I don’t think anyone was overrating her rushdown, it’s not one of the most offensive BUT it’s easily one of the safest. Against Vergil yeah her normals isn’t challenging him at all but against Zero, Mag’s and Dorm she capable of rushing them down. Proper use of assists, flight, it’s movement options especially with momentum and unfly which can kill that momentum can be used to pick your battle. Not to mention most of the time she can just stick to light zoning to force the opponent to be more active.
Also j.H with good hitconfirming is as good as mag’s j.H, she can get full combo off it from anywhere and any height. I even started to copy Mag’s fake tac into meaty j.H into full combos.
Morrigans best AA against non divekick rushdown is cr. L. but to get good damage off of it, you have to go straight into launch and master the relaunch combo.
shoultzula is being far too negative about the character, shes not limited nearly as much as he says.
go try c.l against zero, mag, dormamu, vergil, spencer. Those guys shit on c.l for free when they aim it properly. Morrigans best poke for AA is S. The hit box is fucking amazing but its -12 on block.
zero’s s.h beats morrigan for free on any jumping poke, its not even an option against him. Magneto S beats morrigan anything for free too.
I literally tested all her jumping pokes against these characters in training mode against my friend. He spaces his perfectly and I try to tip my pokes, 10\10 she lost. You guys are more than willing to go try the same thing though and make up your own minds. I tried every single button in morrigans arsenal to figure out footsie layers and her pokes simply aren’t that good to compete with tops. The only way to get safe rush down is make sure something is out there first. Any sequence outside of that against tops could potentially get her killed.
I don’t think morrigan j.h is as good as magneto j.h mainly because of how much smaller it is compared to magneto j.h and the damage output associated off it if it connects for a throw. Not comparable IMO because magneto’s is far better.
I should clarify that I’m talking about neutral morrigan going in for mixups. Characters like zero\mag\dormamu all have these god like pokes that lead into mixups and morrigan doesn’t have that option against the tops. There has to be something in the way it seems for her to establish a good mixup sequence and its just dog shit hard to keep someone pinned down with a 10f fireball so you can get a safe attempt. Once she’s in on certain team builds, that bitch is getting triple\quad mixup layers for free but you have to establish the first one somehow which I find is easier said than done.
flight mode zig-zag dashing into S is meh. Against crappy characters, it could be god like but top tiers shit on this pretty hard. zero for instance can wiff s.h for an AA against zig-zag morrigan. She can bait that normal while zig-zagging but once you go in for the punish, here comes a dropped level 3 buster. Shit is fucking infuriating to deal with. You can almost never counter poke zero when he’s powered up. He literally gets to throw free pokes against 95% of the cast and stop any punish with a buster.
Only gonna quote what i know lol, but yea mags j.h is like a sword normal, the energy part of the move doesnt have a hurtbox. Ive beaten zero’s j.h with mags j.h
Just mentioning that most of the time I’ve played rushdown Morrigan it was barebones assist wise since rapid slash needed coverage to get started. Yet I never had trouble forcing the majority of EC finest and Mihe as well since you brought up Zero and Vergil to deal with her. Her rushdown isn’t as cut and dry as to say she can get out poked from top tier characters where her rushdown is only there to compliment her zoning options and vice versa.
Also her grabs is decent enough, she can kill from it with x factor, good team synergy means she can get great combos via dhc as well as a reset or even a unblockable set up.
From maximum height it’s j.H > soul fist M > flight delay ADD j.H > J.S > jump j.LMH > soul fist M > flight ADD j.H > soul fist H > unfly soul fist H > flight soul fist M > unfly crouch H > S > j.H > shadow blade M > finishing shower.
For fake TAC’s in corner a simple way is you can just do j.L early after S then slight delay j.H and it’ll work against any form of tech. The proper setup is just having a heavy hit stun decay combo and just do j.M then j,H as they recover. If they block then just force them to block on your way down and react to what they try to do above you afterward.
From what I’ve seen, L makes them fall, M makes them hover and H knocks them upwards. For example, the way I do the BnB, I find doing LHHL the easiest to connect with the relaunch.
[media=youtube]8WwWuSilGl0[/media]
^Im looking to build a new team around Morrigan and this vid is really useful.
Here’s a bit of a summary of the things mentioned.
