Ok Tech Romancer I can see you are new to using Morrigan, You need to rush down with her more than keep away. Morrigan vs Saki is a hard match so just be prepared to block a lot until you can fly above and get in. Another good tactic with Morrigan is baroque soul fist A and dash in because it will allow you to get a combo or if opponent is blocking just dash in command grab. Also by doing this dashing with the fireball will protect you. Morrigan cant do much against keep away characters which is why you want to try and switch her out to have someone who can deal with it.
@Kazuhiro, Morrigan has a good dash but it is hard to get used to if your just learning Morrigan. It helps with her rush down.
Well I actually I use to rushdown a lot more…until I figured out certain characters and their attacks beat out Morrigan’s dash clean.
- few examples - Zero’s standing L, Tekkaman Blade’s rush across the screen spinny thing (both of them, not just talking about falchion), various character’s projectiles, Joe Condor’s standing L (yes despite the animation being a shin kick it hits her IN THE AIR, makes no sense; the hitbox is odd) among many other things.
I’m a balanced player so I don’t have a problem being more defensive, but its not because I want to be. Morrigan’s dash will get you into trouble; I’m serious. You have to make them respect it. BTW I’ve started using j.L which is better and comes out faster to stuff the problems I mentioned above, the only problem is starting combos with lights and mediums damage scales worse than with a heavy.
It would be different if you could block quickly after dashing, but you have to realize it takes her a number of frames to go back to a neutral state after she’s in the air and then to be able to block. Which is why having a ground default dash would be a lot better. This is nothing new to me really; I play Morrigan in every game she’s been in. This is just business as usual like the Vampire version save for the super canceling and her dash seems even more floaty than in Savior. It also means her air dash is slow as hell when you’re super jumping and want to get somewhere quick.
Any tips for fighting Jun? She beats me out like 90% of the time. I use Morr/Chun so i can play a lil keep away cuz of the chun assist, I feel that running away isnt enough cuz if i mess up Jun all in my face again.
I play Jun so I’ll try to see how this would work out.
Morrigan has better zoning and long range options but slower mobility and slightly less dangerous pressure unless you can safely pull off ground string ~ dash mix-ups without your opponent AAing you out it.
Anyway, Jun’s usual zoning and defense is a bit better against Morrigan since for one qcf+L/M/H is easier to place bombs if you dash foolishly. However, IAD attempts can be stuffed on your end with Shadow Blade or even df+H since Jun’s overheads aren’t the best. Mainly what to watch out for is ground strings and standing overheads. Pretty much all the overheads are H attacks so recognize those and block accordingly. Also when Jun players switch to H attacks is when the strings show some gaps, sans Baraque usage - that’s when you pushblock.
Another good highlight for you in this match is that morrigan’s normally below average damage output actually is solid against Jun since she doesn’t take damage too well. But yeah, basically I would say the gameplan in this match-up is to piss her off by flooding the screen with soul fists since you know she wants to get in. Watch for any chances to AA her with L shadowblade for any IAD attempts. When she starts pressuring with ground strings, watch for her overheads and H moves and pushblock accordingly. Don’t be too risky with dashes as its easier to get tagged with bomb placements than other characters; than your zoning and movement get hampered as you’ll be too afraid to move as she can detonate at her leisure. Your air normals are faster than hers, and believe your ground as well, so don’t be shy to attack either. My two cents.
Jun players always wants to rush in with IAD B or C, so against her, I would just play in a keep-away/turtle fashion. Zone with Soul Fists and when she tries to get in, punish her IAD attempts with 3C -> air combo or Soul Blade. If she IAD while you’re in the middle of a move’s animation (most likely Soul Fist), call Chun for to anti-air. When you get the 3C into air combo punish, I would either finish the combo with Soul Blade or j.C so that she is far and you can start zoning again.
On another note, man… I need to work on my Morrigan. I think I’m gonna start playing defensively with her as I had better results when I did so. Playing her offensively feels awkward and it seems like it’s too ‘‘high risk/low reward’’.
Playing defensively really will not get you anywhere too much and he keep away is weak. Rush Down with her more but be careful about rushing down, it is better trust me. Well we all have our own styles but I prefer rushing in with her.
I don’t see what’s so weak about being able to place 3+ soul fists on screen, having the option of either 3H or shadowblade in response to AA attempts, the ability to cancel said soul fists into finishing shower for free chip, etc. Playing defensively is good for building meter by the way, especially when you’re wounded and need that extra bar to DHC out or get in more advantageous position.
Regardless its like you said, people prefer different playstyles but I’m not a turtle and I’ll go out on a limb and say neither is Kazuhiro. Its just you figure that dash isn’t exactly godlike and one gets weary of dashing into juggles sometimes. I explained my reasons for that in a earlier post on this page. Also I’d say its match-up dependent. I would rushdown Frank West all day (unless he had a bar or up, otherwise I could eat one-frame start-up Real Megabuster); probably do the same to Jun AFTER I got her to respect my soul fist. Probably not someone like Tekkaman Blade with all his spinning moves and large hitboxes or saki with her zoning tools.
Also I fight Pyro all the time, so when he noticed ways to fight her dash I had to change my gameplan accordingly. I suspect it’d be different for other players.
