Anyone else notice how morrigan can duck certain moves that no character other than roll can?
Moves such as Soki’s 5A, and Batsu’s 5C can be ducked by morrigan and roll, but no other character.
in resume its all about fate whit those stupid missiles, personally i think its kinda waste trying to cause chip damage with that, better i use that bar for something else… any way i have no idea how to do it 100%safe… but if any one wanna combo them you can pickup doronjo and morrigan and whit doronjo help in corner you can do this…
IAD C> >land> 5A> 5B> 5C> 236B> P> >236A+B> 66> IAD C> land> 5A> 5B> 5C> 3C> sj> JA> JA> JB> dj> JA> JB> 236B> DARKNESS ILUSION!.. does 39-40k (no baroque)
you have to do the assist very quickly, of curse you can change the air combo also after the first 236B you can baroque and dash again to extend the combo but the damage will not move to much, whit 10% niether 20% cauz it only does 42 and 44k
whit the luck in your side you can land it (the missile part)
Meterless combo drill kick bnb variation.
2A 2B 2C 6C sj A A B B jc B B 214C
Really easy, costs no meter, does 16.6K, and uses morrigans coolest move. lol
Also if you want to use this combo, pause very shortly after the 6C. It makes the timing much easier.
I’ve been pairing Morrgian with Saki and Zero; I’m looking into pairing her up with Jun but I don’t like the chemistry as much with Morg/Jun and with Jun/Morg. Don’t own this game or Wii so my training time is very limited (don’t expect anything too fancy) but I do what I can with the time I have.
Some matches:
[media=youtube]Lsij1KUJPhg[/media]
[media=youtube]kdM6ft9PPK4[/media]
[media=youtube]MydW-k1dmWA&feature=PlayList&p=F85B3D284ECEFFD9&index=12[/media] (“old” match)
Thanks, I’ll be taking that. =) Also, might it be possible to add some more damage onto that with Baroque?
BTW I see lots of talk about valkryie turn and Finishing shower. Personally in my opinion, VT is garbage; unlike Vampire, you cannot alter the height she comes in at, its way too slow and since its so highly telegraphed you can’t use it for escape means as well as the other games she appeared in. TBH, its a move I only use when I mess up a command. I can only see it as useful against giants.
Finishing shower is something I like to use mainly in DHCs both in and out. Also I put it out when I’m full screen and I’ve got my opponent to respect my Soul fist zoning and likewise, commonly super cancel it from one. You can combo off it if it hits in the corner but don’t expect that to happen on anyone realistically.
ONLY use for valkyrie turn I have found is if someone whiffs a long super like Ryu’s spin kick super, or Souki’s fire tornado (w/e it’s name is). You can use VT and come in behind them, and continue to combo after VT is over.
Pretty rare circumstance… but it does work lol.
Also… I’m pretty sure you can change the height she comes in… I’ll have to check again.
Yeah, you can control her height during VT.
I suppose you could try a VHC with Ryu’s Shinkuu and Morrigan’s VT, it will give plenty of time to combo and you can still combo after it, but I’m not sure if that would result in more or less damage than her BnB into DI, which costs the same amount of meter. Still, a massive damaging, full-screen punish appeals to me.
DI results from less damage scaling, so its the way to go.
Yeah I guess I should have noted that it can punish a few select things, but let’s be honest; this is digging a bit here to justify it being useful. Outside of those few senarios, even for DHC outs, I’d rather zone and get into position to start up finishing shower. I do like how if a combo starts with it, you do overall more damage but getting it to hit is the problem. Still better ways to use that 1 bar.
Yeah. VT is a pretty trash ass super. It’s a shame too… because it’s really cool.
Finishing Shower is best used as a really safe DHC switch for your partner. Otherwise, never use it.
That’s how I usually do it too. You can also do it while very close to the opponent after a blockstring. The barrage itself comes out extremely quickly, but takes some time to actually hit someone so the opponent might hit you out of it, then get caught by the missiles and you can combo off of that. Pretty gimmicky, but pretty cool too.
Also, found out you can’t continue comboing after a VHC with Ryu’s Shinku and Morrigan’s VT because the opponent gets pushed too far away before the 5 or so hits of VT connect. Laaaame. Still a good full-screen punisher, though.
I find myself using supers with Morrigan less and less now, though. Managing meter for defense is higher on my priority list than for offense.
You can continue after tekkaman’s super I’m sure. I think it has to be in the corner though. Also think that you have to come in low with the VT.