On Point
Pros:
-[FONT=Times New Roman] [/FONT]Deadly w/ assists
-[FONT=Times New Roman] [/FONT]Avoid bad DHC (into Morrigan)
-[FONT=Times New Roman] [/FONT]Great TAC options
Cons:
-[FONT=Times New Roman] [/FONT]No Harmonizer
-[FONT=Times New Roman] [/FONT]Limited DHC (from Morrigan)
-[FONT=Times New Roman] [/FONT]Low damage output
As an Anchor
Pros:
-[FONT=Times New Roman] [/FONT]Harmonizer
-[FONT=Times New Roman] [/FONT]X-Factor speed boost
-[FONT=Times New Roman] [/FONT]Capable solo character
Cons:
-[FONT=Times New Roman] [/FONT]X-Factor difficult to control
-[FONT=Times New Roman] [/FONT]Low damage for X-Factor
-[FONT=Times New Roman] [/FONT]Converting off grabs
In the 2nd Slot
Pros:
-[FONT=Times New Roman] [/FONT]Harmonizer
-[FONT=Times New Roman] [/FONT]Handcuff to the anchor
-[FONT=Times New Roman] [/FONT]Safe DHC options
-[FONT=Times New Roman] [/FONT]Access to assists
Cons:
-[FONT=Times New Roman] [/FONT]Limited DHC options (into Morrigan)
-[FONT=Times New Roman] [/FONT]Can’t extend TAC combos
-[FONT=Times New Roman] [/FONT]Not a great assist character
Types of assists that help Morrigan
-[FONT=Times New Roman] [/FONT]Lockdown (Doom, Sent, Ammy, etc.)
-[FONT=Times New Roman] [/FONT]Zoning tools (Beams, Dr. Stange, Dante, Doom, etc.)
-[FONT=Times New Roman] [/FONT]“Get off me” (Akuma, Haggar, etc.)
-[FONT=Times New Roman] [/FONT]Low Hitting (Felicia, She-Hulk, Wesker, X-23, etc.)
*Meter Guzzlers and TAC Extenders are a bonus
Types of assists to AVOID
-[FONT=Times New Roman] [/FONT]Multi-hit
-[FONT=Times New Roman] [/FONT]Meter building
-[FONT=Times New Roman] [/FONT]Hard Knockdown
*Also avoid characters reliant on OTG’s and assists from Morrigan.
Now I’m no pro at Marvel, so if wanted X-23, Trish, Iron Man, or Super-Skrull (one is fine, doesnt have to use 2 of the 4), who would be a good 3rd character?
You may want to add for 2nd and 3rd slot that she got some dodge maneuvers coming in after death/snap, so sh can avoid some incoming mixups…
I’m not too familiar with all those characters I’ll try to review them a little bit.
X23 - She is a great anchor, with great comeback potential, and with XF and bar she can easily kill two characters over one hit. On the other side her assist in’t really supporting Morrigan, excluding some rare unblockable setups, but she may help expending the combos a little bit. Another thing is her meter use, on one hand she may collide with Morrigan, getting into a chick fight over the meter as she does like her meter, going into lvl 3 after a kill or snap. On the other hand, it means that you will always have a way to spend you meter, and won’t get stuck with a lot of bar you cannot use.
Conclusion: Solid choice.
Iron Man - He got some solid assist for zoning (RP or even the beam) but by himself is not a great character (To say the least…). He can’t really spend meter outside of combos. That said, you can see CondorMissiles running him anchor on his team, and he is a little bit better player then me, so I guess there might be something in him.
Conclusion: Hardcore choice, will help to zone, but still will give you hard time winning outside your Morrigan game.
**Trish - **I feel she’s a bit limited as an anchor. Plus here game is pretty similar to Morrigan’s game, so if you want to kill the clock she can do the trick. The problem is that characters the can handle Morrigan’s zoning game will probably be able to handle Trish’s zoning game, which is a bit putting all your eggs in the same basket. I guess her assist can benefit Morrigan pretty well, and they probably both DHC in and out safely, that reaper hyper into AV might be serious chip damage bullshit. On point I guess Trish could benefit from the DH, but could still do with better zoning assist.
Conclusion: Probably a good “lame” team, but if something goes wrong it will be hard to recover. (depending on the 3rd character of course).
**Super-Skrull - **Alright, he is herp derp anchor, got some stupid tools with XF for comeback, and can kill assist with ease. His tenderizer assist is quite good for lockdown, or covering you zoning game. That said his natural game outside of XF is a bit lacking, and his game is quite a gamble, can’t handling pressure might give him more trouble. Plus considering he got the powers of Reeds, his limb are quite short, and it can get annoying.
I have to admit that I’m not enough familiar with SS to make a fair judgment, and I still want to see him score high rank on major for him to finally live to the promise.