I will be putting up matches that we had. Im not that good at the game so you will see many a flaws so I will ask you guys to be as hard on my play as you can.
The problem with Morrigan’s zoning game is that she has slow moving fireballs while everyone else’s stuff moves so much faster. You can be outzoned by Ryu’s Hadouken spam and that’s one of the laggiest projectiles in the game. Those fireballs serve the purpose of providing cover for Morrigan while she dashes in.
Although I do build meter like that when I need it sometimes. j.C, j.236A builds nice meter, but I’m still wondering if it’s possible to 66/44 --> 9j.C, 214C at a low height continuously. If so, that would be really awesome.
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Yes i know its online matches but, I have no people to play offline without traveling to New York or maybe even philly. Also most of the screw ups was due to the TvC Wii stick not the lag.
Personally, against certain characters I find it useful to occasionally switch into turtle mode. Force them to play aggressively and try to rush you down, then switch back to rushdown mode and catch them in an opening, e.g. a predictable IAD that you can intercept with j.A j.C.
On the other hand, I think it’s a great skill to have to be able to get in on anybody with her, even when they know how to counter her approaches. For instance, I think sj~airdash early j.C should beat most non-DP antiairs, but if it doesn’t, I would try timing the airdash differently, spacing it differently, and/or using her 2nd jump and airdash to come in at a different angle, preferably landing right on their head for the ambiguous cross-up.
In addition, the ability to jc her airdash at any time is a great tool for feeling out and baiting out the opponent, imo.
I’ve seen Japanese players approach with her instant overhead j.B, but I usually get stuffed by an IAD when I try that. Maybe it’s something that works only after you’ve beaten their IAD repeatedly.
Guys just listen to this.
Listen to it.
My IAD/Air Dash has lost CONSISTENTLY to Joe Condor’s 5A. I don’t want advice or help on this, just making a point. His fucking 5A that is a shin kick and isn’t even mid-level to his model! And I’m airborne?! What kind of bullshit is that? Something is seriously wrong with some of the hitboxes in this game - that shit should NOT be happening. I should not be getting hit by what looks like a beer-can kicking animation when I’m approaching from the air. I’m sorry that’s just stupid.
Morrigan’s dash is not godlike; there is nothing wrong with being defensive with her. Damn dash is even more floaty than VS or CvS2. If you are constantly rushing down with Morg you must be playing people that are letting you get away with it or a different game. Sorry, all there is to it.
Dude, you’re not bad at all. I was gonna say some stuff about messing up a few combos here and there but you said your stick, so I’ll just say some things I would have done different. First, we all love Morg but I would have started out with Chun first. From there, you have all of chun’s speed, mix-ups/BS and you’re supported by Morrigan’s soul fist for both combos and offense. Also Chun’s dash is better for punishing Jun’s gaps (I saw you were pushblocking nicely, good job). Also from full screen what I like to do is unleash that finishing shower for both more soul fist set-up and free chip. There’s really nothing Jun can do about it from full screen.
Other than that, I would say you missed out on some juicy punishes (like that one time the Jun did a qcf+AA midscreen and you were behind her). You either could have gotten off a Darkness Illussion or spent too meters and did some kind of DHC combo with Chun.
So The only way Morrigan is able to connect level 1 super is in the corner with some red life for baroque. Just do you basic air combo to fireball then Baroque to dash slightly down to missiles, you have to be kind of fast on it. Okay I tested it out on all weights of characters and it works on everyone in the corner but ROLL is the hardest to land it on. I will try to post a video showing you.
Found out that you can 66/44 --> 7/9j.C, j.214C so fast that you have the animations come out, but not the hitboxes, which means you build about 1/10th of a meter with each dash. The motions need to be done faaaaaast if you want to do it and doing it repeatedly would take some GDLK execution… or you can delay the 7/9j.C for some more leeway… or just not drill… This is a fast and safe way to build meter while running away (or approaching) without fear of being stuck in lag and wasting Baroque for safety.
Just something I thought would be nice to keep in mind.
I found another way to connect her missiles for a couple hits anywhere on the stage not including the corners. It is a lot tougher to do and probably recommend only using it if you need to add a little extra damage. Do your basic air combo to fireball then baroque dash and once you cross over do lvl 1 missiles which should hit a couple times on the back of opponent. You have to be kind of fast in order to do this also or they will be able to block. I would say this is only good for killing off a character since they take a couple hits and are able to fall while your in missile state you may get punished.
Wouldn’t it do more damage to just Air Crossover?
It is too slow if you try to do that, the missiles will never have time to connect, That is why fireball to baroque dash under until crossover for missiles. It is pretty tricky to do.
I would need to see a video of this combo, cuz i feel like im doing something wrong
Alright Shakugan, once I get a friend to record it I will show you the corner connection to missiles and the other one for crossing over under opponent in air does only a couple hits of missiles but if you miss they get stuck blocking behind the missiles. If you get like 10 to 12 hits hitting from the back missiles then that is pretty much all you can do. Still working on a way to somehow connect it fully from a crossover or at least half of the missiles.
I’ve done it outside the corner without using baroque, so I don’t know what you mean there. My only issue is the damage is hardly better than just doing a regular air combo.