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Kyle

[VS] Morrigan: Succubus

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VS_Header_Morrigan.png

Huge credit to GBursin, Buktooth & http://vsav.mizuumi.net/wiki/Morrigan

Takepon's Website: http://www8.plala.or.jp/nekonekohouse/himetono/world/morrigan/morrigan.htm

Beginners Guide

0 - Introduction

1 - Character Evaluation

2- Legend

3 - Input

4 - Pros

5 - Cons

6 - Styles

Zoning

Pit bull

Turtle

7 – Basics

Punish

Anti- Air

Pokes

Air-Game

8 - Normals

9 - Specials

10 - Supers

11- Mix-ups

12 - Combo's

13 - Frame traps & Tick throws

14 - Conclusion

0 - Introduction

This is an effort to collaborate and expand on all the great information so far (SRK, Wiki, Facebook etc). I've been casually playing this game for a a long time. Last year, I have really gotten involved and would like to share what I've learned. Anyone is welcome to contribute, i will update this guide to reflect the communities understanding of Morrigan's options.

1 - Character Evaluation

Morrigan has always been considered low tier. This means she has less effective options across the cast. She can still be successful. You just need to be more mindful and directed. I presume there is (4) tier categories. She would be in the bottom of the third section. Her typical goal is to gain meter, than combo into DI. The damage is very good. This and her high/low game define her character.

2- Legend

Chicken Block: Air blocking followed by a jumping attack

DI: Darkness Illusion

V-Turn: Valkyrie Turn

V-Drain: Vector Drain

DP: Dragon Punch

Reversal: Inputting a special/super the first frame available

AA: Anti-Air

ES: a version of special move that cost a meter. Performed by using (3)P's or (3)K's

DF: Dark Force.

©: Close version of an attack

cr: crouching version of an attack

J.: jumping version of an attack

UB: Unblockable. Aerial opponent, Morrigan uses a standing lp.

3 - Input

DI = lp, lp, direction Morrigan is facing, lk, hp.

- It is NOT lp, lp, towards, lk, hp. If you just jump/dash over the opponents y-axis. You will actually input lp, lp away, lk, hp. This means the directional input is dependant on the direction Morrigan's sprite is facing.

- Command supers auto-correct direction changes.

- It is NOT lp, lp direction Morrigan is facing + lk, hp.

- You have 9frames leniency between every button input, NOT DIRECTIONS.

- You cannot combine inputs.

- You can add extra inputs.

- Button priority is weak to fierce. This coupled with the rules of Magic series (increasing hits only), limits simultaneous button presses to buffer DI. Example: You magic chain lp, lk, cr.mk, press hp&lp at the same time = NOTHING COMES OUT. Button priority says you tried to chain cr.mk, lp. This doesn't comply with the rules of Magic series. This sucks b/c it would have been an easy way to combo into cr.hp and already buffer the first lp of DI. =/

- Lastly, you can't do easy mode lp+lk, lp+lk, direction Morrigan is facing, lp+lk, hp. This activates Dark force. =(

- You can stagger inputs and add extra for comfort. A few corner only examples to combo into DI are (cr.lk, cr.mp, cr.mk, cr.hp~lp, lp, direction Morrigan is facing~lk~hp) or (cr.lk, cr.mp, cr.mk, cr.hp~lp, cr.hp~lp, direction Morrigan is facing~lk~hp)

TIPS FOR COMBOING INTO DARKNESS ILLUSION

----------------------------------------

Kinda like a preface to the DI combo section, if you can't do DI combos, you

really shouldn't be using Morrigan. She's exponentially less threatening

without the ability of overhead/cross up into DI.

-Normal moves (and chains!) can be canceled into DI-type command moves at ANY

TIME. Even before and after the normal buffering window of the move. If the DI

isn't coming out at all in your combo, that just means you didn't input the

DI command correctly.

-If you access to the home version (and I'm pretty sure 99.9% of people reading

this guide do) turn on the key display in training mode. The most common errors

in the DI input occur at the point between the jabs and the short; the part

where you hit towards on the stick. People usually hit short BEFORE they hit

towards on the stick, or they hit towards and short at the same time. That

doesn't work. You have to hit towards on the stick (after the jab jab) THEN hit

the short button.

-If you find yourself creeping back to the bad habit of hitting towards on the

stick at the wrong time, try hitting towards a lot harder than you normally

would. It sounds kinda dumb, but it does work for a lot of people.

-The second most common error is that people don't press jab twice like they

should. It doesn't sound like a likely error to make, but people trying to get

the DI out as fast as they can sometimes don't let the button go up completely

before pressing the second jab. The result is they press jab again when the

button is still down, giving you one jab instead of two. If you're doing this

(check the key display!) try hitting the individual jabs harder. Heh. Force

solves everything.

-If you're STILL having problems getting the DI to come out at all during a

combo, you might be trying to do it too fast. Try slowing it down a bit (or

even a lot) and see if you have any success.

-If you are successfully getting the DI to come out, but can't consistently do

it fast enough to be a combo you should definitely stick to 2 hit chains. 2 hit

chains give you a lot more time to input the motion and leave your opponent

closer to you so that the DI reaches them faster.

How do 2 hit chains give you more time to buffer? You can input a 2 hit chain

as fast as you can and the second hit will always come out, giving you a good

amount of time to free up your hand for the DI command.

-Hit jabs with your index finger, short with your thumb, and fierce with your

ring finger. People who try to do the whole thing with their index finger

almost never get it fast enough.

-Cliched as it might sound, practice! It took me a few training mode sessions

to iron out all my bad habits and get a success rate of better than 9/10. The

good thing is, once you can do it consistently you generally don't forget how.

I haven't really had to maintain my combo ability with further training

sessions that much.

Kara-Fireball: 236hk~any punch. Also applicable in the air: Great for meter building.

4 - Pros

Has a high/low game

Best walk speed. This facilitates frame traps and throws

Has a few ambiguous cross-ups

Has a DP for reversals

Can kill with chip damage

Damaging Dark Force combo

V-Turn is a great escape option

Unique approaches b/c of dashing trajectories

5 - Cons

Damage is meter dependent

Options are Meter dependent

Best/reliable Anti-Air is meter dependent, other AA generally suck

Execution heavy: Arguably 3rd or 4th worst. (Lilith & Bulleta take the cake here)

Mix-ups are not advantageous, require some pre-conditioning. Unlike top tier's mix-ups that do frame trap.

