You've Been Naughty: Official UMvC3 Morrigan Combo Thread

I’m interested in discussing fireball patterns too, never read anything about this.
On incoming opponent, standing at midscreen, soulfist (HH) gets a nice diagonal upper screen lockdown which can tag airdashers or just blockstun other chars. After that a jump towards sf H ADD sf M lets them know not to jump out and closes distance to the point where I would just go for j sfM ADD shell kicks.

For neutral game everywhere else, its matchup dependent. Shoot where your opponent likes to be, while watching out for raw supers to tag you and Doom. Generally, always want to move in with AV to rebuild meter to restart AV.

Double Post smh SRK

been thinking of doing jump soulfist fly addf jH unfly for pressure. unfly eats pushblock right?

Question on the TAC infinite (the air Soul Drain feint one) – specifically the down/up/side corner TACs (I haven’t began to tackle the midscreens yet). My actual question is at the very end of this block of text in case anyone doesn’t feel like reading the whole thing, everything else is just supporting information in case it helps.

The commands I’m doing – TAC, air dash forward, j.H xx air L soul fist xx flight, air dash down, j.H xx air soul drain (cancelled before projectile comes out) flight cancel+j.M, j.H, [land ~ immediate jump, j.M, j.H xx air L soul fist xx flight, air dash down, j.H xx air soul drain (cancelled before projectile comes out) flight cancel+j.M, j.H] x N

…so I’m able to do the reps all fine and dandy once I get through the initial opening and stabilize the infinite state. The issue I’m having is getting the initial opening sequences to get to the correct heights on a 100% consistent basis. I used to run Viper/Iron Man/Dante but have been running Viper/Morrigan/Dante (aka team Chrisis) lately and absolutely love it. The Iron Man TAC infinites are soooo easy and I get them 100% of the time – grinding out the Morrigan TAC infinite is proving to be a pain in the ass but I really want those TACs at 100%.

The timing tips I’m trying to keep in mind for the opening sequences so far are:

For down TAC – after the air dash forward, I wait until the opponent is just about even with Morrigan so the heads are about on the same plain, then after the first air H, I delay the air L soul fist very very slightly to let Morrigan drop just a little more. Then make sure to get high enough when feinting the air soul drain in order for the j.M, j.H to connect properly. I get the Down TAC infinite about 4 out of 5 tries so I’m not too concerned with the down TAC

For side TAC – after the air dash forward, I wait until the opponent’s head is a little lower than Morrigan’s head (and behind her back), then after the first air H, I delay the air L soul fist slightly more than the down TAC timing and go from there. Most of the time I either a) end up too high in the air while doing the soul drain part or b) I’m too far away horizontally for the j.H to even hit after feinting the soul drain. If I adjust to compensate for these problems it is usually a) too much and I’m either too low to air dash after activating flight or b) I try to adjust the horizontal movement by delaying the air dash down and Morrigan does that f’n swoop up too fast. I get the side TAC infinite about 1 out of 5 tries and that is terrible consistency to say the least.

For up TAC – after the air dash forward, I wait until the opponent spins below Morrigan’s feet, then after the first air H, I delay the air L soul fist even more than the other two TAC variations and go from there. Most of the time I end up too high in the air or too low – it is very hard for me to nail down the correct height on this one. I get the up TAC infinite about 1 out of 5 tries – again, very unacceptable consistency.

What are some timing hints and tricks players use for reference during the opening sequences when doing the side and up TACs in the corner? Are there alternative opening sequences that are more consistent than the one I’m trying?

For down TACs I just do ADF normally, without holding the buttons down or holding forward and do j.H right when she’s done dashing. I do the same for side TACs…I think. For up TACs I just wing it, the timing is pretty lenient since all you gotta do is get to a height where when she does ADD she’ll be at the minimum fly height. I’ve never had to delay the Soul Fist L doing the infinite. NinjaLink does a different infinite that he thinks is easier, maybe he’ll post it.

Fly, unfly, attacking during assists, and air dash startup all negate pushblock if properly timed. I was thinking of makin’ a video about all the pushblock negating options actually. Anyways, your setup will be hard to negate pushblock with consistently since you’re using a fireball and a j.H allowing your opponent to pushblock at different times. You’d either need to anticipate the pushblock correctly, or get both moves to connect at basically the same time.

true. however you could definitely dash a bunch to brute force through the pushblock, then get in and jH unfly although late pushblock will still push the jH

How come people never or rarely do h. soul fist xx fly h. soul fist in the air to pin down a jumping or air born opponent?

I use that pattern on incoming and when the opponent is flying and stalling, not just neutral SJ. This is because doing Soul Fist H xx Soul Fist H leaves a gap on the ground where the opponent could potentially land and come in, use an air super and DHC safely on the ground, or call an assist safely.

Its just fine to do. I kept someone in the air for like 20 seconds in the corner. In neutral it has to be a character that needs to jump or fly around, say magneto who gets happy with sj tridashing or wolvy divekicking desperately.

I use that somewhat often. You don’t see it often because it leaves the ground open for people to wavedash up on you, so it’s only good if people have already jumped or if they’re a character like doom that has to tridash.

Oh ok I see. I was thinking about using it with jam session to try and pin an jumping, falling or opponent in flight. However jump h. soul fist xx fly m. soul fist does make more sense because you get the hit or chip in the air and when they land

In Morrigan’s BNB is there certain timing with the air dash down after the H. Soul fist? I can never get low enough under the opponent to hit the air H.

Just dash down faster

Getting more into Morrigan (already picked her up a couple years ago thankfully so her BnBs are still locked into my muscle memory), and been watching some Buckethead matches, one combo he does looks mad nice and built good meter

Looks like: M Shadowblade xx Fly, j.H xx M Soul Fist xx Unfly, ADF, j.H, j.S, land then goes into a Soul Fist, Fly, j.S loop. Anyone know what strength Soul Fist he uses? I’m guessing H but away from console atm so I can’t check

Probably H, opponent would likely touch the ground using L or M.

Something I wanted to share with you all

fufufu that looks godlike, nice find!

Trying to learn her and going through as much tech guides as I can, but I’m struggling to find notation on the most up to date TACs? I’ve seen vids but no info on inputs and old. Anyone care to post them or a vid that does?