UMVC3/Morrigan/Combos: Difference between revisions

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Revision as of 00:24, 19 August 2022

Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Beginner Combos


Basic combos that work on most if not all characters, anywhere on screen, and generally solo.

Have 1-3 TheoryBoxes in this section.

Core Combos


Combos that work consistently, but may require adjusting for positioning, meter, and starter. Can use assists. X-Factor BnB

Have 1-3 TheoryBoxes in this section.

Advanced Combos


Optimal but not too specific combos necessary to learn for higher level play. Things like TAC Infinites, multiple assist extensions, very hard loops.

Have 1-3 TheoryBoxes in this section.

Combo Theory


Generally good to have a few paragraphs explaining theory here. What assists are good for this characters combos? What are the important links or sequences to be able to do most combos? The TheoryBox template is excellent for specific examples and elaborations.


Combo Table

Grounded Starters

Notation Damage Meter Location Video

j.5S, land, 5L > 5M > 2H > 6H jc. j.5M > j.5M > j.5H xx j.236H xx j.214S (Fly), Airdash down, j.5H xx j.236H xx j.214S (Unfly), rejump, j.5M > j.5M > j.5H xx j.236H xx j.214S (Fly), Airdash Down, j.5H xx j.236L xx j.214S (Unfly), land, 5S sjc. j.5M > j.5M > j.5H xx 623H xx 236XX

582,000

~+1.2

Link

Slightly more optimized jump loop using Fly/Unfly fireballs for additional damage. Keep in mind that a fireball can only hit one character, so this combo does not work in a Happy Birthday situation, while the previous combo will work.

j.5H, land, 623L xx j.214S (Fly), j.5H xx j.236H xx j.214S (Unfly), rejump, j.5M > j.5H xx j.236H xx j.214S (Fly), Airdash Down, j.5H xx j.236H xx j.214S (Unfly), rejump, j.5H xx j.236M xx j.214S (Fly), Airdash Down, j.5H xx j.236H xx j.214S (Unfly), land, 236H xx 214S (Fly), j.236M xx j.214S (Unfly), land 5S sjc. j.5H xx 623M xx 236XX, 623H

720,000

~+1.1

Link

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