6- Styles

Zoning

Morrigan's zoning game is weak. It's very rare you will find yourself purposefully zoning. However, she plays a spacing/footsies game while trying to approach after she has meter. Her walk speed is great and her dash has a 12frame window of vulnerability. Generally, you will make up for this loss by using your opponent recovery frames on pokes as a chance to dash in for mix-ups/frame traps. Don't stop moving! This will help deter your opponent’s anticipation of your movement.

DO:

mp at max range

hk at max range- this will hit jumpers

cr.hk at max range. sets up for oki on hit.

dash after opponent whiffs

DO NOT:

236P at mid-range. This will get jumped and punished often.

Dash in without accessing the situation

Pit bull

Morrigan's RUSH game is fair. Very meter dependent. You have a few options here. Mostly frame traps tho. You will need to condition your opponent to block before you can go for those 17Frame overheads. =P Always add the occasional throw to keep them guessing.

DO:

lk, throw

lk, lk, lk,

lk, walk, lk

mk, mk, mk

mk, throw

mk, mk, walk , mk

mk, dash, j.lp (once they are conditioned to block)

mk, dash, j.mk (once they are conditioned to block)

DO NOT: Press hp or hk up close unless you are going for a throw

Turtle

Morrigan's turtle game is too important. Your primary focus is to build meter and keep a safe distance. I consider this a dance. You have a pattern of moves you are purposefully whiffing for meter and your next step is dependent on your opponents movement. Did they close the gap? Are they in the air or the ground? etc.

DO:

short dash, j.mk

short backdash, j.mk

j.mp, recover, j.236hk~lp

cr.mp

236hk~(?)p - at least from 3/4 screen

8j.mk, recover, j.hk

7 – Basics

Punish

Without Meter:

lk, mk, cr.mp, cr.hk, Late pursuit.

Mith Meter Mid Screen:

cr.lk, cr.mp, st.mk, DI : A great punish with a decent window to input the DI

With Meter Corner:

cr.lk, cr.mp, cr.mk, cr.hp, DI

Dash, J.attack, cr.lk, cr.mp, cr.mk, cr.hp, DI

Dash, J.attack, LINK, J.attack, cr.lk, cr.mp, cr.mk, cr.hp, DI

Anti- Air

Without Meter:

Chicken Block, J.hk

lp -risky n situational. Like grounded UB's.

cr.mp- spacing specific

hk - space it out far away

j.mk

623lp

With Meter:

7+lp, air block, DI

This is amazing. Her best AA. You use the jump startup frames to hide the first input of lp. Nothings Comes out! You have to block and begin inputting the remainder of the DI within 9frames. That's why this only works when you chicken block extremely low to the ground. (Unless you’re Lilith and she does a superjump+lp). There's barely enough hit stop to buffer the rest of the DI. But there is enough, DI active in 4frames. Also, b/c you air blocked you had no block stun to accommodate for. =) This is much more damaging than a conventional AA b/c it fully connects!

Pokes

This is basically a recap of zoning spacing. Remember, cr.mk and st.mp both special cancel. If your opponent is being defensive you can cancel to a fireball and run behind for a high/low mix-up.

mp

cr.mk

mk

cr.hk

dash, j.hp at max range

cr.hp - I find this very useful. just be careful b/c it can be jumped and you will eat a FAT COMBO.

Air-Game

Morrigan has some great air options. firstly her j.normals (lp, lk, mp, mk) all have huge +frames and link into each other when opponent is on the ground.

Landing a (Non-Super) aerial hit forces opponents to flip to their feet and gives you an OKI (high/low/throw/bait) situation.

You can usually beat someone air to air with ascending J.mk.

You can often space j.hp to beat people air to air.

You can also chicken block to punish jumping attacks, No blockstun when you are in the air, that's why chicken blocking is soo good. But there a always counters.

Here's how Morrigan should be beating chicken blocks

- Airthrow - leads to a tech chase... somewhat advantageous

- Air chain with a gap. Example. J.lp, J.hp. They try to interrupt after j.lp and get hit by j.hp: Very advantageous. This leads to OKI.

- Meet them with an ascending j.lp. and fully chain your magic series. You will land about the time j.hk connects. Morrigan's gets a grounded lp as a UB. Very advantageous. This leads to OKI. Input = j.lp, j.lk, j.mp, j.mk, j.hp, j.hk, Land, lp

8 - Normals

LP [ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

Hair poke. The hitbox is somewhat high which makes it whiff most crouching characters. Advantageous on hit/block and gains a renda bonus. Primarily used for keeping people from dashing/hopping in, or for guard breaking.

©.LP [ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

Light Chop. Despite it's appearance it's basically identical in frame and function to the far version. does not whiff on crouching characters!

MP [ Startup: 6 | Hit:+3 | Block:+2 ]

Side Chop. Good long hitbox, cancelable, and good frame advantage on hit/block make this rather ideal for general midrange poking. Your basic go-to move when at a distance.

©.MP [ Startup: 8 | Hit:-3 | Block:-4 ]

Drill. Nearly worthless, try to avoid using this. The hitbox is deceptively high and small so it will whiff crouching characters and it does not make for a good anti-air either. The frame disadvantage on this move is terrible as well. It's one saving grace is that it's canceable and chainable, so be prepared to cancel it if you ever use it.

HP [ Startup: 9 | Hit:-1 | Block:-2 ]

Needles. Pretty good hitbox, but not very good frame advantage. This is sometimes used due to the long active duration, which allows one to buffer DI easily during it. One could use it as a meaty due to it's long active hitframes, but in general it's only very sparsely used.

©.HP [ Startup: 9 | Hit:+3 | Block:+2 ]

Upper Spikes. This is the preferred move to use when attempting to input a throw, since accidentally getting this is way better than accidentally getting n.MP. Although it's not special cancelable it has decent frame advantage and a rather bizarre/interesting hitbox that avoids a lot more attacks that it appears like it should avoid. Really great move for kara-cancelling into command throw as an option select, and if you get this move on block you can still chain into c.HK. In general it's a great meaty for anti-jumping, which is why it's so good as a throw/anti-jump option select, best used against habitual chicken blockers.

LK [ Startup: 6 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

Shin kick. Has a lower hitbox than LP which makes it more commonly used against grounded opponents. This move is unfortunately deceptive because it does not gain a renda bonus, while the close version does, yet both moves look identical.

MK [ Startup: 6 | Hit:+5 | Block:+4 ]

Boot. Good hitbox. Slightly better advantage than MP. However it is not cancelable. Due to the total worthlessness of close MP it's sometimes a good idea to use MK in order to avoid accidentally getting close MP. Can cancel to DI

HK [ Startup: 11 | Hit:-3 | Block:-4 ]

Scythe. Despite it's slow startup and appearance this move is pretty decent as an anti-air or general poking tool. Unfortunately it's not cancelable/chainable and it is somewhat disadvantageous on hit/block, so use with caution.

