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I was having some good success with Morrigan/Hulk/TBonne. Everything you do just hurts so bad with TBonne in back. Nevermind Hulk Gamma Crush glitch for the DHC.
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I was having some good success with Morrigan/Hulk/TBonne. Everything you do just hurts so bad with TBonne in back. Nevermind Hulk Gamma Crush glitch for the DHC.
DeathFromAbove, j99, where are you guys from? I didn’t realize there were others who knew so many details about Morrigan.
I haven’t been able to do the Darkness Illusion from the sweep OTG though, is there a trick to it?
Another fun one for the corner:
standing jab, short, fierce, xx fierce shadow blade, xx darkness illusion.
Unfortunately, a lot of her stuff is quite difficult to do, especially in a real game. I never attempt the sweep OTG for fear I’ll end up with a random Soul Eraser.
Justin K- dont mean to b rude but if u r commenting on j99’s post i think he meant that theres an unrollable otg opportunity after u connect with darkness illusion- but i could b wrong…
:edit: o wait- THAT otg off the air dash down? my bad…
nice combo by the way, gotta try that out… and i didnt realize there were this many morrigan users either…
and now a few dumb qs-
thanx for the help ahead of time…
To answer some:
Launch, super jump, short (immediately), shell pierce, shell kick, land, walk slightly forward or backward (forward seems to be easier), standing jab, launch, etc. This works easiest against Doom, but also against Tron, Venom, and Silver Samurai.
Every super has lag-time either before the background changes or after. For example, Morrigan’s Soul Eraser has lag-time beforehand (the bats appear). Same with Ironman’s Proton Cannon (have to wait for that cannon to appear and fall). Some supers have the lag afterwards, such as Magneto’s Tempest. The trick is to combine a super that normally has lag afterwards and DHC into a super that normally has lag beforehand. For example, you could use Morrigan’s F+QCF+PP super, which changes the background immediately, and then DHC into Proton Cannon. Viola, instant Proton Cannon!
Justin K-- I’m in California-- east SF bay area. About the sweep into DI, you’ve gotta cancel the airdash-down lp into DI as soon as it connects (before morrigan hits the ground) otherwise it won’t combo. I’m pretty sure it’s rollable, plus the whole thing’s too hard to be practical, but it looks pretty cool when you pull it off since it catches them during an autoroll when they think they’re safe
burnnravr0142-- I’m pretty sure the fireball does the most damage at the end of her ACs, except against the Hulk, Juggernaut, or Blackheart, or anyone in the corner, then you’ll want to use HP, HK. In the corner you can follow this up with an unrollable OTG combo (like LP, land, jump, magic series ending in HK, land, jump, HP throw…)
thanx for the advice… now to go out and test…
I’m in Phoenix, AZ. I play at Cyberstation in the mornings. Working swings blows :bluu: Anyhow, I really just started Morrigan a few weeks ago, but she’s starting to improve…a little. My Hulk is coming along nicely too. :evil: :lol:
Anyhow, about her a/c, I don’t usually do one, I usually do the first part of the infinite and then crossup their landing or throw them into Tron. When it works (success rate has climbed to about 1/5) it usually results in a 100%. c.lk,c.hk + Tron XX DI dhc to Gamma Crush, OR throw into Tron, launch 1,2,3,4 XX Silhouette Blade DHC Gamma Crush. I’m trying to find a combo into air DI off of Hulk-B so I can OTG afterwards, but so far no luck. :depress:
Got any combos you care to share?
Deathfromabove-- I’m not sure if this is what you’re looking for (probably not), but if they’re standing you can hit them with c.lk+Hulk-B, s.HK, then superjump cancel the s.HK with a TK’d DI, then OTG into whatever.
As to her ACs… I think it depends on the situation, whether you just need guaranteed damage, how close you are to the corner, whether you can still call an assist, whether you have unfly, who the other character is, etc. Generally, if I’m within about two thirds distance from the corner I’ll go for a regular AC–> flying screen OTG into a normal jump combo, then go for a throw into assist reset or mixup. Even if you don’t get the reset you still get decent damage from the AC and OTG combo.
Anyone got any good uses for her unfly mode? I know it makes random shell pierces a little safer (though still not very usefull), and you can use to extend her ACs a bit (but not enough to be worth the effort of keeping unfly IMO), but really I don’t see any reason to go out of your way to keep unfly with Morrigan…
Thanks, I tried that a couple times, but wasn’t getting the sj cancel to work. I don’t have a DC anymore, so usually I have to try stuff out at the arcade.
Is there a reliable way to land this OTG? I haven’t quite figured it out yet, I can get it in like 1/5, although even then sometimes the normal jump combo doesn’t connect.
Great idea though, I didn’t consider the normal jump combo before, and would always just do: lk (OTG), land, launch (yeah, lame).
triple tron bonne
triple marrow
hayato/cammy/tron
felicia/hayato/ken
ryu/ken/akuma
sonson/anyone/anyone
anyone/anyone/tron
Justin K-- I think the flying screen OTG is more reliable with lp instead of lk, since it comes out faster and has more downward range. Also, timing the AC beforehand is pretty important; too fast and the second lp (the OTG hit) will whiff, too slow and it won’t even come out. I find that delaying the first sj.lp (the one at the start of the magic series) a little helps with getting the positioning right, as well. I had to practice ALOT in training mode before I could do it reliably, but I’d say I get it over 80% of the time now, so it’s not impossible to land reliably.
After landing the OTG hit you’ve got plenty of options-- launching them has its uses-- even though you can’t follow them up there, you can walk forward + AAA and half the time they’ll get hit on the way back down and you can continue to combo :). Normal jump magic series ending in HK, land, rejump, air throw + assist is good for gauranteed damage before the reset, but normal jump magic series ending in MK, land, ground throw + assist usually has more damage potential after the reset… Though I wouldn’t ever go for a throw reset against a halfway decent Magneto-- he’ll outprioritize your throw with one of his own and you’ll wind up the one being comboed in the corner.
omega red kicks ass:cool:
Akuma/Cammy/Sakura
and why is that?
All of them have awesome assists to help compensate for things like lack of airdash, high vitality, etc.
Also, I like this one team combo. (hurricane kick xx continuing fireball super DHC into cannon drill super (wait until it starts to pick them off the ground) DHC into shinkuu hadoken.
It’s also just an all n’ all well balanced team.
YAY for Jin/Gambit/Cyclops
Yeah, but Cyke is top-tier.
o yeaa
:bluu:
this thread inspired me so at the tourney on saturday, i played this team and beat this guy named josh.
My Cammy/Hayato/Tron vs His Storm/Sent/Commando
cammy air combo then later short short super xx hayato’s shockwave, then hayato owns sent for some reason. He flies, I call cammy. He calls commando, I call tron. On to game two.
My CHT vs Mag/Cable/Doom
tries to rush with mag/doom, i jump over it and spam tron to hurt doom, land random air combo, and dhc into hayato’s shockwave. J. fp with Cable eats Cammy assist. Tries to call doom, jump over spam tron.
CAMMY/HAYATO/TRON = BEST TEAM IN THE GAME