The Queen of MAHVELL 3!: The Morrigan GD Thread

the only thing i’ve found is vajra won’t hit morrigan if she’s dashing forward. maybe you could scrub it out and go back to day 1 air dash>shell kicks. if it’s point strider, i always block and grab.

As an assist though, I find Vajra to be virtually impossible to punish after blocking it in the air, as Strider simply continues to the ground with no momentum lost. Vajra won’t hit Morrigan if she’s dashing at all in my experience though, she has enough forward momentum with both down and up that it doesn’t track well enough, and if you rapidly back dash in flight he likewise just whiffs.

Is shadow blade a good option when your incoming after a character on your team has been killed? Seems like it could trade and possibly escape some setups, especially if your opponent doesnt get much time to properly setup something meaty on you.

Of course the best option to escape would be Darkness Illusion, but if you don’t have the meter and your opponent misses their meaty setup than Shadow Blade is indeed the best option since it’s the fastest air move you have and has a good hitbox. I usually use Shadow Blade H -> Fly and plink dash away from my opponent so I can get the time and space to be able to call my assists again safely.

Does anyone use ADDF j.L, j.M to open people up? ADDF j.L, j.L is the usual double overhead option but using j.M seems to provide more hitstun to confirm with. The timing on the j.M is harder to get than two j.L’s but the reward is easier hitconfirm into st.L off of a double overhead tri dash.

i was actually just playing around with that. i like using ADDF, j. :l: j. :l: st. :l: when my opponent is close to me instead of using shell kick. keep in mind you have to do a full jump, though. if you jump and dash as soon as possible, you’ll only get j. :l:, st. :l:. if your finishing shower is blocked in the corner, you can do a full jump, ADDF, j. :l: j. :l: st. :l: and it will most likely open them up. that’s what i do when dante’s million dollars gets blocked in the corner.

also, i see you asked about morrigan incoming earlier, and i wanted to tell you that her air :h: is good for people who try to dash under her on incoming. she has like a million things she can do on incoming.

EDIT: i’ve been playing around with ADDF :h:; it’s probably better than two air :l:s. you don’t have to do a full jump, and air :h: > st. :l: seems to be good for people who are trained to block shell kicks.

what do you guys do when you’re astral spamming and the opponent, for one reason or another, super jumps towards you?
obviously, you can call an anti air assist, but let’s assume that you already did/currently are calling an assist along with your astral spamming.

If someone superjumps (and they often do), I just tridash under them and get to the other side of the screen. There’s usually enough fireballs on the screen that they can’t do anything about it.

yeah, that’s what i usually do; i’m torn between trying to mix them up and go for a combo, or just dash away and keep fireballing. depending on who your opponent is, it might be difficult to run away and get back into proper fireballing.

It also depends on where they’ll land. If it looks like they’ll land with a bit of space in front, I might try a mixup. If it’s more above me, then I don’t like to risk getting trapped in the corner and I’ll dash away. Personally, if I face a character/team I have difficulty zoning, I stop and start to play more aggressively, to try to force them to back off and give me space. Even then most of the top-tier characters/pairings still give me trouble:(

i was playing online today, it was my morrigan against an anchor zero, i did astral vision+xFactor2+call dr. strange’s daggers assist, zero died, and i won the match. i put my controller down and noticed that morrigan was moving backwards, but she was standing. then i jumped and did and air dash, and she wouldn’t move in the air! it looked like she had just been pushblocked.

anyways, it looked a lot like the initiation of the z-axis glitch with strider! dun Dun DUUUUUN!

hmm. why did i never figure out that you can call an assist during a freeze screen? let’s say ryu throws a shinku hadoken at dr. strange. during the freeze screen, you can call morrigan’s dark harmonizer assist AND do the input for dr. strange’s 7 rings. basically, the hyper will cost him 70% of a bar instead of 100%. kewl.

Does anyone know any good incoming mixups with morrigan off a snapback?

To me that seems like one of her big weaknesses is that she cant snap in problem characters and get a kill like other characters. Her movement doesnt lend itself well to incoming mixups and even if you get the hit you cant get a TOD.

It’s a problem for ranged-based characters in general. I usually jump and do qcf.H, fly-cancel, and see what happens. I bet if you stand under your opponent Shadow Blade H crosses up, but who knows what you can do from there. I think it’s best to put a Soul Fist out there so they have to land, and then rely on an assist for mix-ups while doing mixtures of j.S and s.L.

Hmm, I’ve been thinking to switching to a custom circle gate to help with the Soul Fist/fly/unfly trap, good idea or pointless?

To switch what?

All I can think of is j.H > H SF > fly (confirm hit)
call assist after it, let them land, and you can try do some nova mixups (unfly L/unlfy > fly > S etc…)

Figure out a way to get them blocking assist on the ground (canceling the SF to fly should prevent the pushblock) and you can start mixing up. With drones you might be able to semi tri-jump mixup with her.

Does Morrigan have any fuzzy guard stuff? Does j.H have enough blockstun to do stuff like j.H, fuzzy j.L, j.H, j.S?

i never completely understood what fuzzy guard is. i tried to learn about it in SSFIV, but people were not good at explaining it.

That’s because the term is misused in 2d. Here’s a breakdown of what a fuzzy guard break in a 2d fighter is: certain moves, when blocked, will freeze your opponent in a standing guard position, even when blocking low. This allows you to hit them with jump attacks that would normally whiff on their crouching hurtbox, essentially giving you many instant overheads after the set up.

No idea Cheech, I’ve never looked into it.

i was just about to ask you something :stuck_out_tongue:
you know how you said that HSD is also on a timer? does that mean special moves that rapidly do 10 hits, like jam session or eye of agamotto, would be easier to combo after compared to strings that do the same number of hits, like morrigan’s :h: :h: :h: or whatever?

and how would you get a combo off of a fuzzy guard setup?