©HK [ Startup: 8 | Hit:-5 | Block:-6 ]

Spinner. Because this move is multi-hit, it makes for a good hit-confirm into DI, since you have plenty of time to both buffer the input and confirm the hit. Unfortunately, like the far version, it's both uncancellable and disadvantageous on hit/block, so ideally you would cancel to DI regardless if it hits or not. DI punish is un the air, meaningL: you get hit once and block right than your good.

cr.LP [ Startup: 5 | Hit:+7 | Block:+6 | Renda: H:+10 B:+9 ]

Two-hit jab. Hits normal, so it's high blockable. It's one way to confirm into DI, as chaining or linking crouching jabs into themselves begins the LI input naturally.

cr.MP [ Startup: 6 | Hit:+3 | Block:+2 ]

Wing Blades. Hits normal so it's high blockable. Kind of a relatively crappy move. Her c.MK has better range, has faster startup, hits low, and much better advantage. Fortunately it's not disadvantageous and it's cancelable, but generally speaking her other moves are superior.

cr.HP [ Startup: 9 | Hit:+1 | Block: 0 ]

Wing Whip. An essential move for comboing DI. Typically chained into and then cmd-super canceled into DI. It's neutral on hit/block making it pretty decent even if not cmd-super-canceled. It's only mildly useful as a poke though, typically players only use it during chains.

cr.LK [ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

Low Short. Hits low, cancelable, good frame advantage. A typical low short. Not as advantageous as c.LP, but still pretty good and also gains a renda bonus. This will be your basic mixup too to hit low, varied with dashing highs and empty dash throws.

cr.MK [ Startup: 6 | Hit:+5 | Block:+4 ]

Low Forward. Hits low, cancelable, decent frame advantage. It's a nice poke and a general purpose move. The main advantage is that it's only one frame slower startup than her light attacks, which means it's a ridiculously fast move for a decent range low-hitting medium-strength attack.

cr.HK [ Startup: 8 | Hit: Knockdown | Block:-5 ]

Sweep. Hits low, sweeps. This move is slightly disadvantageous on block, but "slightly" means "sorta safe". It's a good move to end with during chains, even on block. The main advantage this move has is it's exceptional range and startup speed. Use as a mid range poke too.

j.LP [ Startup: 5 ]

Needle. Typical jumping jab. Her fastest startup for a jumping attack. Sometimes used together with j.LK to confirm into DI. +frames on grounded oponent

j.MP [ Startup: 6 ]

Blades. Decent j.MP. The hitbox extends downwards somewhat which is good for startup a jumpin airchain, such as j.MP j.MK. +frames on grounded oponent

j.HP [ Startup: 8 ]

Spike shield. This move has a pretty good hitbox, making it a general purpose air-to-air or air-to-ground move.

j.LK [ Startup: 5 ]

Knee. Typical jumping short. Useful in air battles or after chicken blocking. Also useful to stuff some anti-airs. +frames on grounded oponent

j.MK [ Startup: 6 ]

Leg Thrust. Has crossup potential. Also useful in air-to-air battles since it extends quite a ways forwards. Pretty good after airblocking as well since the startup is quite fast and the reach is good. +frames on grounded oponent

j.HK [ Startup: 7 ]

Air boot. Good range. Generally it works a lot like j.MK except less crossup potential and more forwards-hitting potential.

P Throw: Hip throw. Pretty good when option selected with HP. OK damage, typical for a throw. Avoid using MP.

K Throw: Rocket punch. Also decent option select with MK and HK. Damage is about the same. Throws the opponent much further when midscreen than punch throw. negative frames on throw tech. do not use it sucks bad. You will get throw tech'd and punished in the corner. =(

Air Throw: Spinning Piledriver. Quite good as an airthrow. Good damage and range. Reliable with her jump arc.

Pursuit: Drill stomp. Not a particularly useful pursuit for actually hitting with, since you sacrifice your okizeme potential if you actually hit with it. It's better to whiff with, or simply not do at all. Late pursuit to force a whiff.

Movement

Walk: Fast walk speed, tall stance.

Dash: A ground-to-air dash, aka "flight" dash. Both her forward and backward dashes take her into the air where she can perform jumping attacks. A major tool for high/low rushdown. Another advantage to this kind of dash, apart from very fast overheads, is that it can dodge low attacks and if you're hit out of the air you will be reset rather than getting full-combo’d. If you cross the opponent up during this dash you will auto-correct your direction to face the opponent, which also makes it extremely useful for left/right mixups as well as high/low. Morrigan's dash is also somewhat controllable, as you are able to input an upwards direction to modify her trajectory to a more vertical angle. The use of changing trajectory to the vertical dash is mostly for timing and positioning purposes on okizeme. Should you knock the opponent down the upward dash can keep you in place horizontally for a moment after a forward or backwards dash, that can allow you to land a meaty attack, and because it auto-corrects like her normal dash you can potentially cover multiple ground tech directions.

Upward Dash: Similar in nature to her ground dash. However this is done by inputting down then up (2 8). She also has a forwards or backwards version, like her ground dash. Her backwards version must be done by inputting 7, while her forwards one can be done by pressing either 8 or 9, after pressing any downwards direction. During this version you can press a horizontal motion to change her trajectory, if doing the forwards one you can press forward to change to that trajectory, if moving backwards you must press backwards. The use of this is somewhat limited, though it can take you higher on the screen than a normal jump which can be useful for positioning air Soul Fists or escaping pressure momentarily.

Jump: Average jump arc. Decent for airthrowing.

9 - Specials

Soul Fist - 236P (air):

Standard fireball. On the ground the strength determines the speed and distance it fires, and nothing else. In the air the soul fist fires downwards and alters Morrigan's jump trajectory. Pretty good zoning tool and safe on block. Actually, all normal versions on the ground are -1/-2 at point blank, the further away from the opponent you are (the more distance the fireball travels) the more advantageous it becomes.

(L Version) Short distance and slow speed.

(M Version) Medium distance/speed.

(H Version) High distance/speed.

(ES Version) Adds more hits and damage. This version gains huge amounts of advantage on block, but is GC/Tech bait.

Shadow Blade - 623P (GC):

Dragon Punch, uppercut. Unlike many of the uppercuts in the game, Morrigan's actually has a noteworthy amount of invincibility. The normal versions have 5 frame startup and 7 frame invulnerability. The downside is that it's air blockable, so it's not a particularly good anti-air. And the 5F startup, while small, is baitable. Although it's tempting to use her pursuit after a successful DP, it's not recommended to do so as you lose your okizeme opportunity (unless the pursuit would kill the opponent). The other downside is that it has a 4 frame landing recovery, making it ground combo punishable, unlike Demitri's.

