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
Soul Fist qcf + P (ground or air)
Morrigan's fireball. The ground version travels horizontally, and the air version travels diagonally down-forward. Use this for comboing into supers, finishing combos, space controll, ending block strings, and providing cover.
Shadow Blade f,d,df + P (ground or air)
Her uppercut. Ground HP version is multi-hitting. Used as anti air and in some combos. Can be canceled into Darkness Illusion and then qucikly DHC'd to combo off of an anti-air hit.
Drill Kick: qcb + K (air only)
Three-hitting arial drill move. Used to make certain air-to-air confrontations safer, and in certain combos. This move has exceptionally long hit stun, which allows for a couple of her infinites. This move is also Morrigan's best bet for doing solo chip damage (unfortunately).
Vector Drain hcb + P (ground only)
Command throw. Morrigan does a spinning jet-propelled slam. Decent damage. Cannot be tech hit out of.