His cooldowns need to reset on death or get smaller cooldowns. He is also one of the FEW characters without a hitbox up special so that ship needs to do SOMETHING, ANYTHING! Also make it to where we can cancel the first swing of his sair even if it whiffs
@@ucu_k_roy1865up attack needs to change when his lazer is on cooldown as well. Why tf would i want to shoot a 1 damage lazer straight up in the air EVER? Just make the snakes come out horizontally on cooldown and make the lazer ball have vertical knockup off cooldown
I also find out when you split your grenade with side special (Earth move) you can hold grenades on stage with air-up attack (Fire move). Grenades will drop from air and can hit your opponent. And also splited (with side special) grenades and grenades from down special "have less weight" than grenades from neutral special. If you try hit this grenades they'll fly very fast, but neutral grenades won't. Also I think very important to notice that side special breaks projectiles even Bugs Bunny's rocket
Do you know of a perk build i could use for morty cause idk of one i know he had one in the video but im just wondering what you use for whenever you play morty
@@Jrrobins99 I use my default build - that's still a grenade, flames on projectiles, extra 5% movement speed and pugilist. Grenade perk is the best for set-ups when you can hold your grenade on stage for long time. Flames just give extra damage for your combos with stun gun and grenades, but Snowball effect has ± same effect, so I use this against charters, that break grenades very fast. I use speed because Morty have his own platform (Up special) and I like to have parries and Pugilist is just extra damage. When my opponent plays on Gizmo or Tom&Jerry, I prefer using Extra Fleeb juice just because this characters have a lot of projectiles and breaking grenades very easy.
4:29 THATS WHAT IT WAS bro i was so confused why i kept randomly losing raygun now this makes sense.. well it doesn't make sense but at least i know why thank you 😭
Around 2:39 you were talking about the opponent getting back to ledge before you after using down special, but you forgot to mention you can hit down special again to rewind early. It can be super helpful for getting back
@eastonadkins6519 I could be wrong because I don't duo with morty often but if I remember right as long as his "place is saved" or you see the silhouette of morty after he presses the down special, it should automatically save a teammate that is close to ringing out. I don't think it's like reindogs crystal wear you manually have to press the button to save someone, I think it just does it automatically.. If this ISNT the case, try canceling his down special early when you see an ally die about to die. Him "rewinding" might be the state he has to be in to save someone. Like I said I don't duos with morty too often so I'm not positive, but hopefully this helps.
I recommend using the 100 last stand perk in the second slot. Because of the weakened it will give that las bit of UMPH that his dash attack and other kill confirms needs to make them more reliable.
Also, the spinning hammer is the best imo because it's good for characters/players that are very aggressive or agile, as well as helpful for small maps, because it keeps opponents from getting behind you if they dodge the first few punches.
i stopped using last stand because after I hit 100 normally i would just die to anything 10 secs later so i never actually got a chance to close out the stock. morty is extremely light for whatever reason so past like 70% hes basically a one hit for most characters in the game.
@@savyken2918 I hear that, I've gotten quite decent at controlling the map with bombs and earth ring, and once they see you've got decent melee pressure they will try to keep distance, so if you can force them into only wanting chip damage, you can pull it off. I'd say try and get used to dash attack from standing position, been trying that and it also helps
Everytime I use the whip against a good player they are able to dodge it most of the times. So I don’t know If Im doing something wrong or if the other player can just dodge it.
The whip combos so if they are at low percentage just spam the first hit to down attack to forward hit to down hit until they are plus 30 then go for the whip combo. Hard execution tho
@@Taytexas yeah, there is another issue for me, jab to plumbus to jab again does not connect fully just because the jab is slow and players cab dodge it after the plumbus. Maybe it connects with different characters, I personally don’t know.
@@Amstrok been consistent for me to chain the first hit into plum over and over. Maybe they weren’t mashing dodge fast enough but it seems to work at least a couple reps for me
TO EVERYBODY QUESTIONING WHY THE WHIP IS MISSING! If the opponent is able to dodge the whip, it’s because it’s stale. Staling is when you use the same move repeatedly and it weekends the more you use it. If you keep using your jab over and over, then eventually the whip will not be a true combo anymore because it is too stale. At that point, you might as well pull out the hammer instead. Edit: Nevermind. The whip is never a combo :(
W video, this actually helps so much. Another kill combo that works if they don’t air dodge at around 105-130 is sair, sair, let go of directional inputs, stun gun. The snake will always hit if they don’t dodge
@@hahayes275 doing an aerial from front side of your character and behind does different things. Idk how you only heard sair when they are 2 different moves depending on which direction you face. If anything me getting used to saying sair for Multiversus instead of Fair or Bair is tough for me lol
Bro i hate the way they changed his ground side b. In the beta, if you threw a grenade and then you hit your grenade with his side b, it would split and then detonate almost instantly. Now it just flies the nades into the air and they don’t even detonate. Why did they change it 😭
Up tilt and Nair as so fucking trash and use the same cooldown as his ray gun. Why does it have nearly zero combo potential? Why does it have zero kill potential? What is the fucking point of these moves, they're just there to punish you on a miss input, not just with a dropped combo but also with a cooldown for your combo starter. I've so many times up tilted when I meant to Up Air or Nair when I meant to Dair and its just so punishing.
Up lazer should kill on its own without the snakes its ass. And gets in the way with how the buffer works in this game. Man i struggle against the better players as morty
Sair cancels into EVERYTHING in the air . In 1v1s start of the match lazer into sair sspecial sair dair uair gets like 50-60 percent you can really freestyle combos with him
Sorry for my English, I’m French. I need your help to learn how to use Morty’s abilities correctly. Can you give me some tips on using grenades? When I split the grenades with the pillar, I can’t get them to come together they move away from each other, while in your video, you manage to keep them close together. I’ve watched your videos, but I’m having trouble with this technique. Thanks bro
It’s the same as trying to hit the hammer if the hammer would whiff then the whip will whiff, you need to hold forward after doing it to go towards them after you hit it