Marvel vs Capcom 2/Morrigan: Difference between revisions

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== Normal Moves ==
== Normal Moves ==


Morrigan's normals can all cancel into a full 6-hit magic series.
Morrigan's normals can all cancel into a full 6-hit magic series. Of special note are her j.lp, which is generally her best rushdown tool, and c.hp (not to be confused with c.df+hp), which is her only ground-based heavy normal that's safe on block by itself, and has good range, startup, and recovery to boot.


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'''Command Normals:'''
'''s.f+hk:''' A multi-hitting flip-kick. This move is COMPLETELY USELESS. It has the longest startup of all her normals, it looks like it hits high but it DOESN'T, and it has terrible range. It's not cancelable into specials or supers either. Avoid at all costs.
'''c.df+hp:''' Morrigan's launcher. Decent range, average priority. NOT SAFE ON BLOCK unless you cancel into something or have an assist covering you.
'''j.d+hk:''' Her Shell Pierce. Travels straight down. Without unfly mode, it recovers in normal jump mode with the action used up. If you have unfly mode, it recovers in normal jump mode with an action avaiable. EXCELLENT RECOVERY if you have unfly. In fact, it recovers early enough to be linked into another combo if you're quick. If you don't have unfly, you can still make the recovery safe(r) by canceling it into qcb+k before you bounce away from the opponent.


== Special Moves ==
== Special Moves ==

Revision as of 03:20, 19 February 2006

Introduction

Morrigan Aensland, arguably the main character of Capcom's Darkstalkers series, has been present in Capcom's vs series since Marvel vs Capcom 1. She is also the first Darkstalker to appear as a playable character in any vs game.

Popular in casual play in MvC2, she is considered by most to be upper-mid tier. Morrigan is similar in gameplay to a shoto with improved air maneuverability and above average rushdown.

Moves List

Normal Moves

Morrigan's normals can all cancel into a full 6-hit magic series. Of special note are her j.lp, which is generally her best rushdown tool, and c.hp (not to be confused with c.df+hp), which is her only ground-based heavy normal that's safe on block by itself, and has good range, startup, and recovery to boot.

Standing Normals:

Startup Visual Description Hits high/low Safe on Block? SJ Cancel?
s.lp 2 frames hits with her hair yes
s.lk 2 frames short-range kick yes yes
s.mp 6 frames yes yes
s.mk 5 frames yes
s.hp 8 frames no yes
s.hk 7 frames no yes
s.f+hk 11 frames no no

Crouching Normals:

Startup Visual Description Hits high/low Safe on Block? SJ Cancel?
c.lp 3 frames yes
c.lk 4 frames low yes
c.mp 3 frames yes
c.mk 6 frames low yes
c.hp 6 frames long range swing yes no
c.df+hp 6 frames launcher no yes
c.hk 9 frames sweep low no yes

Jumping Normals:

Startup Visual Description Hits high/low Safe on Block?
j.lp 2 frames diagonal spike high yes
j.lk 3 frames high yes
j.mp 6 frames high yes
j.mk 6 frames high yes
j.hp 10 frames high yes
j.hk 6 frames high yes
j.d+hk 10 frames shell pierce high only in unfly mode

Command Normals:

s.f+hk: A multi-hitting flip-kick. This move is COMPLETELY USELESS. It has the longest startup of all her normals, it looks like it hits high but it DOESN'T, and it has terrible range. It's not cancelable into specials or supers either. Avoid at all costs.

c.df+hp: Morrigan's launcher. Decent range, average priority. NOT SAFE ON BLOCK unless you cancel into something or have an assist covering you.

j.d+hk: Her Shell Pierce. Travels straight down. Without unfly mode, it recovers in normal jump mode with the action used up. If you have unfly mode, it recovers in normal jump mode with an action avaiable. EXCELLENT RECOVERY if you have unfly. In fact, it recovers early enough to be linked into another combo if you're quick. If you don't have unfly, you can still make the recovery safe(r) by canceling it into qcb+k before you bounce away from the opponent.

Special Moves

Super Moves

Assist Moves

The Basics

Advanced Strategy