Yeah, basically, it hardly does any damage anyways though lol
I’m trying to figure out a way to make Valkyrie Turn worthwhile. Being able to combo out of it is boss and the damage potential is huge, but I can’t for the life of me figure out a reliable way to combo into it. I feel like I’m close and that it could be possible with the right assist though. The best I’ve done so far is:
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Batsu as partner, Ryu as training dummy and positioned about 3/4 a screen length away from the wall, Morrigan right next to him and facing the wall: A > C (all 4 hits) > Valk Turn + Variable Combo. I can get about 53 hits and 23b damage out of this depending on the exact spacing and timing, but Ryu just barely gets pushed out of range right before VT finishes.
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Ryu as partner, Morrigan’s back to the wall, 2P Ryu right in front of Morrigan: _____ > Valk Turn + Variable Combo, where I fill in the blank with various short jab combos. No matter what I try, the dummy still recovers from VT and goes into auto-guard right before the last hit or two finishes.
Haven’t tried out many other assists yet. Anybody figured out a way to make it work? I’m pretty scrubby at this (never really played a VS series game before), so let me know if this would be terrible meter management even if it did work.
EDIT: Just noticed that VT comes out at a different height depending on whether you hold up or down. Durrr… Now to see if that changes anything.
Tronzilla doing quite a good job at using Morrigan offensivly in the last SoCal tournament. Most people tend to use her only for her assist, so it’s nice to see that she can be use on the front line too.
[media=youtube]sWKq0BiV-7g&feature=PlayList&p=611CE52F4825E16F&index=10[/media]
[media=youtube]-US4rD-e4ek&feature=PlayList&p=611CE52F4825E16F&index=13[/media]
Also, Doronjo/Morrigan keep away playstyle played by Jap player.
[media=youtube]8LwsVcDZrKQ[/media]
[media=youtube]-vQNkOHuPns[/media]
IMO, Morrigan was always a solid rushdown character with some runaway potential as well.
Would it be a good idea to spam Morrigan’s command grab (Vector drain) against the giants? That’s really the only move I can think of that would cause knockdown. Are there any other moves that Morrigan has that would be good against the giants?
Yeah, that’s what I noticed after watching PRO’s morrigan in action. I’ll probably be playing her like that, too.
Who do you guys think work well with Morrigan? She builds meter pretty fast, so I figured that a character that uses a lot of meter for specials (i.e: Polymer, Tekkaman Blade, Ryu, etc) would be a good choice.
That would be awesome, considering I just got the game and I’m kinda lost on how to break 14k~15k with her.
I’ve been messing around with her and found out she’s great!
Will yatter-2 do good with morrigan by any chance?
Anyone have thoughts on the dash glitch with respect to Morrigan yet? I can’t seem to make it work with her, and it’s probably due to her weird dash, so she has one less option against keepaway characters than most of the rest of the cast. Not really sure if it will hurt her much against anyone else or not though.
Morrigan can’t make use of it.
Yeah, I’m aware. Just wondering how people think this might affect her.
At any rate, on the subject of dash canceling, any tips for getting the execution and timing for that instant overhead down on a classic controller? I’ve tried 668+B and A+B+C,**,8 but neither seem to work reliably. I can get it from 6669+B, but this doesn’t always come out as fast as it should. Also, does this still work the same as it did in the original release?
Based on the videos I’ve seen, I don’t think anyone has bothered with 66 --> 8B --> 63214A. Since this system allows you to combo into grabs while the opponent is still in stun… that’s just ridiculous. Her instant overhead can be combo’d into her BnB AND her command grab. If that isn’t grounds for insane pressure then I don’t know what is.
Also, what kind of BnBs do you guys use? My personal fav is 5B, 5C (2 hits), 2C, 6C, JC, j.AABB, DJ, j.BB --> j.623C/j.236A
Does around 17.5K iirc.
