Yeah I think its his hardest matchup. It really does well against zero. The story is different if he has jam session (maybe vajra too) but yeah.
the entire point of the matchup vs zero jam is to dash away whenever he is remotely close to you, and disruptor hurts him trying to do anything on the ground when he isn’t in jam call range, unless he decides to use his buster there, and you should be in the air so it’s fine.
i feel like i’m still kinda far away from my optimal morrigan vision but i’m on the right track. not to knock on anyone but i think the manual flight and flight plink airdash with S to get out of flight mode aren’t part of it
Well you can’t just say that and then not say what your optimal version of Morrigan is! I’m surprised to hear you don’t think flight xx plink dashing into j.S isn’t a part of it, Sj SF M/L/S Fly Plink ADDF has always been a very confusing (to the opponent) way of moving for me, since sometimes you’ll crossup and will be able to get a combo. I want to hear what you want to do differently. Not using manual flight is understandable though.
it’s just about spacing and outputting fireballs to me atm, knowing when to go in for a quick empty tridash or tridash with jL, get pushblocked and restart the fireballs, knowing when to stop focusing on throwing fireballs and purely focus on moving away from their threatening zone (zero lightning buster, jam session, beams, missiles, vergil, magneto) and just overall survivability. a lot of it is matchups, a lot of it is decision making. not so much tech.
i play against one of the best zeros in texas and he thinks the matchup is in morrigan’s favor [based on his tournament matches vs chris G lol] and he still messes me up bad, but i’m improving on it and i don’t think any matchup besides vs zero, morrigan, or vergil (my personal worst) matters so i’m getting there
Hey guys, I was wondering if I could get some honest feedback on my Morrigan play, whether it be her fireball patterns or choosing the wrong time to go in:
Ran into 2 Wolvy/Doom players, really should have beaten the 2nd guy, I’ve beaten him the last 4 tournaments we’ve ran into each other, but I know I really lost to myself rather than to him by letting him live too many times.
Kinda hard to tell if you need improvement on anything, since the first guy you kinda just mauled him, and the second guy just went crazy with Wolverine. If anything you should think more before you call an assist, seems like you just mindlessly use Jam Session and Vajra. Your movement seems slow as well, although I don’t know if that’s the way you prefer playing since it looked like you were deliberately not moving very much unless you were forced to move.
i stream at 12; 41
Well I finally went to a local where Marvel was actually streamed. I was able to send Noel Brown (Winners finals) and KBrad (off-stream) to losers, only to have an extremely close set in Grand Finals with Noel, which had a tragic ending for one of us.
http://www.youtube.com/watch?v=jSaLcPeslNE
http://www.youtube.com/watch?v=rFL4L42gXrw
I’d ask for Morrigan critique, and welcome any, but looking back, it was the decisions that didn’t involve Morrigan that really killed me. I now recognize Morrigan is 100% the problem character of my team (and not Strider, which Noel seemed to think differently), and I should be putting her in as soon as I can get her in an advantageous position.
Nice stuff. In match 1 you could have done the soul drain combo of LMf.M soul drain, but you’re probably aware of that. In game 2 of the GF you moved towards solo frank when he would lose 10-0 if you had zoned. I’m a little curious as to why you run shadow blade over harmonizer. I know dante gets a decent extension with shadow blade, but I would think he can spend extra meter pretty well. I’m probably just biased from all that vergil/morrigan. I would also consider starting morrigan instead of dante against a wolverine team like that, but I’m not a dante player at all so maybe you think he does better in that match?
I know about the f.M into soul drain, it was just heat of the moment, cr.LM didn’t give my brain enough time to register that I needed to do that lol. Don’t play a lot of phoenix’s, so its not like muscle memory to me yet.
I was seriously considering and debating putting Morrigan on point on my team, but like I said, Morrigan is the problem character of this team. Putting her second gives me TAC infinites, which solves Dante’s damage problems (I also have a way to TAC into Morrigan at the very end of Dante combos, regardless of hitstun decay, but I didn’t do it during this set). She also has a really good crossover-counter that I can convert off of and make safe. Also, she has a couple options to avoid incoming mixups, like airdashing, lvl3, or mashing her really good air normals.
Another thing is if people do snap in Strider (which I don’t agree with), Morrigan/Dante is both an excellent shell and has a better anchor as a backup plan if Strider dies as opposed to Dante/Morrigan.