(L Version) Short.

(M Version) Medium.

(H Version) High/Long.

(ES Version) Adds multiple hits and a significant chunk of damage, and is invulnerable for 10 frames. This is well worth the meter if you know it will connect, however it's also significantly more punishable since Morrigan travels much higher.

(GC Version) Identical in form and function.

Vertical Dash - 28

A command dash that moves her more vertically than horizontally. Any downwards direction into any upwards direction causes this command dash to occur, if 7 is input then she will glide slightly backwards, if 8 or 9 is input she will glide slightly forwards. During either version you can press forwards or backwards (depending on which direction you're gliding) to switch to her normal dash. During her normal dash you can also transition into the vertical dash by pressing upwards, which is useful for okizeme.

Vector Drain - 624P (close):

Command grab. One of the better and more useful command throws in the game. The startup is 5 frames which is about as fast as a jab, however it also has 4 frames of startup invulnerability. Combined with close HP negative edge kara-throw input option select, this throw is extremely threatening. The basic option select is to input the throw using HP and slide to MP then tap 2HK, if the opponent is on the ground and in a throwable state she will perform the throw, but if they jump or they are not throwable you will do a close HP instead, if the opponent is hit or blocks the close HP you chain to c.HK. Plus, the damage is good.

(M Version) Spinning pile driver.

(H Version) Same.

(ES Version) Adds a little bit of damage, otherwise the same. Generally not worth the meter if you're spending stocks on DIs and ES moves, but certainly if you have an excess of meter you might as well use this version.

10 - Supers

Valkyrie Turn - 624K ~K (air):

Drill. Morrigan will zoom off the screen, then return at a height that corresponds with the button pressed. She will float down to the ground until a kick is pressed, once pressed she will perform a drill attack that does quite a few rapid hits and causes moderate damage. This move has really slow startup so it's not a combo-type move, it's mostly a gimmick that is used very sparingly, either as a run-away or time-stall tactic. On the bright side it's advantageous on hit/block and difficult to GC. Easy to combo into lp, DI on hit.

Darkness Illusion - LP LP direction Morrigan is facing LK HP (air):

Raging succubus "DI". The main combo-super because it's a command super and therefor breaks cancel rules. Extremely fast startup, combos off just about anything, even good as a reversal in some situations. Excellent punisher as well. However, learning to combo this off a chained c.HP is a staple of Morrigan gameplay. If you're not consistently landing DIs in combos you're playing her wrong.

Finishing Shower - MP LP direction morrigan isn't facing LK MK:

Bullet barrage. The startup on this move is incredibly poor, making it not a combo-type move. Thus, like the Valkyrie Turn, it's mostly used as a gimmick from fullscreen or off a knockdown to either stall for time or do chip damage, and not much else. If you're landing Valkyrie Turns and Finishing Showers on your opponent, then they suck. There are specific moves that it can punish such as low projectiles that leave the opponent recovering for a long period of time. Some notable ones are Jedah's Finale Rosso, Bishamon's Enma Seki, LeiLei's Gong and Bulleta's Cool Hunting at max range. However, Morrigan still has to make a good read to directly beat these moves using this super.

Cryptic Needle - 6 HP MP LP 6:

Bizarre rocket punch. There isn't much to be said about this super, other than it looks and sounds weird. It whiffs small crouching characters, but it does shoot full screen. And, if it hits, it does a fair amount of damage. There aren't many situations you would use this in lieu of a DI, though it's useful to remember she has it for those rare moments when it can actually hit. Certainly, it is worth the damage if you manage to land it as it does the same raw damage as DI, except that DI also adds a bit of recoverable damage in addition to the raw damage.

Illusion Attack: Astral Vision - Same strength P + K

(Any Version) Morrigan creates a double which mirrors her moves. The position of the double is relative to the opponent's position, or rather, relative to your distance from the opponent. Risky due to it's punishable deactivation recovery. Can be used as a combo tool or an escape tool, but generally not a move you want to do often, if ever.

11- Mix-ups

Morrigans's mixups are in a few places. OKI (air reset), correct ground chasing , Perfect jump-ins & late pursuits.

OKI (air reset)-

dash lp: Overhead, easy to buffer DI. If you're a little high, it's easiy to link J.lk or j,mk for another overhead.

long dash lp: When opponent is crouching. you will cross their y-axis and actually cross-up with the attack. Easy to buffer into DI.

dash, land, cr.lk, mk, DI: Overhead fake to a low

dash, land, V-drain: good throw option

long dash, land, cr.mk, ES DP: You seeing the mix-ups now?

Walk in for a meaty lk: best low option. +frames on block means if they do guard you still have advantage to continue mix-ups.

Walk in, whiff a move, throw/V-drain: It works when they respect you.

dash~ascend, j.mk: This crosses up and is GODLIKE. Most character have a hellatious time of counter poking/AA against this trajectory.

Correct Ground Chasing-

Which way cr.lk: Walk back and fuorth between their sprite as they wake up. You can force either side. This chain/combos into anything

Which way 28~j.lp: depending on when you 28 or j.lp, you will hit on one side or the other. Even I cannot predict sometimes.

These plus any of the other one listed above for the OKI (air reset).

Perfect Jump-ins

Every character has a 50/50 mix-up on jump in scenarios. The idea is you throw the first air normal at the opponent shoulders, such that: if they were crouching, they will get hit by the last active frames of the attack. If they were standing: You are still high enough in the air to have the option to chain into another air normal or land and go low or land and throw. Morrigans J.lp is good, she can set this up. So, jump-in with J.mlp and time it just right so you can still chain to j.hk or whatever mixup route you wish to. This is best done proceeding a frame trap w/ an 8-jump. It will beat throws & counter pokes. When she does it off 8-jump, the opponent has a much harder time AA'ing this scenario: Contrasted to a mid-screen jump-in j.mk which is very easy for most to deal with.

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Late pursuit mixups

Every character (except victor) has this, but some are more useful than others. This is bevause people like Lilith and Anak can still maintain ground chases after they hit with a pursuit. But, this is still an option. After a move which has knockdown properties (fireball vs aerial opponent, LI, DP, Command throw, cr.hk etc.) you can pursuit late such that it whiffs and acts more like a "which-way" teleport. You should always have enough frames to throw out a meaty cr.lk regardless of which side you land on. The disadvantage to this is the timeing. a few things to note:

- Every character has different wakeup/ground chasing times. When you "Late pursuit" is dependant on which character you're fighting and which ground roll they are committing to.

