" Is That A New SPRITE? " Morrigan Thread

Hmm, I’ve always suspected 5C might scale combos significantly, but never got around to testing it.

If that is the case then you should omit the j.BB 5B 5C(2) and do j.BB 5B if you want extra damage rather than extra meter. 5B over 2B because it does slightly more damage.

However, the first 5C should stay because it is very easy to hit confirm with.

Just keep in mind that 5B pushes back more than 2B, which tends to make followups whiff on Roll (probably V.Joe as well). Of course, that’s not the only thing that makes Roll frustrating to combo.

I’ve found this to be pretty useful:

5a 5b 5c(2 hits) 2c 6c j.bb dj j.bb214C. Level 3 optional as always, cancel the second to last hit of Shell Kick.

16.4bil, 15 hits, has aerial slam, and it starts off of a low :smiley: That seems to be pretty rare in most Morrigan combos.

A corner combo I found in training mode (tested on Ryu):

Chun assist

(66BB or 66 8+B or 5a) 2B 5C(2) 2C 6C~P walk forward 2C 6C jc j.AABB j.BB 236A
~19-20k depending on which starter was used

So i havent played enough with morrigan to be good but i discovered something. Sorry if its beenn posted already. But you can Grab Ryu out of his hurricane kick with her command grab. Im not sure what else she can grab people out of but its making me love her much more

For those interested in Morrigan so eagerly heres my friend vVv Scrub vid doing her new Infinite, can be done midscreen also. enjoy it.

[media=youtube]33p_-DH88l4[/media]

Infinites are pretty useless in this game so not a threat even though she is on my main team I am not going to learn it. This is not Marvel where infinites mean something.

Infinites hardly exist in this game. Not like marvel where people do them constantly and you cant do anything about them. Thats why i like this game better than marvel because it gives you that break shield thing.

Quick Morrigan tip that I don’t know where to put:

5A delay 5A is a frame-trap. It combos on hit and stuffs people who try to mash or jump after the first 5A. The delay has to be short, though.

Typically I’ll do 5A delay 5A 2B (hit confirm…) 3C. This allows me to confirm that either the 1st or 2nd 5A hit.

5A delay 5A delay 5A is also a frame-trap that combos on hit, but I find it pushes them too far away to connect 2B 3C.

And now that 5A hits low in UAS, once your opponent learns to block the 2nd 5A, you might consider doing an instant overhead instead.

Alright, I finally got the game and every else that I needed to play the game (Wii + Wiimote) and I’ve been into intense practice with Morrigan since then. As I thought, she’s gonna be, once again, my main girl in an crossover fighting game.

Anyway, I’ve been practicing the instant overhead a lot and as of now, I can get it 70% of the time. I guess that’s not bad ration considering I’ve trained less than 24 hour. At first, I was doing it with A+B+C ~ 9B, but after watching [media=youtube]3nryoyiKNmc&feature=channel"[/media] doing it so fast, I felt like doing it with A+B+C was slowing my execution down so I practiced with 66~9B. For those square gate users that have difficulty doing it, what I suggest is to be sure to hit all the edges when doing it. Like, when doing 66 on your joystick, be sure to make a 90 degree angle while touching the edges when you will want to reach the 9. That’s what I do and it works pretty well.

Also, I don’t know if it has been mentioned yet but Morrigan’s j.C, when spaced properly, can be a really good crossup. Like, you can j.C behind your opponent, crossup with it and follow up with any bnb you want. What I usually do is j.C (crossup) 2B, 3C, SJC, j.AABB, DJ, j.BB, Soul Fist. It does around 16k damage and this is rather good for Morrigan since she has difficulty dealing more than 14k with her Bnb’s. Her j.C can also be a ambiguous crossup if you space it right. For instance, your opponent will need to block the other way around but you will land on the right side. It can be very tricky, give it a look.

I also find that finishing a aerial combo with j.C is pretty useful since it makes your opponent slam on the floor. After it, you can hold C, walk up to him and command grab while he is getting up. It’s pretty gimmicky but it can be useful. Also, since her command grab has such ridiculous range, you can tick it with 5A or 2B while holding C and then, 63214 ]C[ and it will grab them.

tl;dr :

  • j.C can crossup and you can follow it up with any bnb
  • j.C can be ambiguous if your spacing is right
  • bnb -> j.C combo ender -> Hold C -> walk up, 5A/2B, 63214 release C.

that casual fight you post its nuts that morrigan is tight shit

Indeed it is. Lol.

I find that jumping with j.C is always your best bet with Morrigan. It has a lot of priority and if you get a random jump in with it, you get big damage off a bnb (maybe like 14~16k damage). If you go air to air with it, it slams your opponent on the floor and you can then mix it up with the instant overhead when they are waking up.

