I’d say it’s her HCs and her dash suck.
Hitstun is really bad [specially Soul Fist’s and jF]
I’ve got some very interesting combos with Morrigan, I will probably upload them before September.
Unfortunely, the maximum damage I got for a combo spending 1 meter is 550k.
Morrigan has the same problem most lower tiered characters have: mobility. She can’t do anything on the ground, and if you ground dash she’s basically fucked if your opponent knows about her prone frames during ground dash. Thus you have to continually jump in the air to do anything. Her approach is predictable; it’s not like Morrigan is going to teleport behind you, or zip toward you with a low. Unless Morrigan is immediately next to you, block high, pushblock her, and then close in. You could even chicken block her, and it wouldn’t matter because she gets absolutely nothing off of an air throw, which is a drastic oversight on a character that spends her entire time in the air.
In UMvC3, she can attack out of a ground dash sooner, so that’s one problem rectified. If she can air dash immediately after canceling out of Soul Fist L, and they give her a combo (not just a hyper) follow-up to her air throws, she’ll be solid, though still not top tier or anything.
Hyper follow up to an air throw is honestly enough, providing that hyper does enough damage. Taskmaster displays that often enough. Most of my hits come from dash into jS, since it covers a huge portion of the screen into an attack in 20 frames. Other than that, gotta bait advancing guard, XFC block stun, roll the dice on a Shadow Blade, use an assist for an unblockable, or use something like drones to get in a box jump H. All of which is actually easier in practice than it probably should be. The jS opening lead into pathetic damage though, even providing you don’t drop her finicky combos at some point. Most of her flight cancels need to be very close to frame perfect to continue, without any visual or aural indicator of when that is. Even a simple jMHS sM-f+M follow up after a f+H has to be hit at a perfect height to continue. Considering the variable frame rates in this game on certain stages (and between consoles, and against certain characters/character combinations) it makes her combos extremely unreliable compared to many other characters. She could probably stand a blanket 3-4 frame hitstun increase on all of her air attacks, or more liberal soft knockdowns(cough Shadow Blade cough. The guide states that Shadow Blade and f+H are soft knockdowns, but characters tech out in mid air in practice which would not indicate a knockdown, soft or otherwise) .
Taskmaster can self-relaunch out of his air throws at normal jump height.
His hyper does that much damage because it’s glitched. It’s fixed in UMvC3.
Morrigan is in the unique situation where she generally wants to have Astral Vision up, so if you air throw into Shadow Servant (hypothetically in UMvC3), you’re burning 2 bars for “meh” damage. Thus, it’s essential for her to be able to combo out of it normally.
I’m primarily speaking from the perspective of anchoring her.
Yeah, her relaunch loops are picky - no doubt.
The guide is weird about what a “soft knockdown” is. Then again, if a move causes a soft knockdown normally, but with enough hitstun it allows your opponent to air recover, is it fair to say the move causes a soft knockdown? Not in my opinion, but the guide authors thought so.
There’s no glitch in his hyper, it’s a myth. Seriously. Throws don’t scale hypers beyond the hit count, they’re not supposed to. His damage values are exactly what they should be exepcted to be in all levels of X-factor. Morrigan would do just as much damage if you could OTG with Finishing Shower. And nearly does just as much with Back throw->Shadow Servant anyway.
Knockdowns do not have hit stun values, or suffer from hit stun decay, the opponent is placed into a free fall state until they hit the ground. Soft means they auto tech as soon as they hit the ground, hard means you can OTG. Duration of hard knockdown does scale.
Yes, it does. His throw is 1 hit. The base damage of his hyper is 375k(15k a hit, 25 hits), with a per hit scaling of .98, and a minimum damage of 40%. It does 296,600 run, because it scales itself. His throw does 80k. Adding a throw to the raw damage would be 376,600, and that’s not the damage it does. People think it’s bugged because the kind of damage it deals in XF. Task’s minimum hyper damage is normally 40%, but that goes up to 50%, along with his 90% damage boost in XF3, allowing air throw into OTG Legion Arrow to deal 704k. Ryu’s air throw into Shinkuu does 708k in XF3. Morrigan’s air throw to Shadow servant, where you can do it, does around 670k.
To math it out you get (keeping in mind that none of the arrows can do less than 6k) 80k+15k*.98^1+15k*.98^2+15k*.98^3+15k*.98^4+15k*.98^5+15k*.98^6+15k*.98^7+15k*.98^8+15k*.98^9+15k*.98^10+15k*.98^11+15k*.98^12+15k*.98^13+15k*.98^14+15k*.98^15+15k*.98^16+15k*.98^17+15k*.98^18+15k*.98^19+15k*.98^19+15k*.98^20+15k*.98^21+15k*.98^22+15k*.98^23+15k*.98^24+15k*.98^25=371,719.2
Which is actually more than you’ll get in game, which returns 370,600.
I’ll double check your numbers tomorrow, but it doesn’t change the fact that since you generally want to keep Astral Vision up when anchoring Morrigan, you’re effectively paying for 2 bars for that damage.
I only keep AV up when zoning. it does next to nothing for her combo damage, and any other use of meter ends the effect anyway. Get anywhere near the corner and you can regularly burn 2+ bars in any combo anyway.
I keep AV up because I almost always approach behind fly-canceled Soul Fists, and that extra fireball coming from behind my opponent saves my ass all the time against characters like Dormammu and Sentinel.
Dormammu is essentially a lost cause to fight if he remembers to keep carpets down, and Sent really can’t fight back, whether you just Soul Fist him out, or rush him down. I could see your strategy making things slightly more in your favor, but not enough to be worth burning the extra meter. Eh, I’ll give it a shot next play session. My first 4 first meters with Morrigan usually go in something like back throw, Shadow Servant XFC Darkness Illusion, and then blow the 5th on Astral Visions and chip the next character out. Cleans up well 1v2 if you can get that back throw without having to pop x-factor first. Sadly not always an option though.
Dormammu is definitely not a favorable matchup, but having those fireballs come in from behind him makes things much more difficult for him. I haven’t had problems specifically against Sentinel, but his s.S does out-prioritize everything Morrigan does, and the Soul Fists can help cover that.
Off of back throw, Shadow Servant, you can just X-Factor into a full combo. It takes some practice, but you can dash in and follow-up. I have found it easiest to superjump forward, air dash down, and j.S, perform two j.Hs, and then launch. Back throw, Shadow Servant, XFC3, j.S, s.H, s.H, s.S, sj.MMH, Shadow Blade H, Fly, Shadow Blade H did a little over 1 million in training mode just now, which is about what you get from Darkness Illusion, but without burning 3 bars.
You can probably do her f.H loops if you want to do more.
The highest damaging combo I have been able to produce with Morrigan is about 550k, but *my God, *it is a pain in the ass to land. I can’t wait for the change to Finishing Shower so that the super’s damage is more consistent, and how that will affect the damage numbers on existing combos.