Let’s get on those strats.
[details=Spoiler] Alright guys. Here it is, the wall of skulls. It’s not too hard to do. It’s like this
This little sequence of buttons will create a wall of two projectiles covering the screen horizontally. First you’ll shoot the soul fist, then you cancel the soul fist into Fly. Then you soul fist again (who saw that coming?), then you’ll cancel it into unfly and land on the ground. If your opponent doesn’t have a zoning/fireball character. They’ll have a hard time getting past this. It builds meter, does some nice chip if your opponent tries to rush you. Also, if they try to super jump you can either Airdash to the other side of the screen or zone them in the air with more fireballs. Also you can use them as an opportunity to actually rush in and try to hit the opponent with an overhead/blockstring. It’s not easy to do at first. Practice makes perfect…PRACTICE MAKES PERFECT!!![/details]
Command throw tricks
[details=Spoiler] For those of you who don’t know, Morrigan’s command throw (Vector Drain) has great ( I mean great) range. :l: Vector drain comes out in 5 frames, but it can reach farther than almost every grab in the game (Besides super skrull of course). Most of the time you’ll want to use :h: Vector drain as a defense manuver. Sine :h: Vector drain comes out in 1 frame, if the opponent has gaps in their strings you can grab them as long as they are close to you. Also, like any of her other specials, you can cancel it into fly. So if you whiff the command grab, fly…immediately.
If you do it like this, you’ll always fly cancel if you whiff. If you don’t whiff vector drain will come out and you have to worry about the :s: randomly hitting the opponent.
[details=Spoiler] Morrigan’s air dashes are just another threat on her list of goodies. Her most important air dashes (imo) are :f:+:atk::atk: and :d:+:atk::atk: (in the air). Morrigan’s backdash just isn’t good to me, since you can’t do ANYTHING (this includes blocking) for 25 frames. Her forward dash (on the ground) let’s you do stuff after 15 frames You can use her forward or backwards air dash to catch the opponent when they recover after a Vector Drain. If you hold :uf: or :u: and then wait to see where the opponent is teching you can call out an assist and cross them up.
Use her :d:+:atk::atk: airdash follwed by :s: to immediately land without hitting the opponent which gives you a chance to mixup Vector drain, attacking with a low hit or fly into an overhead :s:. I would use an assist to cover her since the distance needed to air dash off the ground is longer with Morrigan compared to other characters.
Akuma can throw fireballs just as fast as you can and approach while throw fireballs (of course) so, your best bet is to try zone him with fireball walls (using fly/unfly/assist) until he gets close then use :f: + to try and counter hit him and go for combos. Be careful when throwing fireballs since his Tatsumaki can eat projectiles while active. So don’t throw any predictable fireballs midscreen…he will eat you.
I don’t like this matchup for Morrigan since the Dog can zone you better, using that fireball reflector and cold star. It really stops your long range game, so you’ll have to get in close. Use assist to cover you since most people will keep using cold star until you get close just be careful since the dog also has that counter attack, which can catch you if your trying to hit her with and overhead.
Obviously with this matchup you’ll have to get in close, since most people are just gonna throw projectiles the entire time (It’s a legit strat). One thing I like to do is use astral vision to throw fireballs on both side of the screen to stop him from being reckless/jumping.
When it comes to cap. There’s a couple of things you gotta watch for. First, his shield. That thing will RAPE you if you don’t pay attention when it comes back. He can go into a midscreen (Most of his stuff is mid screen) combo if you get hit by it on the way back. Be careful of charging star. It eats projectiles. So if Cap is midscreen, I wouldn’t throw any fireballs out since he can charging star and punish you (sort of). Also, make sure your pressure is air tight since his srk has invincibility he can just throw it out if there’s a gap in your pressure. He can’t combo off of it though, but it’s enough to stop your momentum.
Although on the ground, Chris can zone you better, in the air, Chris can’t really do anything besides jump shotgun/magnum. So just use those Air Soul Fist :l: and make him come to you.
Dante’s Sword has good range on it, so be careful when you’re in mid range. If you push him back most people like to teleport so if you see him bouncing around, try to air throw him or you can try to use :f:+:m: since you can use it as an anti air. Also, most of Dante’s moves are ground to ground so you can throw some Air Soul Fist :l: at him just be careful of teleports and that guitar move (the anti-air one). Most of Dante’s combos leave him in front of you. So if he keeps attacking try and Vector drain (:hcb::h:)him and make him scared to :atk: you.
Deadpool can zone you better so just be careful when throwing fireballs. He’s gonna troll you and force you to come to him. Approach very cautiously.
Get in close…seriously. Stay there and don’t leave. He can out zone you easily. Use fuly if he tries to stop you with flame carpets. It should keep you in the air long enough to not get hit by it.