Regarding Chris v. Morrigan, I was playing the local Chris player last night in a long set (I still donât know why I didnât record it) with Morrigan/Storm/Dante.
I found that I had the most success when I was either rushing down with no regard for my personal safety and being an old-school 2D bullet sponge or when I was fullscreen up in the opposite corner of the screen chucking fireballs. Keeping track of incendiary grenades wasnât hard (I used to play Chris in Vanilla, so I can still kinda keep track of them even if theyâre off screen), but I could only find success with the latter method if I already had a decent life lead and had no desire to get midscreen at all.
If the Chris player had used Strider on his team, I definitely would not have been finding success in the corner, but thatâs probably in part because I donât play against that assist enough. Optimal Chris team would also really put a dent in my rushdown strat unless I got super lucky and picked up a birthday when Dante would come in to assist.
Iâm not saying Morrigan loses, but this is one of those matchups that needs to be handled with almost surgical precision to find consistent success as Morrigan. Chris can kinda do whatever with generally less risk overall even though his gameplan might not be as solid.
Finally happened instead of bitching about it for over a decade? Now EC will have to find something new to whine about.
Also much like Master Roshi did as Jackie Chun, Sensei Shady K will throw the match so he can go drink more. Hopefully there will be less sexual assault if he does win.
Thatâs what I mean. Kill no matter what resources it takes in the process. Granted TACs arenât always successful, but DHC into Spiral Swords for example will do the job. Right now, most Morrigan players feel comfortable letting the opponent live and activate AV instead. Even if the advantage is heavily in Morriganâs favor in most matchups, theyâre still giving that opponent a chance to play which is never really a good idea in Marvel.
Thereâs also non-TAC infinites, but I have to admit iâm not too sure if itâs possible to convert into those from any hit.
To me, the road to winning a marvel match works in 3 phases.
Phase 1: The neutral game. This phase makes up the meat of the match where both players start with equal advantage and look for getting that first hit.
Phase 2: Once the first hit lands AND gets converted, thatâs when the neutral game finishes and this phase begins. The goal in this phase is to kill the opponent.
Phase 3: After the point character is dead, the opponentâs second character comes in with the disadvantage of having to face a mix-up. If the mix-up is successful, the character gets hit and we go back into phase 2. This repeats until all 3 characters are dead.
Currently, Morrigan players suffer with getting through phase 2 I described. First of all, getting into phase 2 is a problem because Morriganâs converts arenât easy. Her movements are still awkward, and she lacks moves that cause both soft and hard knockdowns (unlike Zero) making her sj. height conversions even more difficult. Even if she does manage to convert her hits into a combo, the kill doesnât happen so sheâs forced to put the match back into phase 1. Zero, on the other hand, excels in all three phases of the match, and gets the job done efficiently. Part of Wolverineâs success is that heâs very efficient in getting through phase 2 and phase 3. And if he can catch the opponent in the first few seconds of the match, he doesnât have to worry about his average neutral game.
Jumping on to this Chris-Morrigan match-up discussion.
Chris vs. Morrigan is not in Chrisâ favor unless he has an anti-air assist.
Chris + Jam Session/Vajra (moreso Jam Session) becomes difficult for Morrigan to deal with.
Chris w/out an anti-air assist can fight Morrigan much better than most of the gameâs cast however, making the match-up reasonably good by comparison. Chris definitely fights Morrigan better than characters who are viewed better than Chris, such as Magneto, Spencer, Doctor Doom, and some others.
Hereâs some notes that I remember about the match-up for anyone interested.
Some things in Chrisâ favor:
Magnum has 10 low projectile durability points. Soul Fist has 5. This means Magnum can negate two Soul Fists, thus making grounded [Soul Fist L -> Flight -> Soul Fist H -> Unfly] negated by one Magnum.
Grenade Explosions from Land Mine and Incendiary Grenades have medium projectile durability, meaning they will beat Soul Fists upon trade. Incendiary Grenades can be thrown to negate an air H soul fist that is coming from him in the air. He will have time to block the second one too. Medium Grenades explosion has 5 low projectile durability, so it can be used to beat Soul Fists as well.