Conclusion: A bit gamble anchor, but he can turn the tides if everything else goes wrong.
Of course we can discuss for pages on each of those character, but assuming we are all familiar with those character I think this summery is good enough for a start.
Some teams to consider:
Morrigan/X23/IronMan - Quite similar to my own team (Morrigan/Wesker/Strange) so I already am fond of this team. Should check if X23 allow Morrigan double hyper in the corner, or DHC ofc. IronMan Assist of choice (RB for a more defesnive/Zoning team, beam for more offensive oriented team) can support well both Morrigan and X23, and CondorMissiles showed the he might even be a solid anchor.
A variant of this team, is swaping IronMan for Trish, following the same team theme.
Trish/Morrigan/SuperSkrull - This is the lamest combination I can think of. You try to lame your way to victory with Trish/Morrigan as Super Skrull can cover both their zoning game. Trish can get the meter using DH if the opponent allows her, and tenderizer otherwise, with enough meter Morrigan can AV with the help of Pick-a-boo (that the air trap right?) or even the FB if you feel like it. And when they will open those girls up you still have Skrull with his comeback factor for even more salty win.
Swapping Morrigan and Trish is possible, but I feel Trish might be better as battery, and can fend off some rushdown a little better.
One more bonus for this team is the demonic theme surrounding it. :badboy:
A variant of this team will be swapping Skrull for X23, with some other kind of stupid comeback mechanism, but much weaker assist game.
X23/Morrigan/Skrull - The last one is a setup oriented team. Your goal is to get as much meter as possible using X23 maneuvers and Morrigan assist, and when you get the hit, X23 can do her better hyper using Skull assist, and can probably score a guaranteed level 3 using Skrull lockdown after a kill/snap.
If this setup fail, you still got a lot of meter for Morrigan and Skrull, which will both use it efficiently.
As you can see, the 1st team can change to play as this team (RB on IronMan and holding A1 at the start of the match), so learning one of those will give you 2 quite a different play style on one team (But I feel like the 1st is a little more versatile thanks to the possible of the beam assist)
This is a nice team, but there is a little bit to many "maybe"s in it for me
Thanks for the advice. You didnt have to be limited to the 4 characters I mentioned, Im open to other characters. Im sure theres some other character out there that would fit well with Morrigan and X-23 or Morrigan and Trish without it being Skrull or Iron Man. But thanks to your great advice, Ill probably learn X-23, Trish, and Skrull just to have them as options.
if you are looking for a third character, it doesnt really matter all that much, because any fool with a brain is going to tell you to play doom, wesker, or virgil if you dont have them on the team already.
those 3 are the automatic choices for people looking for a character to fit on whatever team. they are all top tier, they all have amazing synergy with practically every other character, and they all fit in every slot on a team.
I’m not asking for the absolute best synergy. My original team was hsienko/hawkeye/morrigan which had little to no synergy. I want something better, but I dont need the best. But yea, its like you said, the third character wont matter much, so i’ll just wing it. =)
Does Morrigan get anything out of Vajra besides Shadow Servant, safe Astral activation, or making it even more annoying to traverse the sea of Soul Fists? Maybe a combo into Soul Drain could work? I’m guessing it would be something like call Strider at some point, launch, Vajra knocks them back down into a TK Soul Drain, then maybe fly, Shadow Blade, Finishing Shower.
It doesn’t seem like they’d DHC well together, either, unless there’s something I’m not seeing here. Does Strider DHC well with anybody? lol
You’re pretty much right about strider. They don’t have any notable DHC synergy besides strider’s level 1 to astral vision, but that would mean strider is on point. If you use both they should be on opposite ends of the team, ussually morrigan as point and strider as anchor. Put someone with generally good synergy in the middle like vergil and it will work well. Rapid slash actually does DHC well with strider since it hard knocks down so all the animals hit (that super still does no damage but this is about as good as it gets).
I’ve done similar combos like the combo you mentioned. It does give you a combo into soul drain, but the full combo doesnt really add up to worthwhile damage. It’s barely a step up from L, M, foward M, soul drain, shadow servant, but it’s way harder. If you want to combo into soul drain then play Morrigan,(otg assist character),Strider.
Vajra pretty much does one thing: It destroys super jumps. It does not really help her combo, it doesn’t really build any meter, it doesn’t really lock down. But it works because it is really good at that one thing it does. It is actually very noticable how much slower you will build meter while zoning compared to using hidden missles though. This assist also destroys certain characters, so it really helps against super jumpy characters. The main thing strider has over doom is that he’s a better xfactor anchor.