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
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
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.M > j.H > 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 in exchange for less damage and meter. You will usually use the knockdown to activate Astral Vision (22XX) or possibly j.623H > j.214S > j.H 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).
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.H 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 (~356,000 damage and 1.3 meter)
Here is a more optimized and advanced version of this type of combo once you get more used to Morrigan. (~444,200 damage and 1.4 meter before super)
Here is a more optimized and advanced version of this type of the corner version of this combo with even more Soul Fists. (~483,300 and 1.45 before TAC)
This will be your combo to do while in Astral Vision (22XX). If you're still not comfortable with Soul Fist combos you can easily still do the basic combo even while in Astral Vision while still getting solid damage and meter gain! One thing to note with this combo, for the first Soul Fist it is using M Soul Fist instead of H Soul Fist. If you use H Soul Fist, because two of them will hit the opponent, it might elevate them too high and you will cross under them during the air dash portion. Try to keep the opponent centered between Morrigan and her astral clone to avoid having them crossing you up mid combo.
During the end of the combo remember since Morrigan's astral clone is also hitting the opponent, the j.5S might hard knockdown them underneath you to the opposite side. So when you land and you possibly want to go for a Shadow Servant super (623XX) you might be facing the other side than when your combo began.
Here is a more optimized version of this combo. (563,400 and 1.4 meter before super)
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
This is a basic X-Factor combo you can do if you wanna confirm a character death. Again since it uses Soul Fist, it'll only hit one character. So for birthdays still just use the normal jump loop BNB. One key note is this combo uses L Soul Fist, if you use H Soul Fist you risk crossing underneath the opponent during the air-dash portion of the combo since H Soul Fist elevates the opponent when getting hit combined with Morrigan's speed boost during X-Factor.
Be quick with the rejump air 5M or the opponent could fall out of the combo. Also if you're wary about the opponent being too high you can omit the 2H before the 5S.
Here is a corner version combo. (723,600 before super, 894,300 with 1st super and ~1.5 meter)
Here is a X-Factor lv 3 version. (~1,366,800 and ~2.8 meter)
Morrigan's only way to combo after a throw/air throw without assists is to use her Shadow Servant super (623XX). You can XFactor after the super for a full combo to lead to a character death usually. Will clean up in a bit
Here is a corner version of this. (~847,100 before super, ~1,039,700 with super and ~1.5 meter)
Aside from Shuma Gorath's ground/air throw, Morrigan is the only other character that has moves that can steal meter. Since you can't combo directly into a throw, Morrigan is the only character that can combo into a meter stealing move on Phoenix while she has 5 bars and deny her ability to transform into Dark Phoenix. This is one of the many reasons Morrigan is highly rated by players since no other character has the ability to realistically deny Phoenix her Dark Phoenix transformation once she has 5 meters.
The main component of the combo to steal meter is just j.623M > X.Factor j.236S. You will probably have to modify the early parts of the combo depending the type of hit you get on Phoenix and depending on how much health she has to ensure you hit the Soul Drain. Remember you have to get the Soul Drain (236S) to hit at some point before you deplete Phoenix's health or make sure the Soul Drain kills her, otherwise she will just become Dark Phoenix and probably win. Some Phoenix players will potentially take Soul Fist hits to reduce their life or force the Dark Phoenix transformation to deny your ability to steal their meter, so you may have to go on the offensive and try to get the hit for this combo.
Here is a more optimized version that does not use a super to kill. (~381,300 and 1.45 meter)
Here is a version starting off with M Shadow Blade (~400,800 and ~0.99 meter)
Here is a version starting off with H Shadow Blade (~384,500 and 1.2 meter)
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.
Morrigan has the ability to confirm at higher heights, but will require some work. You will have to basically use a combination of Soul Fist, air dashing, fly/unflys and delays with your air normals to staircase the opponent down. The 214H+S is an application of the unfly glitch where when the character unflies, the normal is used during the unfly. The main component for this confirm is to delay your air normals to bring your opponent low enough so you can land and rejump to properly confirm.
You can omit the 623M after the 2H and go for a normal 5S launcher air combo instead.
So Morrigan's corner TAC infinite is one of the most easy TAC infinites in the game. It is auto timed for the "rejump" part and doesn't have any tight timings like other characters. It uses the unfly glitch so when you unfly 214M+S during the Soul Drain 236S startup animation, j.5 will hit immediately and then you're holding up to "rejump" as you fall down with j.H thereby starting the infinite. You're only allowing the Soul Drain 236S animation to briefly start up, you're not actually using the move itself in the infinite. You can find a TAC infinite that uses Soul Drain down below but note it's much harder than this one and has rarely seen tournament usage compared to this one still.
This infinite alongside her Dark Harmonizer assist is a reason why X/Morrigan/Phoenix is feared by many players, as it provides an easy way to get 5 bars of meter for Dark Phoenix on top of killing a character.
The side and up versions are nearly identical as it just has minor differences with how you bring the opponent down closer to the ground to start but still uses the exact same infinite loop.
Morrigan's midscreen TAC infinite is a bit harder to setup than her corner one but generally follows the same principles as it with airdashes, Soul Fists, fly, and Soul Drain j.236S whiff animation and into unfly glitch with air M 214M+S.
Combo Theory
Morrigan's best assists to extend her combos are also the same ones that help either her zoning game or rushdown. Assists like Dr. Doom Hidden Missiles, Verigl Rapid Slash, and Strider Vajra while great for either pinning the opponent back onto the ground or pushing the opponent away from Morrigan can be used to extend combos with proper setup. The same could be said for assists like Dante Jam Session also is great for controlling the air and Amaterasu Cold Star which is used to pin the opponent on the ground for high low mixups.
Morrigan's j.M and Heavy Soul Fist are used to elevate the opponent up in combos while Light/Medium Soul Fist is used to bring them down. It's important to remember what moves to use for her combos when trying to manage the opponent's position.
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 |
---|---|---|---|---|
airdash down j.5, 5L > 2M > 2H > 5S , j.H xx j.236L xx 214S , airdash down j.H (slight delay) xx 214H+S , rejump j.M > j.M > j.H xx j.236M xx 214S , airdash down j.H xx j.236M xx 214S , 2H > 5S , j.M > j.M > j.H xx j.623H xx 214S , j.H xx j.236L xx 214S , j.5S, 236S xx 623XX |
484,100 (595,600 with Super) |
~+1.4 |
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Air Starters
Notation | Damage | Meter | Location | Video |
---|---|---|---|---|
j.L > j.M > j.H xx j.236L xx j.214S, airdash forward j.H > j.S, land 5M > 2M > 2H > 6H, jc j.M > j.M > j.H xx j.236M xx j.214S, airdash down j.H xx j.236M xx j.214S, land 2H > 5S, j.M > j.M > j.H xx j.236H xx j.214S, j.H xx TAC |
442,000 |
~+1.3 |
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