- Some character has smaller windows between their options. Meaning you have less of a guessing game. EXample: Victor wakesup within 2frames of any roll. You can always get a good late pursuit setup in Victor regardless of which ground roll b/c he always gets up about the same time. Other character you hav eto commit to a timing which COULD be the wrong one.

-Pursuit input is pressing 8hk or 8hp or 8mp or 8mk. (I believe Anakaris wil have to use 7+attack or 9+attack)

-Best practical input is to piano 8hk~hp~mp. This gives you (3) chances of getting the input correctly.

12 - Combos

c.lk c.mp c.mk c.hk: remember that you can play Morrigan without illusion combos. She

doesn't rely on illusion like Lilith does, and doesn't get as much damage as Lilith does with

hers. This is her close chain combo.

- c.lk, +c.lk s.mk c.hk: used to avoid GC's at a distance. if they GC'd the s.mk, the c.hk

animation will go under the GC and make it whiff. the first c.lk can be used to fish GC's,

then the 2nd c.lk will go under and whiff and you can punish after.

- dash mk, chain combo: you can pick any of the chain combos to do after you hit with the

dash mk overhead. mk is the best because it gives you the least recovery time allowing you

to combo.

- dash hold a little longer mk, +lp, land chain combo. this is good against Bishamon and

Victor since their crouch is like a Bulleta or Felicia standing up, and hits them high. this

can work good to pressure standing characters when they get used to trying to block your dash

mk overheads.

- dash hold a little longer lp lk: the same thing as the previous one, not much differences.

- c.lk c.mp c.mk c.hp illusion: her corner illusion combo. good for damage.

- c.lk s.mk illusion: this is her mid screen illusion combo. i think it's pointless to go for

this. it's hard to confirm consistently and loses momentum if hit. just go for the knockdown

to mix up and get more damage opportunities. even the top Morrigans don't go for this.

- j.lk mk hp hk: see Demitri's air chain.

-ground chain->DI(darkness illusion)

~c.lk->s.rk -is something variable to rely on, but useable nonethaless

~c.lk->hp -is best for midscreen DI connections

~c.lk, +c.lp

***NOTE-connecting the DI- Buktooth has a bloody awesome morrigan faq in the arcade section of cvs2 in gamefaqs.com... ya, cvs2.. but either way his meathods of application for comboing DI are useable here too. Tho, one thing he didnt address that helped me alot, was the buffering of the forward in the [lp, lp, fwd, lk, hp] command set.

more often times than not you'll be crouching... make sure, you're either holding down or down back, so your inputs are gunna be something like:

c.lk->c.hp[during hp animation quickly do (lp, lp, qcf, lk, hp)]

maybe he addressed it and I missed it ^_^... but either way, its good to know... any other problems you may have w/ the consistency of DI combos, just refer to his faq.

-d.mk, +lp

*another link. that goes backwards in the air...

-DF, [+c.lp]xN,(near end of df) DI

-DF, [+c.mpxx mp.fireball], finisher near end

*I couldn?t reproduce thisone? the other character in SS was in df mode(likely modifier), also I think this combo is VERY depended on distance from enemy

-DI DF doesn?t cause knockback

-connected teleport super(hcb+k) can links to ground combo, though super is more useful when kick extension is not used(she maintains invincibility).

13 - Frame Traps & Tick throws- block lk or cr.lk or ©lp, or cr. lp.

Do Note: these options beat tech hits. =)

Slight Delay, cr.lk into combo: frame trap low

Slight Delay, v-Drain: frame trap throw

Slight Delay, MK: Frame trap. Can't jump/poke/throw, reversal is tough but possible.

Walk, HP Throw: Best throw option, nabs jumpers.

14 - Conclusion

She's cool right? Bottom line is, if they are not commited to blocking, you don't get sweet mix-ups. Always be sure to frame trap as much as you attempt to mixup! Practice that input b/c DI is that critical to your damage. Turn those mixups into big damage.

There are a few successful Morrigan's who don't DI all over the place, but they do have to "win more" so to speak. They have to break their opponents defense more times and play better longer.

Morrigan Advanced Guide

0 - Introduction

1- DI Cancels

2- Unique Trajectory!

3- Gimmicks and Tricks

0 - Introduction

Let's kick this up a notch. Some advanced tacticts/scenarios.

1- DI Cancels

Hit confirming and buffering DI's during frame traps. Frame traps are VERY VERY important to Morrigan. This is because her mix-ups don't have frame advantage. She is lower tier b/c of this. Morrigan's dash has 12 frames before you can do anything, this is her overhead option. By abusing this you are causing your opponent to come up with answers such as jump out, counter poke & reversal. This means your opponent is not blocking and you will not land a sweet mix-up. This character has to condition her opponents to block. She does this by frame trapping with s.mk. This move is + frames on block. You can do ~4 in a row as a frame trap, if your opponent doesn't block or perfectly apply additional defensive techniques, they will get hit. You should be able to turn this poke into a super. Here's the input.

mk~lp~lp~towards* Did it hit?

Yes: lk~hp = Super

No: Repeat.

A little busier, but I prefer it better:

mk~lp~mk~lp~towards* Did it hit?

Yes: lk~hp = Super

No: Repeat.

The next confirmable DI which we need to master is the "did I punish propperly- DI?"

The idea is to use your punish combo as cr.lk, mk, DI. I preached earlier about cr.lk, ©hk, DI. But, the ©hk doesn't leave you in frame advantage to let you keep an offense IF the normals were blocked. Alternatively, cr.lk, mk, DI: can be confirmed after the mk and still left in an advantagous situation.

Input = cr.lk, mk~lp, lp~direction Morrigan is facing* Did it hit?

Yes: lk~hp = Super

No: Frame trap/throw/ possibly a mixup scenario.

2- Unique Trajectory!