Also, I’m curious to know what’s everyone bnb baroque combo. When I get a punish opportunity, I usually do 5B, 5C (3 hits), Baroque, 5B (2 hits), 2C, 6C, SJC, j.AABB, DJ, j.BBC. It does 20~21k damage. But yeah, what’s everyone bnb baroque?

Yeah her jump C is the best but Jump B is good for poking if C will not reach someone trying to dash in on you. I am trying to get down dashing instant overhead with her. I have some matches up if you want to watch some which are on RoyalFlushs channel on youtube. Tronzilla666 is me. Some recent ones are posted as well.

Oh, alright.

I watched the latest SoCal tournament’s matches on RoyalFlush’s channel andn nice Morrigan. I saw that you used Tekkaman Blade a couple of times, do you have any strats with him as an assist that you can share? Personally, I can’t really find a use to his assist. I just like him as a sub character because he covers Morrigan’s biggest weakness which is her damage output.

I’ve only got 2 uses for Blade’s assist.

  1. Occasionally I use it as an anti-air, though I have to basically guess when my opponent is going to airdash in and call him before that.

  2. In the corner, end a Morrigan combo with a forced tech roll (3C ^ late j.B dj airdash dj.C). Call Blade when you land, and normal jump over your opponent. You can either:

  • earlier/shorter air dash j.C (no cross-up), or
  • later/longer air dash j.C (cross-up)

If you do cross-up, Blade will pop them into the air and you can use 6C ^ … to switch sides so that they’re back in the corner again.

Also, something I’d like to try just to mess around (because it’s a dumb idea and a terrible waste of metre) is to VHC with 214A+B~P. They’ll get crossed up by Valkyrie Turn and might eat Blade’s Voltekka + Valkyrie Turn (not all hits) for about 18k. I think it’d be pretty funny to see that. :lol: You have to be right next to them to do this on the ground, 'cause of Voltekka’s upward arc, so I think it’d have a better chance of working against an opponent in the air. (Also because they might not see Morrigan fly off to the other side.)

my combo… same has yours, only that after baroque i dont hit whit B i do the 3B also you can do the shell kick or hit the darkness illusion, im still trying to do the shell kick combination w/baroque but ist hard in the uas version xD

also i have realize that a very good training morrigan whit the right help can be prety bitch…

I do 5B, 5C (3 hits), 236B, Baroque, 66~j.BB /\ 2C, 6C, SJC, j.AABB, DJ, j.BB, j.236A. You can cancel the j.236A into her LVL 3, but another damaging, and less costly, option is to 236P after the first j.B of the DJ and continue comboing with the next character. Since I also use Ryu, it would be like:

Above combo, 236P, (as Ryu) j.BB, j.BB, j.236A (stupid strict timing for some reason). Could also cancel Ryu’s Hadouken into his Super for more damage and this would all cost 2 bars. Keep in mind that the higher you are in the air, the more damage your normals will do.

Also, Morrigan’s missile super makes me sad. I used to think it had broken chip damage like Cable’s AHVB, but now I know you can just SJ, air dash, jump, air dash on reaction. You could probably make a sandwich and then avoid the thing. :confused: Has anyone found any solid traps to ensure that the opponent remains in blockstun and actually eats those Missiles?

i have been taking time to training morrigan yesterday and i only could do this for extend the combo:

JC> 5A> 5B> 5C> 2C> 236B> BRQ> 66> JB> land> 5B> 5C> 3C> air combo (corner only)

5C> 2C> BRQ> 66> JB> land> 5C(1hit)> 3C> air combo

5C> 236C> BRQ> 66> JC> land> 5A> 5B> 5C> 3C> air combo

the timing for catching whit JB after the baroque>dash its just a little tricky, you can catched up after dashing whit other atack but i havent practicing, also in corner if you do the JC after baroque/dash you can do other 236B and do the rigth time for a ryu help for dashing again forward and 5a>5b>5c…

those missile are shit :frowning: very hard make oponent fall in… but if you catch it in corner whit those (nearly imposible) you can dash an land a extend combo xD

I’m not looking to combo them, I want to force the opponent to BLOCK and eat all that chip damage. Morrigan’s Missile super might have the most chip damage in the game.

Like all supers, it does almost no chip damage if they pushblock it rapidly.

You can try to mix them up by moving the missiles away and towards them, hoping to make them miss a pushblock, but that’s about it.

If you use it while they’re dashing towards you in the air, then you can usually guarantee that they’ll have to block it (except for chars like Ryu who can just super through it). At least it’ll do enough chip to kill someone with a few pixels of life left.