Concerning her assists, for this team, I like Shadowblade over Harmonizer. Like with Vergil I can understand: he doesn’t get any combo extensions, and Harmonizer gives him more swords, but for this team, like I said, her crossover counter is one of the best; Dante’s combo extensions with her SB assist builds more meter than just calling harmonizer, also does more damage; having her on Shadowblade makes it so every character on my team will at least have 1 decent neutral assist if I have two characters (I play Strider/Shadowblade somewhat mvc2-mag-psylocke-esque, in that I mash cr.Jab and her assist lol. Also I remember SB saving Strider’s ass one time in one of those matches). I mean, Harmonizer could help Strider get to orbs a lot faster, but Orbs without XF isn’t that great. Plus, I don’t like running a character as if he were solo when I have at least 1 character behind him. Although thinking again on it, building meter without getting a hit could help me DHC back into Astral Vision a lot easier, might look into it whenever I feel like touching this game again.
Against Wolverine, I’m also kind of iffy on starting Morrigan. With Dante on point, off any hit I can decide whether to A) spend 2 meters and get rid of the problem; or B) build a meter and setup up DHC into Astral Vision into double meter steal. The one thing I absolutely love about that meter steal, is that if I get that Vajra hit near the beginning of the match, you can see that doing double meter steal not only builds back the meter I spent DHC’ing into Astral Vision, but it makes it so the opponent doesn’t have 2 meters anymore, meaning they can’t DHC that character out. Meaning that the only way they are going to tag their character out is either raw tag (which I most definitely should have a fireball pattern for after double meter steal to check the opponent holding the tag button so I can get a full combo if they decide to do it); or crossover counter, which either most teams don’t have safe access to (i.e. the X/Doom/Vergil shells) or the majority of players aren’t at that level yet lol. Plus, thinking back, I think I handled Wolverine pretty well with Dante. I have a pretty good Wolverine player in my scene, and me and him usually take 1st and 2nd at our monthlys, so I have the match-up experience, but in general, outside of blocking an assist and eating a 6-way mixup, I didn’t get blown up too hard I think. Afterwards, Noel told me I was doing Stinger too much, which I kind of disagree with: I’m pretty sure I’ve gotten more hits with it than I’ve gotten punished for (well, idk, I haven’t looked back at the tapes yet, hurts too much lol), dunno what you guys think.
But yeah, did so much only to fall short. There was another match of mine that was streamed, but that guy wasn’t as good as Noel was, and it was my first match after waiting a while, so it was sloppy both ways.
http://www.youtube.com/watch?v=RddpGevyvgY
Oh I finally got around to making some tutorial videos!
Throw, Shadow Blade, XF conversions:
http://www.youtube.com/watch?v=fq7V6vfCvGQ
Negating Pushblock:
http://www.youtube.com/watch?v=opkeAwxdOM8
i’ll just put some notes on morrigan i had when watching the second video (grand finals)
game 1: you had fireball into shell kick into up back. should have looked for shadowblade or an air throw out of there, even though noel was looking for the divekick/throw os
game 2: yeah i dunno why you did that with morrigan lol. don’t do that. going forward is pretty situational when you’re morrigan. that was not a situation when you needed to.
game 3: went in too hard, should have tried to dhc to morrigan when you survived the incoming mixup when strider was snapped in
game 4: panicked a little too hard after you got away. the problem with air fireballs is that they don’t cover the ground as well as ground fireballs, but you felt like you had no room to shoot them, so frank stuffed jam session pretty easily there. what i think you need to do is, if you’re coming down with shell kick, and see that it gets push blocked, cancel the landing recovery of shell kick into a ground fireball and set up a ground fireball fly air H fireball pattern. if you end up below them and therefore can’t shell kick, try to meet them in the air with jump L (scary to risk vs wolverine, but effective if they’re not blocking [although noel brown usually blocks or tries the divekick/throw os at that point] or you have good spacing just to get the blockstun) or shadow blade (less scary to risk, a little harder to convert, can mess up flight input if you cross up)
game 5: got the morrigan gameplan going, which is good. when frank died and wolverine was coming in though, you could have set up astral into something like a somewhat close range air H fireball on his incoming guaranteed. the followup to it would be a guess; another air H fireball if you think he will pushblock or air L fireball if not. then start the ground pattern because there isn’t a real escape when you have vajra.
game 6: when you got in morrigan, you set up the gameplan and shot soul drain early which caught the wesker tag. however i think you soul drain too much in general; after wesker teched on the ground you should have gone for more volume of fireballs with ground M/air L or H.
also again, should have tried to dhc to morrigan when you could after strider got snapped in.
around 12:20 is an example of how to improve the soul fist patterns. chasing by super jumping yourself is bad. try not to super jump after they super jump. dealing with a super jump has to be a read; either shoot ground H fireball before you think they will super jump, or super jump before/as they super jump to do air H fireball. otherwise you end up whiffing a bunch of fireballs and wasting a lot of valuable time. you can do the chris G strat and just shoot fireballs at ground level so you don’t have to do too much predicting, then once you get enough ground L fireballs/flight H fireballs on the screen you can super jump and advance or try to make them take some chip if they managed to jump out.
when they are starting to fall from super jump height you want the ground pattern going before they hit the ground.