Morrigan has this amazing approach that really messes with y-axis crossups. the input is this:

2[8]~[9]~j.lp, recover, j.mk

You have to cancel the jetpack arc with a j.lp. This stops your jetpacks, but you still maintain a lil forward momentum. Than the magic happens with the J.mk. It pushes your sprite toward an extra bit & their is a hitbox behind Morrigan. This is so damn ambigous. You come stright down on your opponent with a meaty j.mk. =) Just a hair difference of timing and you are on one side or the other. Opponents have a HARD time AA this one. Best part, you can force a crossup even when you opponent is blocking in the corner! WTF huh? Use this to approach, mixup and mess w/ cornered players,

3- Gimmicks and Tricks

- Reset or OKI w/ a jump chain of j.lp, j.mp, j.mk, land, mk, DI.

http://www.youtube.com/watch?v=tc3lLqCBHO0#t=7m46s

Against: Zabel, Qbee, Aulbath, Bishamon, Demitri, Leilei, Jedah, Victor, Anakaris

- If you keep getting AA by regular jump-in, Morrigan can turn this around by jumping in, spacing their AA and shoot an J.ES-Soul Fist or a regular soul fist.

http://www.youtube.com/watch?v=4ZjUzXcju5Q#t=48s

http://www.youtube.com/watch?v=m_hLH-uk4h0#t=15s

- Use V-Turn, lp, DI against other's using full screen supers.

http://www.youtube.com/watch?v=5pKnUKqJgI4#t=1m37s

http://www.youtube.com/watch?v=tc3lLqCBHO0#t=5m14s

Against: Sas Ice breath, Sas Ice tower, LeiLei Tenraihai, LeiLei Swords up, Victor's electric Hammer, Jedah's contract, jedah's pit, Sasquatch, puddle, Bulleta's huntsman, Aulbath's rage of the earth, Bishamon's brick super, Zabel's basketball, Qbee's Bubble, Gallon's fire roar, etc.

- Use Cryptic Needle against other full screen supers as a reactionary punish.

http://www.youtube.com/watch?v=Cu7baxxQAT4#t=1m41s

http://www.youtube.com/watch?v=9HbejEuhoWo#t=1m2s

Against: Sas Ice tower, LeiLei Tenraihai, LeiLei Swords up, Victor's electric Hammer, Bishamon's brick super, Zabel's basketball, Qbee's Bubble etc.

- Finishing Shower chipps GREAT at the end of a match. Get full screen and blow all that meter. The punish is tough and specific for the opponent.

http://www.youtube.com/watch?v=9oa7OY5JwC0#t=6m3s

http://www.youtube.com/watch?v=cmdhtLUJAg4#t=13m15s

- Poking with cr.hk @ midscreen is AMAZING. When it does connect, you can get in, guess a ground chase and begin your offense.

http://www.youtube.com/watch?v=BVLfG1ZdlzM#t=4s

- Once your opponent is familiar with your poke range, you can DI cancel a blocked mp or mk to get in their face. From here cr.lk or throw.

http://www.youtube.com/watch?v=-tGMFKfbykU#t=1m18s

http://www.youtube.com/watch?v=aVi1CwZChqE#t=3m25s

- As an Anti-air, Morrigan uses chicken block, DI.

7+lp, block+lp, 6~lk~hp.

- Using ES-SoulFist to trade hits and get big corner damage.

http://www.youtube.com/watch?v=e9_7hpPxDVo#t=4m0s

- Mixup from a blocked air chain is to land into an unblockable normal. If the opponent had time to successfully chicken block and Morrigan's UB normal will trade or get beaten (too slow), Morrigan should land than DP: When the UB hits/Corner-reset, always walk-thru the opponent for a nasty left/right 50/50.

http://www.youtube.com/watch?v=5pKnUKqJgI4#t=3m39s

http://www.youtube.com/watch?v=_mJxHiNqdB4#t=12s

- When approaching w/ J.mk~hp to cause Proximity block, IF the opponent air block the j.mk, J.hp follows, confirm this air chain into a J.hk, LI. The delays and gaps will punish chicken blocking when you're too high to land and work the UB/DP mixups.

- Wakeup w/ a reversal DI. 4f startup, low invulnerable and throw invulnerable. This is likely to work, once.

http://www.youtube.com/watch?v=TkqC2D0usi8#t=6m38s

http://www.youtube.com/watch?v=aVi1CwZChqE#t=22s

- As Morrigan recovers from the opponents throw-tech, reversal DI. 4f startup, low invulnerable and throw invulnerable. This is likely to work, once.

http://www.youtube.com/watch?v=0kLgJ0FCHFU#t=1m59s

- Throwing w/ HP and inputting DII. This Option selects the throw attempt and causes a mixup on the jumpout. If the throw doesn't connect, hp, LI will combo anyways.

- Abuse j.mk crossup to fight TechHits.

http://www.youtube.com/watch?v=5pKnUKqJgI4#t=5m40s

http://www.youtube.com/watch?v=tc3lLqCBHO0#t=8m50s

Against: LeiLei, Gallon, Zabel & Bishamon,

- Poking w/ a slow move and canceling the recover into LI. st.hk or cr.hk or st.hp or cr.hp

http://www.youtube.com/watch?v=SVXsXnZfoCE#t=6m13s

http://www.youtube.com/watch?v=aVi1CwZChqE#t=58s

http://www.youtube.com/watch?v=aVi1CwZChqE#t=1m41s

http://www.youtube.com/watch?v=aVi1CwZChqE#t=2m30s

http://www.youtube.com/watch?v=aVi1CwZChqE#t=2m56s

- Empty-air-chain w/ this string:

8j.lp. j.mk(whiff), j.mk

Against Jedah, Bish, Anak & Vic. Should not do it on Bee & Demitri

- Crouch CobraBlow and punish with a DI.

Against:Anakaris

Vids of effective Morrigan

http://www.youtube.com/watch?v=DxaSQuc1T1s

http://www.youtube.com/watch?v=BVLfG1ZdlzM

http://www.youtube.com/watch?v=PNhFQ-F7Mcs

http://www.youtube.com/watch?v=Zw_cw5k1TMs

http://www.youtube.com/watch?v=1WcWQAuH4M8

http://www.youtube.com/watch?v=0kLgJ0FCHFU

http://www.youtube.com/watch?v=03DlTcVnXYw

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Got this great gimmick:

Against thin characters (bee, lilith etc.)

Guess their ground roll, get right over top of them. Use mk as soon as they get up and your sprite will be on the other side of their body, but the attack will still be facing the first way (the wrong way). Cancel the whiff mk into DI for a sneaky crossup. =)

DI will AutoCorrect too.

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Can anyone shed some light on the Victor match-up. i feel like he does everything Morrigan can, but "better" in this match-up. lol

Any experienced Morrigan's with any advice?

Highest players rate this 5.5 in Victors favor. I must be missing something.

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http://clientes.netvisao.pt/anpedror/lilith.htm

A Sweet-Ass LI confirm I have been playing with is:

cr.lk, +cr.lp, cr.lk, LI.

Let's break down the combo:

cr.lk, +cr.lp, cr.lk, LI.

cr.lk link cr.lp is a 2frame link. If it's blocked Lilith is left at (+6). This set's up for a frametrap/throw

cr.lp chains to cr.lk.

cr.lk command cancels into LI. If it's blocked Lilith is left at (+5). This set's up for a frametrap/throw

Advantages are the inputs & LI confirm.

cr.lk, cr.lp~lp, downforward, cr.lk, XX CONFIRM LI W/ HP.

