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= Combos & Patterns= | = Combos & Patterns= | ||
- 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). | |||
***Skillsmith vids seem more impractical for morrigan in rltime games | |||
= Strategy= | = Strategy= |
Revision as of 18:15, 1 November 2015

Introduction
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In a nutshell
Nutshell Description Here Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla a arcu quis mi tincidunt pellentesque. Etiam sed felis nibh. Aenean tempor pretium ipsum ac sagittis. Ut interdum lorem vulputate, blandit elit non, commodo est. Fusce urna nisi, aliquet faucibus felis ut, mollis viverra augue. Phasellus augue ante, condimentum vel purus quis, porta euismod arcu. Vestibulum ullamcorper enim non nisl laoreet, nec euismod mi laoreet. Morbi sed magna eros. Nullam lobortis dolor pellentesque elit auctor placerat. Nam vitae turpis ut nunc imperdiet imperdiet. Morbi eu tincidunt magna. Nullam rutrum libero non metus iaculis, at bibendum ligula convallis. Integer mattis, lorem sed euismod tincidunt, turpis lectus dignissim nunc, nec cursus leo nisl sit amet magna. Phasellus id eros in enim rutrum rhoncus a id lacus.
Moves
Normal Attacks
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Command Normals
Description Here
Special Moves
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EX Moves & Dark Force
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Combos & Patterns
- 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).
- Skillsmith vids seem more impractical for morrigan in rltime games
Strategy
Description Here
Rushdown
Description Here