UMVC3/Morrigan/Combos

From SuperCombo Wiki
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.

Morrigan's basic combo.The first Morrigan combo you should get down.
Easy
5L > 2M > 2H > 6H > jc j.5M > j.5H > j.5S > land 5M > 2M > 2H > 6H > jc j.5M > j.5H > j.5S > 5M > 2H > 5S > sjc. j.5M > j.5M > j.5H xx j.623H xx j.214S > j.5H > j.5S

This easy combo is a great way to get started with Morrigan. It doesn't have the more advanced things such as Soul Fist fly airdash but still does similar levels of damage and meter gain as that. This combo should be done whenever you get a happy birthday as the move advanced Soul Fist combos will not work since Soul Fist only hits one character.

You can easily adjust this for your needs in various ways. You can cut out the second rep of j.5M > j.5H > j.5S if you want to make it easier on yourself or if you feel the initial hit is at a weird angle with an airborne opponent etc. You will usually use the knockdown to activate Astral Vision (22XX) or possibly j.623H > j.214S > j.5H into TAC for a TAC infinite or combo. But if you want damage or a kill you can cancel j.623H into Finishing Shower (j.236XX).

Morrigan's Soul Fist bnb.Your first Soul Fist bnb.
Easy-Medium
j.5S > 5L > 5M > 5H > 2H > 6H > jc j.5M > j.5M > j.5H xx 236H xx j.214S > airdash down j.5H xx j.236H xx j.214S > 5S > sjc. j.5M > j.5M > j.5H xx j.623M xx j.214S > j.5H > j.5S

This will be your first Morrigan combo to involve Soul Fists, unfly, and airdash + button. Beginning players might struggle with the unfly into airdash button, but once you get more used to the inputs it'll become second nature for you while also helping you practice with unflying. Try to get used to your ability to cleanly fly after a Soul Fist before just trying to airdash since that is one of the core components to playing Morrigan.

Remember a Soul Fist only hits one character, so do not use this for Happy Birthday situations, stick with the basic combo for that. Just like before usually you'll take the hard knockdown for a chance to activate Astral Vision (22XX). As always though you can change how you want to end your combo, you can do j.623M > j.214S > j.5H into TAC for a TAC infinite or combo, or j.623H into Finishing Shower if you want to kill/damage them.

In the corner you can add on two soul fists into the combo for more damage and meter gain

Here is a more optimized and advanced version of this type of combo once you get more used to Morrigan..

Here is a more optimized and advanced version of this type of the corner version of this combo with even more Soul Fists.

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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