I’ve got to ask, does actually hitting training mode with Morrigan make anyone else feel like they get worse as they practice? Two days ago I could basiclaly hit any combo with her i wanted to, today, I’m back to fucking :d::h: SOUL FIST bullshit again instead of :d::h:-:f::h:. I don’t have this problem at all with any other character I play, I just can’t keep Morrigan combos consistent for fucking shit.
Definitely noticed this as well. I couldn’t get the forward h -> m-m-h-s prior to the launch before, but I could do shadow blade fly cancel m h shadow blade super pretty consistently. Now I consistently miss that, but my forward h mmhs is immaculate. It’s unfortunate, and I’m not sure why
Did not run into this when practicing anyone else either.
I play on both pad and stick, and I get that same problem as well whenever I play on pad. Morrigan’s combos have quirky stuff like that all over the place mainly cause she relies a lot on her command normals and crouching normals to create good combo strings (thanks to st.:h:'s damage scaling).
I don’t remember who the character was now but I did have a similar issue
but i’m never getting that problem with morrigan oddly enough because I thought I would
but i guess I more use to doing my inputs separated by neutral now than I was before
actually your post above with her bnb helped me. i appreciate it.
After reading through a bunch of threads, I have to say that Morrigan is still severely underrated, even after 5 months of maining her I feel she has a lot of potential. She’s probably not S-tier as some people speculated at first, but like DevilJin said… most people write her off just because of her low damage combos. I really don’t think combo damage is as important in this game as being able to control the screen/space, and converting small easy hits into big damage or a good mix-up situation… both of which Morrigan can do really well as a trade-off for her overall low damage output. On top of that, Morrigan gives bad matchups to a large portion of the roster, and not just the low tier characters. Against a lot of characters, Morrigan can toss fireballs down at super-jump height, to which the opponent has no direct answer for. She’s very much comparable to Trish, but even better IMO as her air-to-air game is superior to Trish’s. The problem with her is that her most effective setups involve a lot of flight-cancelling which isn’t simple, it’s a lot easier to lame out with Trish with less effort. But given the practice, Morrigan can be much more effective, but her overall game boils down to how accurately and how quickly you can flight-cancel. Seeing as how she’s the only character who can flight-cancel her special moves, it’d only make sense that is how she is meant to be played rather than rushing opponents down with j.:s: and cr.:l: which is what most Morrigans love to do online. Her damage does scale like crazy and she won’t get more than 600k without XF or burning more than a meter, but being able to convert a projectile into combo damage gives her a pretty big edge, even if the combo ends up doing only 500k.
Morrigan’s not big on the mix-up department lacking an instant overhead, but she can flight cancel any block string and drop down with a j.:s: overhead instantly, which is neat since the flight-cancel is also completely unaffected by pushblock, allowing Morrigan to stay close. Astral Vision isn’t overrated IMO, it’s like the longest lasting power-up super. Seriously, it lasts twice as long as Zero’s Sougenmu. Her fireballs while in this mode eat up teleports, and she gains so much more control over the screen with flight-cancelled soul fists as long as it’s active.
But i’m cool with everyone underrating her, and seeing her as low-tier. It just means more buffs for her, and more options for me to use.
I disagree about Morrigan not having good mix-ups. In fact, I think her mix-ups are some of the strongest in the game. The lack of an instant overhead isn’t a problem because her strongest mix-up actually comes out of the air. When she is in Flight mode, she can airdash down into any air normal for an overhead, or she can end Flight to go low with st.L or grab with Vector Drain. If Vector Drain whiffs, it can be canceled back into Flight, which recovers fast enough for her to airthrow or attack. Her weakness is that even though she has all these mix-ups, the damage reward for landing hits isn’t very good without burning a lot of meter. Her regular combos lead to around 500-600k with no okizeme, and she can’t even combo out of her throws unless your team is built around it (e.g. having Storm as Partner 1 to DHC into).
I’m pretty sure when you flight cancel you can still be pushed blocked out as long as they aren’t mashing pushblock
because if you cancel you blocked attack while they are still in block stun the push would occur after the flight cancel thus pushing you away no?
with that being said though in terms of mixups even the worst of morrigans like myself should be able to open people up
it’s just you have to do it more then other characters do.
oh and i don’t see how she’s even close to trish; she has a stronger keepaway (not to knock morrigans) her mobility is far superior i’m not sure why you think her air to air is better i’d like to know why
trish doesn’t have to go air to air because it’s so hard to get to her, traps are there her j.h extends from her body the dive kick drastically changes her jump arc i just don’t see why she’d have to think about air to air when she’s has so much stopping you from getting in range
Trish dominates ground based characters, as she can throw all sorts of stuff at them, and her traps work much better while they’re on the ground. Same goes for her dive kick, it can lead to big damage if she hits you with it while you’re on the ground, but it’s not the same thing as Wolverine who can ground-bounce you with his dive kick when you’re in the air. In an air-to-air zoning battle, the only thing she has is the Round Trip which has very poor startup and it doesn’t even have that many durability points considering how slow it is.
Morrigan also dominates ground-based characters, but she can dominate in air-to-air situations just as well unlike Trish. Her :h: soul fist both on ground and in the air alone give her a sheer advantage over Trish in terms of utility since she can cover more areas on the screen with a good projectile. On rushdown, Morrigan’s j.:s: is a bit underrated IMO. Apart from its armor-breaking capabilities and being an overhead, this thing has very good priority, probably her best normal in terms of priority. And unlike Trish’s dive kick, she can convert a j.:s: into substantial damage when connecting it in mid-air. I could be wrong about Trish not being able to follow up her dive kick with a combo in mid-air, but i’ve yet to see her do it outside of XF lvl 3.
