i find M ,M, S is a bit easier and you actually go a bit slower or else you miss an M and can’t launch after s.
And also i had no idea about shadow servants startup being so quick and invincible. it’s been my life saver against some dantes, beam spammers and dormammus
The problem I find with doing that, is that a.H seems to stun a lot, and that helps tremendously with getting another aerial rave in after touching down after the a.S.
Yep. I’m starting to think that MOrrigan is more ideal for second slot even though I love putting her on point and I still do well with her. Having access to meter for staying in AV mode gives her so much more in terms of options.
I was thinking of putting Morrigan in 3rd slot so that she can just spam Astral Vision. and how does Astral Vision cause a loss of damage output in combos?
It massively accelerates the damage scaling. Morrigan bottoms out at 10% for normals and air specials. It takes about 15 hits for a hard attack to be down to 10%, and you reach that insanely fast during AV. To actually gain damage from AV, you need to run the combo until minimum damage sets in, and find a place during the combo to insert it. At that point it will double your damage out, but I’ve had very, very little success doing so. Just like I’m still struggling to find a wall carry combo with her. Oh, also, the Astral Vision clone is unaffected by x-factor, damage wise, at all. It will deal normal, unboosted damage, and still scale to a 10% minimum. Always worth it to use it during x-factor though, since Morrigan’s own damage out won’t really be lowered by it.
Addendum: the reason I’ve had no joy on inserting Astral Vision into combos is, despite it’s looks, it’s slow as shit. 16 frames start up, 13 recovery. So you’ll need at least 33 frames of hit stun to cancel into AV, and land a standing or crouching light as a 1 frame link. F+M can do this until any hit stun decay kicks in at all, and stand H should be able to do it, with some time to spare, but once again, hit stun decay is really gonna fuck with this.
Reading all this is making me think Morrigan would be much better in my second slot (sapped with Wesker). I’d noticed that during the match Morrigan tends to be fine, normally about halfway through, but I’ve always struggled with the start of most matches. The more I think about it, the better I feel having my team placement be Wesker/Morrigan/Iron Man.
Regarding Astral Vision, I’ve not figured out any real decent ways on using it in a combo so I normally just start with it and go from there. Mainly I just use it for the fright factor. So many people just panic the second there’s a second Morrigan on screen.
a) It were easier to combo into - Nooneyouknow pointed out you can technically do it off a :f:, but the follow-up link is absurd.
b) The clone didn’t affect hitstun scaling.
OR
c) The clone received the damage boost from X-Factor.
As it stands now, the most practical use for Astral Vision is unfortunately Soul Fist spam. But hey, at least you build meter while it’s active, so if you get a combo in it is pretty easy to gain back your spent bar.
As far as I can tell it has no effect on hitstun scaling, but it interacts with push back really fucking weirdly, on characters Zero size or smaller you can’t :d::h: :f::h: with it active. I have a million and a half uses for Astral Vision had reasonable start up and recovery frames like Sougenmu (10 start up, 3 recovery for Sougenmu, 16 start up 13 recovery for AV, 13 total vs 29 total) you could insert it into combos after you’ve bottomed out scaling and from that point effectively double your damage. As it is, it can only be comboed into off :f: or :h: and :f: only on the first hit of a combo, and then only into a 1 frame link to :l: or :d::l: . :h: still need to be done very early in a combo, and has greatly limited follow ups still.
So yeah, it’s a zoning tool. And it woudl be a fucking amazing one if Soul Fist did as much damage as a Hadoken, instead of 30k less.
And given the amount of traffic we see in here, I give it 3 to 4 weeks until someone comes in and tells us it’s a very underrated hyper again, when it reality it’s incredibly overrated.
We need Ruby Heart as DLC for her Power Up assist. Or barring that, a Stealth patch to up Morrigan’s minimum damage to 20% from 10, or to cut out all of Astral Visions recovery, or both. Morrigan would be an amazing character in this game if her damage were better.
Its funny, cus I have a friend that plays Zero and Dante, and he still gets salty at morrigan for the sole fact that she can gain meter while the mirror is up. dispite the fact that sougenmu and devil trigger are almost unequivically better.
PersonalIy, if all its going to do is shoot more fireballs while messing with my comboes and letting me still gain meter, I would be ok with it, I just think it should last longer, so she doesnt have to be AS MUCH of a meter whore. although it is funny to juggle someone zero to death with mirrored fireballs in x factor.
You could triple the duration on Astral Vision right now, and let it persist through Finishing Shower, and Morrigan still wouldn’t be broken. That’s the worst part. I just want one game where Morrigan is an amazing S tier character, instead of bottom tier. Is that so much to ask Capcom? They were so close this time too.
I had also hoped for Morrigan to be S Tier, but her damage is just way too low and her ground dashes aren’t really that helpful (slow). Makes me wonder if Capcom intentionally made her bottom tier. If ever a patch comes out, I would very much appreciate it if they can up her damage output and/or even possibly give her “normal” ground dashes and make vector drain/air throw more rewarding to land. She can keep her ascending ground dash, but make it a different input - like hold the S button while inputting the dash command. And she really should have Lilith with her considering MVC2. Morrigan should have a level 5 dark phoenix-like hyper where she summons Lilith and she become broken/godlike, but I don’t see that happening judging by the heat DP has been copping lately.
Marvel 1 is the only game i know of where Morrigan had a normal ground dash. If her walk speed and dash were closer to her VS incarnation they’d be awesome. Honestly, I just think damage has ended up much, much higher than Capcom intended overall in this game. Solo, single meter damage is very, very close for everyone, +/- 80k from character to character, but an assist extension can net some characters almost 200k extra damage on said combo, and others will gain none.
Morrigan has a normal ground dash in MvC2. I main her in MvC2 and her bashes are pretty damn good. And Morrigan also has REAL tri-jump pressure and mixups. If she played like MvC2 Morrigan with the MvC3 Morrigan’s move set she’s be stupid good. And She’d also need Soul Eraser back, that super is so gotdamn strong.
I could swear Marvel 2 was the first game I ever saw her “flight dash” in since the Vs series introduced me to the Vampire series, but looking over some gameplay videos, apparently she did have a normal ground dash. Also curious why Cryptic Needle has never appeared outside of the Vampire series, other than as a throw in Marvel.
Wish list:
Better Damage Scaling
Normal Ground Dash
Faster Start up/Recovery on Astral VIsion
Soul Eraser replacing ground Finishing Shower
Lilith Model for Shadow Servant and Darkness Illusion
Faster recovery from Vector Drain
Current “flight dash” kept, but remapped to Atk+S and a direction.