Common Morrigan assists such as Dr. Doom can be punished easily by Magnum. Chris-Morrigan match-ups usually become a matter of Chris actually trying to kill the assist. Lastly, the fire from the Incendiary Grenades has 5 hits, each one with 1 low durability point. However, I do not remember if it can actually negate one Soul Fist (never seen it before. Assumed Fireball is to high and doesnât collide with all of the fire or fire puddle hitbox is too erratic for all 5 hits to make contact with the fireball).
Incendiary Grenades serve as a counter to her fireball, but it also stops her from rushing in under many circumstances. Shell Kick will detonate on her if she hits Chris nearby. Same applies to M grenades. Landmines are generally not too useful unless she goes deep with her air dash rush-down.
Chris has much more life and can endure chip damage. Even if Chris loses the fireball war theoretically, he hits for at least 250k damage with a two-hit magnum combo so he only needs a few opportunities. Itâs up to the Chris player to dodge fireballs so he doesnât lose a drastic life lead.
Prone Shot forces her to fire Soul Fists in the air. Her pattern is slower when she has to do the sequence with super jumps added in.
Chrisâ amazing c.M allows him to trip guard Morriganâs Shell Kick if she misplaces her distance. A low can be used to punish a whiffed Shell Kick, but this requires either a good slide or a far reaching low. Chris has the latter. Situational but he is a good candidate for when the situation comes.
Some things in Morriganâs favor:
She has no incentive to rush in really or keep a ground game. Soul Fist from the air is safe since anything above Chrisâ head is generally a dead zone for him. She can lame him out easily if she wants. If Chris player opts to set up underneath her, she can use her far traveling air-dash to glide to the other side of the map.
Difficult to be hit by Magnum. Chris player relies on her to make a mistake. She can crouch under magnum. She cannot crouch under machine gun however.
All of her normals beat Chrisâ. She has to respect grenades however.
She generally dictates the pace of the match-up. She can choose when to go in or when to run, while the Chris player has to be reactive. If Chris player is put on lockdown via Soul Fists and she chooses to go in, Chris player likely loses if heâs opened up. If itâs early on however, she will not have enough damage to kill unless she burns X-factor or TACs. Chris can get a second chance in the match-up if he makes a mistake. Morrigan cannot however if Chris gets a clean hit. Mistakes punished by magnums can be lethal if Chris playerâs team is compatible with full screen magnum confirms (made viably possible by Sentinel Drones, Strider Vajra, or Spencer horizontal grapple assist). Even if Chris cannot make a magnum confirm, the standard solo combo from a standing Magnum deals around 450k.
Like all characters, Chris has to respect Morrigan in Astral Vision. He has no way of dealing with fireballs from behind, although he has tricks on evading the fire balls such as Prone Shot.
Itâs kind of a back and forth match-up that is more in Morriganâs favor than Chrisâ, but if the Chris player has the right assists to fight her, then Chris wins more. Even Chris+Jam Session is stronger than Morrigan+Jam Session since Jam Session provides Chris the essential elements to win the match-up whereas it only reinforces Morriganâs rushdown/run-away. Also Chris punishes assists better than Morrigan can.
tl;dr
Chris loses vs Morrigan, but Chris fights Morrigan better than most of the cast. Chris w/ Jam Session screws up Morrigan bad.
Firebrand accomplishes almost nothing, killing only one character in the course of the entire set. Zakâs incoming setup doesnât even work that well on M.O.D.O.K. Sadly, this was super free.
Yeah, I agree wholeheartedly in this case. Zak really needs to be a little more patient with his Firebrand and harass with fireballs from the air more. That TK fireball advance thing he uses doesnât do much in my eyes. Nova didnât have to respect that at all.
You could call zak free but that ammy comeback got me fully erect. That whole match I just thought about how scrubby my ammy anchor is.
I think their set was just a case of moonz having the superior matchup and the superior matchup knowledge. Presumably he plays Firebrand a lot (Marvisto) and it showed how he never got hit by crossup ground shenannigans or high low shennanigans during cold start lockdown.
Plus nova and modok match up pretty well with all of zakâs characters.
The real question is. How much more evo footage is there? Why is it being released so slowly?