Morrigan can combo into her lvl 1 super missles. Launch someone with 3C, j.a, j.a, j.b, j.b, C shadow blade, immediately before shadow blade hitbox ends use 236+ABC while directing the missles upwards. It usually does like 15-18 billion damage. It combos because it lifts the opponent up into the air, and causes a good amount of stun, you usually have to direct it upwards before the hitstun wears off on the opponent.
Also, Morrigan double team super with Zero, is such a mind game. Rekkoha hits from the front while Val Turn hit’s from the back. Depends on your positioning on the stage. It works best when your opponent is farther away.
Also, Morrigan+Zero double team super with Zero using Sougenmu, Morrigan using Finishing shower. B. Command dash behind the opponent with Zero, attack with Zero on the other side so that Morrigan’s Finishing shower hits, while Zero is attacking, and can continue to combo after that. It’s very beautiful to look at. lol.
Not sure what you mean, here. They need to block with respect to Morrigan only: it doesn’t matter which side Zero is on.
It’s good gimmick though (With Morrigan on point only) since she flies past the opponent while on blast. People who don’t know when to change their block direction will eat the attack. Not something to be relied on, obv.
Oh and, using Missile Super in the air combo makes me, “Ehh,” because I think a Variable Combination Attack will result in more damage and less overall meter loss.
Um, are you sure about this. Because I did the combo (plus added double jump rave in there) and I only got 12 or 13K, bro =/ Sure you weren’t practicing on Karas or something?
BTW, the things about Zero and Morg DHC is not mix-ups, that’s not to be relied on. Its that both characters’ supers (Rekkoha and finishing shower) still appear after the second combos in, so its safe chip and even allows Zero to charge buster afterward or Morg to set-up moar soul fists. Also the Rekkoha factor keeps the opponent from jumping out of the set-up.
I worked on my Morrigan today after learning a few things from this thread.
- [media=youtube]hEbOyvzsd-0[/media] (Tekka/Morg)
Tell me what you guys think. Despite me not owning this game, I think I’m coming along nicely.
I am having issues with the Saki matchup. It seems to me that her dash is her main way of getting in, but I can’t dash at Saki without eating her beam super. Any tips? (I’m playing Morrigan with Ippatsuman if that helps).)
Edit: After reading all the posts about the overhead, I just wanted to mention that I tend to have more success with it when I input B before the up command, not after it. Does this sound right to anyone?
I would just switch to Ippatsuman, lol. Morrigan has trouble against keep-away characters since her Soul Fists gets beat by most projectiles and she can’t really rush in because of her dash not being very good.
If Ippatsuman is KO’d, maybe take the lead and turtle? It might work, but it can be risky since most keep-away dudes can chip you from afar. Also, you could try rushing in by calling Ippatsu as an assist and try getting some ground while he’s doing his psycho crusher. It could act as some sort of shield while you advance.
Mhm… well logically, it wouldn’t be possible since you have to cancel Morrigan’s dash by jumping first. And I guess, doing 9B at the same time works too. Maybe that’s what you’re doing but you’re not noticing it.
I agree with Kazuhiro; this is one of those scenarios where Morg’s airdash would get her in trouble and leave you open to Saki j.H, beam if your near the ground, and grenades.
You’d probably think “well why not chill up in the air and dump soul fists”? That’d probably annoy her a little for a short time…until they get a bar of meter or above and then whip out beam super to punish you. That’s also the case if you dash in; they can punish your ass with no hesitation.
Makes you wish Morg had a regular dash and the air dash was made a command or something.
Bill307: Forget what I said about it being a mindgame. It’ not, its just a good way to cross over. However, what I found out today was very interesting. Zero Rekkoha has 9 lasers that rain down upon the stage, I thought it was only 5 lasers maximum due to screen restrictions. When you VHC with Valkyrie Turn, Morrigan goes on the opposite side of the screen, making it possible for all 9 lasers to hit the opponent, adding up to 25 billion damage if all the lasers hit. Morrigan then hits with the default Valkyrie Turn for like 5 billion extra damage + more damage if you combo after VT finishes. That’s over 30 billion damage. You must be positioned in a way, so that Zero’s first Rekkoha laser is able to hit first and you should be at the far left or right of the screen when you pull this off for maximum damage. Setting it up isn’t really that hard to do. If you VHC into VT and press up to direct it, it would be possible for your opponent to block, but it can still catch them off guard, since they have to block immediately, still does good chip damage though and if they don’t block in time, it does massive damage, it can KO Karas in one hit. VT while directing downward, will not combo and will not reach your opponent, don’t direct it downward.
Tech Romancer: You are right it does do that much damage. But, if all the missles can hit, it would be around 15 billion. At least it’s something that can combo into Finishing shower.