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== Character Summary == | == Character Summary == | ||
{{3 Column Flex | |||
{{ | |content1= | ||
{{Content Box|header=Special Moves|content= | |||
;Soul Fist (Fireball) | |||
*{{qcf}} + {{lp}} {{airok}} | |||
;Shadow Blade (Anti-air) | |||
*{{dp}} + {{lp}} / {{hp}} ({{airok}}) | |||
;Vector Drain (Command Throw) | |||
*{{hcb}} + {{lp}} / {{hp}} | |||
;Shell Kick (Divekick) | |||
*{{qcb}} + {{lk}} / {{hk}} ({{aironly}}) | |||
}} | |||
|content2= | |||
{{Content Box|header=Super Moves|content= | |||
;Soul Eraser (Beam super) | |||
* {{qcf}} + {{lp}} + {{hp}} | |||
;Silhouette Blade (Anti-air super) | |||
* {{dp}} + {{lp}} + {{hp}} | |||
;Darkness Illusion (Autocombo) | |||
*{{qcf}} + {{lk}} + {{hk}} | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Types|content= | |||
;Type α - Anti-Air Type | |||
*Assist: {{hp}} Shadow Blade | |||
*Counter: {{hp}} Shadow Blade | |||
*Combination: Silhouette Blade | |||
;Type β - Projectile Type | |||
*Assist: {{hp}} Soul Fist | |||
*Counter: {{hp}} Soul Fist | |||
*Combination: Soul Eraser | |||
;Type γ - Balance Type | |||
*Assist: {{hp}} Soul Fist | |||
*Counter: {{hp}} Shadow Blade | |||
*Combination: Silhouette Blade | |||
}} | |||
}} | }} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Soul Eraser | {{MoveListRow | Soul Eraser | ||
| {{qcf}} + {{lp}} + hp | | {{qcf}} + {{lp}} + {{hp}} | ||
| | | | ||
| [[file:mash.png]] Mash buttons for more damage. With the longest startup of all her supers before the flash, SE is just slightly faster than Ironman's Proton Cannon. Also like the Proton Cannon, it's instantly full-screen after the flash. Huge damage variance depending on where you hit your opponent; SE can do as little as 20 damage if you catch them in the air, or as much as 90+ damage if you catch them standing at about 1/4 screen distance from Morrigan. Difficult to combo into. | | [[file:mash.png]] Mash buttons for more damage. With the longest startup of all her supers before the flash, SE is just slightly faster than Ironman's Proton Cannon. Also like the Proton Cannon, it's instantly full-screen after the flash. Huge damage variance depending on where you hit your opponent; SE can do as little as 20 damage if you catch them in the air, or as much as 90+ damage if you catch them standing at about 1/4 screen distance from Morrigan. Difficult to combo into. | ||
}} | }} | ||
{{MoveListRow | Silhouette Blade | {{MoveListRow | Silhouette Blade | ||
| {{dp}} + {{lp}} + hp | | {{dp}} + {{lp}} + {{hp}} | ||
| | | | ||
| Fastest startup super. Easy to combo into. Her only super that's sort of safe on block. Good for DHCing out. | | Fastest startup super. Easy to combo into. Her only super that's sort of safe on block. Good for DHCing out. | ||
}} | }} | ||
{{MoveListRow | Darkness Illusion | {{MoveListRow | Darkness Illusion | ||
| {{qcf}} + {{lk}} + hk | | {{qcf}} + {{lk}} + {{hk}} | ||
| | | | ||
| {{airok}} Completely invincible after it connects. Might have some invincibility before it connects as well, I've gone through Sonic Booms and Viper beams (blue ones) {{low}} attacks whiff against it to. Bounces off most projectiles. | | {{airok}} Completely invincible after it connects. Might have some invincibility before it connects as well, I've gone through Sonic Booms and Viper beams (blue ones) {{low}} attacks whiff against it to. Bounces off most projectiles. | ||
}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Variable Assists == | |||
{{MvC2CharacterAssists | |||
| Anti-air: [[file:hp.png]] Shadow Blade || Silhouette Blade | [[file:hp.png]] Shadow Blade | Probably her best overall assist type, her AAA has Psylocke-like speed and priority. | |||
| Projectile: [[file:hp.png]] Soul Fist || Soul Eraser | [[file:hp.png]] Soul Fist | Soul fist can be a decent assist for combos and ground control, but it doesn't make a good variable {{counter}} in most situations. | |||
| Balance: [[file:hp.png]] Soul Fist || Silhouette Blade | [[file:hp.png]] Shadow Blade | A superior Soul Fist assist type. You get the same assist as Projectile, but a better variable counter, Shadow Blade. You also get a safer THC, if you're into that kinda thing. | |||
}} | |||
}} | }} |
Revision as of 19:27, 22 December 2024
Introduction
Story
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.
Gameplay
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.
Character Summary
- Soul Fist (Fireball)
+
- Shadow Blade (Anti-air)
+
/
(
)
- Vector Drain (Command Throw)
+
/
- Shell Kick (Divekick)
+
/
(
)
- Soul Eraser (Beam super)
+
+
- Silhouette Blade (Anti-air super)
+
+
- Darkness Illusion (Autocombo)
+
+
- Type α - Anti-Air Type
- Assist:
Shadow Blade
- Counter:
Shadow Blade
- Combination: Silhouette Blade
- Type β - Projectile Type
- Assist:
Soul Fist
- Counter:
Soul Fist
- Combination: Soul Eraser
- Type γ - Balance Type
- Assist:
Soul Fist
- Counter:
Shadow Blade
- Combination: Silhouette Blade
Colors
First row: ,
, A1. Second row:
,
, A2.
Moves List
Normal Moves
Morrigan's normals can all cancel into a full magic series. Of special note are her j.lp, which is generally her best rushdown tool, and c.db+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.db+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.db+hp: One of Morrigan's best all-around normals. Good horizontal range, good startup, good priority, and excellent recovery. This is her ONLY ground-based heavy normal that's safe on block by itself. It also combos fairly easily into silhouette blade.
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, or into qcf+p after you bounce away.
Special Moves
Morrigan has a shoto-like collection of special moves. Each is useful in its way.









Snapback: qcf + A1 or A2
4 frame startup. Tied with several characters as having the 3rd fastest snapback in the game. Decent horizontal range, iffy vertical range, hits OTG. Recovers quickly enough to punish an assist with a double-snap followed by relaunch to death, but the timing is difficult.
Tag in: lp+lk or hp+hk
16 frame startup. Tied with several characters as having the 2nd fastest tag in in the game. Unfortunately, the range isn't too great.
Super Moves












Variable Assists