So yeah looking at 12:20, you let him do teleports to completely avoid your ground pattern [which is fine, really], but then you go up at 12:24 after he expended his teleports and he was already falling [you should have just kept the ground pattern going].
For a good 20 seconds you didn’t do ground fireballs to make him jump. he jumped on his own terms, which meant you couldn’t get anything else going.
game 7: you decided to kill wesker with dhc to missiles super instead of letting him live and going for astral vision stuff. i respect the decision, but i think astral might have been a better choice just because you ended up without astral vision on his frank incoming. if you astraled and let wesker live though, you would have ended up with a completely different game though so i won’t go further on that.
on frank’s incoming, you didn’t really go for a mixup, so a little nitpick here; you should try to build that meter for astral. [note that morrigan’s incoming mixup in general is weak in the first place, so there’s no real problem there]. try figuring out a string that leads into a jam session call that leads into your fireball pattern that will let you set up astral, and keep your meter gain in mind.
again (and this is somewhat basic so you probably know) but i really want to point out;
jump back 2 L fireballs : good when someone is approaching near the ground [great vs wolverine]. you do this very well.
you can even do an airdash in with shell kick to poke and check their blocking.
BUT
if you get pushblocked at any point here, just try to go into ground M flight H fireball pattern. they’re in extra block stun from pushblocking and they just pushed you out of air L fireball range. this one has better ground control and horizontal range.
and then yeah don’t soul drain a lot vs anchors, there’s no real reason too if you’re not in astral. you want quantity. don’t let em play!
game 8: after a bit of trouble you get morrigan going, nice. again, not liking the pure soul drain pattern (especially if you do ground fireballs only, which doesn’t punish normal jumping as hard as you really want to), but whatever. you go into the better pattern, good. unfortunately call jam session from full screen, oh well. go back into the bad pattern lol ;_; almost get the raw tag punish, good read. in the end you respected him a bit too much.
game 9: i think you should have gone into morrigan after killing wolverine. yes, lv1 frank isn’t a big threat, but if he randomly gets a hit you could be in trouble no matter what. you also couldn’t get a real incoming mixup because you killed midscreen with million dollars.
anyway dante dies, morrigan comes in, you escape, unfortunately you go into astral without sufficient coverage. anyway you were playing pretty nervous, and do another unfortunate astral where he chicken blocked your last fireball and was close enough to punish.
this game you looked really nervous and couldn’t really get your game going. don’t worry about that. i think you should look for astral activations in conjunction with your assists sometimes; wesker’s teleports and dashes on you made you not know where to shoot the fireballs to cover yourself and it let him get the upperhand like that.
overall, good job keeping your composure for a lot of the match. i think dante is a terrible point character, but you made it work out vs wolverine point quite a few times. i think with a few adjustments in your fireball patterns and timings for when to activate astral you’ll be fine.
i stream at 43;00
http://www.youtube.com/watch?v=qp1oGDqIdUs
Footage of my last local. You can see some Morrigan / Strider stuff, and why it isn’t as strong as one might think (got Vajra calls punished so many times), also how good she is with Jam Sesh when the opponent has to go in. He does play a counter team to Morrigan, but didn’t play the matchup 100% correctly (not enough spells, purifications to not let me get going), but it’s whatever, tell me I suck.
What a chaotic set lol. I can see why he didn’t use purification much, you were moving way too much for him to risk it. If anything you just have to call vajra less. 80% of the time you called in vajra assist against Magneto you weren’t in any risk of getting hit, and I think had the life lead.
You know, you are 100% right, I guess I felt that I didn’t want to give him any leeway by essentially playing Morrigan solo from fullscreen. After the first punish, I was more careful, because I thought doing a M-fireball on the ground after calling Strider would reach him fast enough, but it didn’t, and he did S which launched him in the air (those empty fireballs I tried doing to stop Mag from comboing Strider was cause of the game lag from him hitting the assist, got kinda mad about that).
Check out this video that was recently put up on youtube: it’s Morridoom, but not what you’d expect.
recently won a local w/ morrigan dormammu doom
R1 vs Zero May Cry
R2 vs Nova Vergil Strider / DP Dorm Doom
WF vs mag doom sent
GF vs mag doom sent