in that matchup.
But even than the team has no real weakness, especially if it gets meter advantage early on. She simply can’t be hit unless you can out prioritize j. S and fireball->unfly -> something plus there is always Doom to worry about. So if she’s up front or you don’t kill her on the incoming mixup she will probably get space from push block and rape you while building tons of meter for more astral. Only way I’ve found to get through it is largely just blocking and air throwing with straight forward characters like Magneto or Spencer but if the player is good at breaking air throws things get much worse really quickly. So just play vergil and swat her around with j.C,st. C, and swords.
On the topic of how to deal with Morridoom, I think we need to both stop looking for this “untapped character” and just figure out how the characters we know are good AND look for new ideas from characters who are in the top to fight. Basically: look for unique ideas, not characters.
However, that being said. Arthur is a rather odd character to use against Morridoom.
I hope chrisg takes evo2k13. This guy deserves it more than ANY past mvc3/umvc3 evo winner. As much as I commend all of you for trying to bring him down I can’t help but feel like he really deserves it. This guy is the King without the crown, you all know this.
Have a team of Thor/Haggar/Shehulk. Had a hard time getting around it with Haggar and Shehulk of course, so I switch in Thor, using Mighty Spark to counter spam. Doesn’t work. My problem is I keep forgetting that Mighty Strike goes through all that mess on the screen. Wait for the downtime on Missiles and approach from the air, using Mighty Strike to tag her for a combo. If I’m lucky, I can get a happy birthday and tag Doom before he puts missiles out on the screen.
I think people are still sleeping on Thor and his ability to move around the screen, play an average zoning game, and go through projectiles.