The combo does most of the LI super for you. lp, lp, towards, short, CONFIRM.

Note: This also works exactly the same off of dashing.lk. The frame data is identical to cr.lk

An alternative is this combo:

cr.lk, +cr.lp, +cr.lk, LI.

cr.lk link cr.lp is a 2frame link. If it's blocked Lilith is left at (+6). This set's up for a frametrap/throw

cr.lp link to cr.lk is a 4frame link. W/ a Renda Bonus of (+9) If it's blocked Lilith is left at (+5). This set's up for a frametrap/throw

cr.lk command cancels into LI. You also have a (+2) renda bonus to cancel into LI later (slower). If it's blocked Lilith is left at (+5). This set's up for a frametrap/throw

Advantages are the inputs & LI confirm.

- cr.lk, +cr.lp~lp, downforward, +cr.lk, XX CONFIRM LI W/ HP.

- The combo does most of the LI super for you. lp, lp, towards, short, CONFIRM.

- No Chains = Harder for opponent to tech-hit & Guard Cancel.

A great frametrap which beats tech hits & progresses Lilith towards is cr.lp, dashing.lk. She can link off of the dashing.lk into the setup mentioned above.

Lastly, Lilith OWNS Anakaris. because of her string:

(cr.lp, dashing.lp) xn

by pressuring this, a few thins to note:

- Anakaris cannot Tech hit

- Anak's Guard Cancel cost 1-meter.

- This blocksun is overlapped w/ a slight stagger = Hard as hell to guard cancel against

- lp link cr.lp is a 1frame link. This 1frame keeps Anak in blockstun, By staggering up to 4 frames, Anak will always get counter-hit b/c his quickest moves is 5 frames.

- cr.lp frame trap dashing.lp is a xframe link, BUT Anak's fastest move is 5frames. If done right, he will always get counter-hit.

- When Anak get's counter-hit, dashing.lp leaves Lilith@(+6). This means Lilith can link cr.lp or cr.lk w/ a 2frame link. These can link/confirm into LI. read above.

http://clientes.netvisao.pt/anpedror/morrigan.htm

Morrigan cannot do this exactly like Lilith. Her dash startup is too long.

Morrigan CAN do this trick. You just have to triple-tap lp.

input is cr.lp~lp~lp, downforward~lk, hp.

This is amazing.

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Here's a list of DI combos you need to learn, when to apply them and ranked for difficulty:

1. cr.lk, ©hk, DI. STANDING ONLY

This is by far the easiest DI. This is when your opponent leaves themselves vulnerable. Use the HUGE hit stun of 3-4 hits of © hk to slowly input the demon.

Input: 2lk, 5hk, wait, lp, lp, towards, lk, hp

2. lp, DI.

Link this from a Valkyrie-Turn for big damage. Slowly double tapping the lp gives a leniency for when Morrigan lands vs when you think she might land.

Input: lp, lp, towards~lk~hp

3. cr.lk, mk, DI.

Confirmable low combo into DI from anywhere on screen. If they don't get hit, you still have (+)frames.

Input: 2lk, 5mk~lp~lp, toward~lk~hp

4. mk, DI.

Confirmable poke into DI from anywhere on screen. If they don't get hit, you still have (+)frames.

Input: 5mk~lp~lp, toward~lk~hp

5. dashing.anything, cr.lk, cr.mp, cr.mk, cr.hp, DI

Corner only combo. The chain starts off fast and has to slow down as the moves have larger start-up. You still have to buffer the DI as early as possible. From what I understand, the trick is starting the demon immediatly after pressing hp. But, being sure enough to press cr.hp as early as possible such that is still registers.

Input: 66, j.mk. 2lk, 2mp, 2mk, 2hp~lp~lp, towards~lk~hp

I am not at all consistant with #5. If anyone has something to share, i would like to hear how someone else is consistant.

Thanks

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Something else I noticed with Morrigan & Lilith.

When going for a throw, use HP & input your command super.

If you throw them, no big deal b/c the super will not come out. If you get hp to connect, the super combos. If you get HP to his them in their jumping frames, you get a neat-o cross-up w/ the whiffed demons.

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Anti Aulbath Strat:

Not guaranteed but very probable.

When Aulbath hits w/ dashing.mp he has a 2frame link to connect w/ cr.lp into whatever.

IF he misses the link, you can reversal ES throw. It's mean, but a legit strategy.

Watch Kosho do it here:

http://www.youtube.com/watch?v=bZsfBOgCh38#t=43m26s.

Step 1: IF you get hit with d.mp

step 2: 63214+PP*

*Don't forget to Negative edge

It's worth trying.

=/

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After d.mk, you can piano j.hk, j.hp, j.mp, j.lp. j.lk. Anything that comes out will link,.

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Anyone has some tips on the Felicia matchup? More specifically, Felicia's neutral jumping right in Morrigan's face, cl.HP doesn't seem to reach high enough to hit her. DP misses also. Any input or insight appreciated. thanks

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Ugh, that's a very disadvantageous position to be in.

Felicia 8Jumps in w/ 50/50's or empty command throws.

Morrigan has a few options.

- Reversal Valkyrie turn. Let the invinc ride it out. cost meter & is risky when opponent know how to punish

- Late DP. Works but is risky

- Walk under and cr.lk or throw when she lands =P Takes Yomi LVL5 tho.

- Block correctly & use a defensive mechanic. GC, Tech hit etc.

Overall that situation is very much in Felicia's favor & you should try to avoid being there in the first place.

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Just neutral jumping right in front of you? Why not do the AG/Attack option select? This might sound crazy, because it's very hard...and to be honest, I feel like no one ever believes me when I tell them this...but you can absolutely stop that mixup where someone either does a powerful jump-in or an empty jump to command throw with one motion. Just find an attack that can't be crouched under, and do a very late AG starting with that attack. If they do a jump attack, you'll AG (hopefully, if you can 1-hit tech), and if they just land, they'll land right on your meaty whatever-the-fuck normal you chose. Landing on the ground doesn't mean they are in the clear; not every command throw has invulnerable startup, and even if they do, characters have at least one landing frame before they can do any attack, so having an attack out as they land will always beat a command throw attempt.

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Morrigan's (5) most common knock down's (KDs) are:

cr.hk, DP & Throw: These are a good KD, you can chase all rolls and keep an advantage/mixup.

- I like doing a late pursuit and throwing out st.hk to stuff jumps, cancel to DI for a mixup on the reset

- Best "chase" is two short 66's. You can react to the roll after the first 66 and keep an offense. not a tight high/low, but you'll get there in time to punish jumps and techhit attempts.