I’m thinking about pairing up Morrigan with Zero. They both build meter very well and since neither of them have particularly useful level 1 supers, I’ve been using their easily linkable level 3’s. It’s not farfetched to reach 30-35 billion pretty easily using a little baroque and her level three. It’s not exactly resourceful, but it’s a decisive way to end a character. So based on that, I’d say she works well with another character who doesn’t rely on meter, that way they can either A.) Use their level 3’s in a pinch or B.) Mega crash like crazy.
[media=youtube]qRjH8YwizyU[/media] Let me know if I said anything stupid or left something noteworthy out.
Just a little thing but I find myself doing it most consistantly when pressing B just a moment before 9 rather than at the same time, nice guide though.
Valkyrie turn can be manipulated to some extent. Holding up or down before she changes direction will cause her to fly in at a higher or lower height. I still haven’t found much use for it outside of VHC’s.
Also, something very interesting happens when you VHC valkyrie turn with Tekkaman.
That’s pretty funny. XD Or should I say, THAT’S HILARIOUS!!!
you can also cancel her dash by pressing up and an attack button
seems a lot easier
I still can’t get this wavedashing stuff down :[
Nice combo, was just doing something similar but without the double jump before, btw if you use j.236C to end it you can cancel into her level 3 for 29.162k
Also as far as I can tell you can combo into grabs sure, but you can’t grab the opponent from blockstun, try using a fireball assist with the opponent blocking in training mode and do your command grab when the fireball hits to see it.
Edit: Been playing frankenstein with that and Saki’s stuff and have a new combo out of it
Morrigan/Saki 27,632k 2 bar Morrigan on point Saki with C shot charged.
2c,5c,8,j.a,j.a,j.b,j.b,dj,j.b,j.b,236p,j.a,j.b,j. b,j.c,xx,236b+c
I reckon I could get more out of it with a little more delay but I got stupid hands atm, will try again in an hour.
Edit 2: Done it, you can get 29.757k from it if you get the delay right.
I checked it out and you are right about not being able to grab the opponent while he’s in blockstun. I can see why I wouldn’t notice though since Morrigan’s j.B has very little stun and I’ve just been doing instant tick throws all along. I’m not sure how it could be punished or avoided though.
I’ll keep that Saki+Morrigan combo in mind when I pick her up. I’m not sure how to play her yet, but I am interested.
My team is usually Ryu+Morrigan and a good team combo I like to do with Morrigan on point:
66 --> 8j.B xx 5B, 5C (3 hits), 236B+P xx 66 --> j.BB xx 5B, 5C (2 hits), 2C, 6C, JC, j.AABB, DJ, j.BB, 236A (Lvl 3 Super optional)
Does around 21k and carries to corner. Around 11k more with Lvl 3 super and gives knockdown. Although, honestly, I’d prefer to go the less damaging reset route for continued pressure and more meter for the gas-guzzling Ryu. I’d save the super unless it kills the opponent.
I’m trying to find some good VHC combos since raw Shinkuu Hadouken + Valkrie Turn is ~4k more damage than raw DI. Anyone got some good recomendations?
Also, is it possible to do 66 --> 8j.C --> j.214C so fast neither can be seen? If so, then, if you’re technical enough, you could build a lot meter when you have the space.
How much does the combo do if you do jBB 2B 2C instead of jBB 5B 5C(2) 2C (I can’t quite execute this combo yet)?
I’m noticing absurd damage scaling resulting from using 5C in combos. I’ve been fussing around in training mode.
2B 5C(2) 2C 6C jc jAABB jBB 236A does about 15.6k, with the maximum I saw being 15.762 (due to screen height affecting damage and my execution not being robotic).
2B 2C 6C jc jAABB jBB 236A, on the other hand, does about 15.7k, with the max I saw being 15.813.
Extending the combos a little bit by adding 66 jBB at the beginning results in the first combo doing 16.6k(16.623) and the second doing 16.8~16.9k(16.963).
Since there’s a small damage improvement from omitting 5C in these combos, and the advantage seems to increase with the additional combo length, I’m wondering how much more that combo can actually do. If its significant then this might be worth keeping in mind.