About her mobility, Trish only has better mobility on the ground due to having a ground dash which Morrigan obviously lacks. Otherwise, Trish has the worst recovery on her flight, she doesn’t have the ability to flight-cancel her special moves, and Morrigan’s parabolic dash give her a lot more flexibility in terms of aerial movement than Trish’s 8-way air dash. Trish can lay traps to keep the opponent away, but due to flight-cancels Morrigan can toss two fireballs consecutively and dash all over the screen almost immediately while having those fireballs still on the screen, she can use them to rush down the opponent and pressure them with mix-ups with oncoming soul fists, or she can air dash back and use the fireballs to keep the opponent away from her. Her air dash easily allows her to close the distance or create space with little to no trouble.
Morrigan actually has the worst flight recovery in the game, as she’s the only one who does. Flight recovery only comes into play when flight mode ends or you unfly. Dormammu and Trish just have flight modes with excessive start up.
Are you sure there is recovery after unfly? If I do air fireball xx unfly, I can start air-dashing almost immediately without having to drop lower in the air, unless you meant something else?
Yes, 1 frame. Flight mode recovery kicks in when flight mode ends. That’s really not enough time to actually fall any noticeable amount of distance.
I was just starting up my game of MvC3 and of course the intro was playing but I was noticing the fight with Morrigan vs Iron Man. They should give Morrigan that teleport looking move she has where the bats appeared then she showed up. I think it would make things a bit more interesting
The closest thing to a teleport that Capcom have ever given Morrigan is Valkyrie Turn, lol. She doesn’t have that move in this game, which is unfortunate because I would’ve predicted that with assists, she could have put that move to use. A teleport (like the one in the intro) for Morrigan would be nice. Morrigan getting other buffs aside from the meter draining soul fist would be nice too.
Oh soul fist drains meter now? You would think theyd give that property to vector drain. oh well. did her damage output go up to make her worthwhile?
Yes, in the UMVC3 build at Comic Con and EVO - Those that gave Morrigan the time of day for testing confirm that she has a meter draining soul in addition to her usual soul fists, but is much slower on start up and speed (input QCF+S). I guess Capcom can give Vector Drain the meter draining ability too, in order to compensate for her limited follow up options upon landing it. We think Morrigan’s normals damage received a buff, but this hasn’t been confirmed yet as the damage buff could be mistaken for everyone else’s health nerfs and the loss of the magic pixel. Finishing shower got tweaked so that more missles hit and the missles themselves are more controllable, I would like to think that in itself is a damage buff.
And if you look at the top 5-10, what do they all have: cancelable ground dashes. Not having a ground dash in this game is huge, and it makes Morrigan’s mode of approach very predictable. This game is all about overwhelming and confusing your opponent, and that Morrigan is always going to approach via an air dash makes her much easier to deal with.
On the other hand, Trish has her dive kick, which she can cancel into specials. She has a slide for approaching, massive hitboxes on her H and S attacks, an 8-way air dash that moves much faster than Morrigan’s flight, etc.
Morrigan isn’t without merit, but until she at least gets the ability to dash on the ground, I don’t think she’ll be top tier. I’m glad to see her get some buffs though, because they are sorely needed.
On a side note, when you Morrigan players go into the air and throw a Soul Fist, what do you do against characters that wavedash right underneath you? Obviously, this character is also fast enough to follow you if you choose to simply air dash to the other side of the screen.
I don’t think anyone is actually fast enough to chase her all the way across, because while wave dashing is fast, the fact that Morrigan has unlimited distance on one air dash usually beats it. I personally have never had anyone manage to stick on me that well. Most characters you can pretty much just drop down on with Shell Kick anyway, stupid as it sounds. It’s fast, it has a much larger vertical hitbox than you would think, it’s multi hits, and it’s active for a very long time. You can also hit quite a few people with a very delayed forward air dash into jH just above their head.
If Morrigan had a ground dash her mix up would be much stronger than it already is, and she’d truly be able to make use of assists for combo extension. The only ones she gets any reasonable benefit from right now are ones that you call as you launch, Hidden Missiles and Double Typhoon.
Thanks, I’ll have to mess with that then.
Assist-wise, I always felt that Morrigan benefited most from assists that help her zone, or Sentinel Force for making use of her aerial cross-ups and protecting her advance. With her new Soul Fist S, maybe she’ll like pinning assists so something like this can be done:
LMH, f.H, j.MHS, call Dark Hole, MH, Soul Fist S, Finishing Shower
Maybe it wouldn’t work at all, though.
For opponents wavedashing under Morrigan, I usually drop down with j.H. It requires stricter timing than shell kick, but it hits behind her much more reliably. I agree that projectile assists really benefit her and add to her fireball game, I also think she benefits a lot from low hitting assists, just because she doesn’t have any fast low attack which she can use from mid-range without doing a quick fake tri-jump, due to her not having a regular dash. Most of her attacks will be overheads, and having a low assist to create unblockables is able to mask her predictable aerial approach. Another good thing about a low assist with Morrigan is she can use her fireball to cover the assist by flight-cancelling L soul fist in the air, then calling out the assist immediately.