- Generally, they will back roll and your advantage is how much closer to the corner they end up at.

- If they TECH the throw, you can react and poke a cr.mk/st.mk to punish techhits,pokes, jumps. If you predict they'll crouch block, use 66j.mk for the overhead option.

DI & Pursuit: This is a good KD in the corner only, you lose advantage midscreen

- Midscreen, best option is to continuously walk forward; if they back roll, do a late pursuit and keep advantage w/ st.mk or st.mp or st.hk (to stuff jumps)

Here are the corner chase options "post DI" I prefer:

This is great for everything except forward rolls: mp version SoulFist, 66 j.lp. This sets up a great high/low game and can LINK big dmg if the fireball hits

This is great if the opponent might forward roll: walk towards and pause a sec to react to the roll:

If they forward roll, use 2~8 to setup a very ambiguous overhead

If they did not forward roll, use 66 to setup a good high/low/tickthrow mixup

Here are the corner chase options "post pursuit" I prefer:

If they forward roll, use 2~8 to setup a very ambiguous overhead

If they did not forward roll, use 66 to setup a good high/low/tickthrow mixup

NO fireballs allowed after a pursuit!

Morrigan's best mixup is the ambiguous 66j.mk: if you Yomi lvl3 which roll they will do, your best options is to 66j.mk them.

On hit the BnB is: cr.lk, cr.mp, st.mk xx DI

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Need some help with a Morrigan challenge, c.LK->c.HP->Darkness Illusion.

CHECK O.P. Note #3

Morrigan-

At neutral state she is best used as a reactive character. Wh0iff st.lp is a good opportunity to make the opponent twitch & react to their movement.

cr.hk & cr.mk can be GC/Dp saf.

When opponents grab escape all of Morrigan’s normal throws, they do not take reduced damage. This allows Morrigan to go for the throw-kill sooner.

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I wanted to write a little bit about Morrigan's dash. Some of this is known, maybe even well-known. Some of it is even documented here already. It took me forever to really figure out the mechanics and esoterics of her dash, though, so perhaps this will be of help to someone.

 

1. Morrigan's dash has three segments. You wouldn't necessarily notice it if you just dash forward, or straight up...but basically, you have the initial direction you dashed, and you can change direction twice. So, if you dash with 66, you can change your direction to up, and then forward...a 686 dash, I guess you could call it? You could also change your direction to up early (688), or fly up at the last minute (668). I also like this nomenclature, because a normal, forward dash is 666. Hell yeah. ...Get it

 

1a. You can cancel the dash with an attack at any time; the segments only refer to how you can use the dash to move.

 

2. You can do a dash starting with 8 by doing a "Super Jump" motion (2 8). Since 2 7 is needed to backdash, I actually just recommend doing a Tiger Knee motion (2369 or 2147 for the backdash). This has the added benefit of allowing you to do an immediate TK Soul Fist forward version, and if you mess up, you're not flying/jumping towards your opponent. The segmented movement still applies on "8" dashes.

 

3. Doing a normal manually cancels Morrigan's dash. Most people realize this, already; but, you can actually end your dash more quickly by hitting a normal than you can by just tapping 66. If you do 66, Lp (or any normal, really), and the LP is at the earliest point which you can attack, it will stop your forward momentum faster, allowing you to stutter dash more safely, and more quickly for better Okizeme. Stick players can probably achieve this effect reliably with double taps. For pad players like myself, I recommend hitting Lp -> Lk in rapid succession; since the point is rarely to actually attack the opponent, it doesn't really matter which one you get, and if your opponent isn't knocked down, both of them are equally safe from retaliation.

 

3a. You can use this property on an 8 dash to travel an even shorter distance.

 

3b. You can also use the double-tap/"grace note" strategy to do instant overheads more reliably, making her sorta-crappy high/low game a little less crappy.

 

4. Pretty common knowledge, but Morrigan automatically turns around to attack if you cross your opponent up during a dash. If you DI during a dash, it will also automatically correct it's direction (as opposed to jumping, where it will still send Morrigan in the wrong direction). The poorer implication of this, however, is that it doesn't allow you to do inescapable nonsense like Jedah's dash will. Since Tech Hits push the opponent away from where the opponent is facing, AG'ing Jedah's crossup D.Hk pushes Jedah's opponent TOWARDS him (since he doesn't turn around if he flies over his opponent). Morrigan doesn't have this luxury, and thus, when facing a more experienced opponent (or just an opponent with more experience vs. Morrigan), simply flying over your opponent at close range to cross them up is no longer a viable tactic; it's slow, easy to to block, harder to convert into big damage, and has multiple points where it can be punished.

 

5. If anyone, like me, has ever watched JP Morrigans do dash links and thought "Why can't I do those consistently?" Well, it's not because it's actually hard to do (I mean, the links themselves still require some timing; this point is more about if you're having trouble throwing the second attack before you land). You see, there's two ways you can try to do them:

 

- You can dash up to your opponent, let go of 6, throw your first attack, throw your second attack.

 

- You can dash up to your opponent, throw your first attack (automatically canceling your dash), throw your second attack.

 

I wish I could write up a dazzling explanation of why one works and the other one doesn't, like I usually do. But, the truth is, I don't have a fucking clue why. Here's what I know: The second method makes it very easy to Dash Link. The first one, does not. It took me a long, long time to figure out that there was even a difference. Even knowing what I know about dashes, it feels like the first one would be the right way, since it appears that hitting a normal attack starts your downward descent quicker. The only thing I can think of is that maybe, since you're canceling your dash with a normal attack, the attack connects before you've even begun landing?

 

What-thefuck-ever. The point is, if you wanna land those dash link, do it the second way: don't let go of 6, let the normal move cancel your dash. Not only will you find that you have a much easier time hitting the Dash Links, but you will be able to do them more frequently at lower altitudes than you might have been able to, previously (if you were previously doing it wrong, like I had been for years).

 

 

6. Since Morrigan's pursuit animation is identical to her dash, you can actually play a mixup game on your opponent's wakeup with Pursuit or dash.

 

- Landing the pursuit is well...not really part of the mixup. It's just damage that you could get.

 

- Whiffing the pursuit favors the low option, but you can whiff and then immediately dash.

 

- Dashing towards your opponent (pursuit feint) favors the high option, but you can whiff/lend and start in with a low.

 

Naturally, this is dependent on how quickly your opponent wakes up, if they roll or not, if they get hit by your pursuit (if you went for the feint), etc. but it's another trick in Morrigan's arsenal for you to use from time to time.

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