Marvel vs Capcom 2/Morrigan

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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 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.

Special Moves

Morrigan has a shoto-like collection of special moves. Each is useful in its way.

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 basic zoning, 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. Unfortunately. it sets you and your opponent a full screen away from each other and you recover at the same time.

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

Soul Eraser (SE): qcf + PP

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. Mashable for extra damage. Difficult to combo into.

Silohette Blade (SHB): dpm + PP

Fastest startup super. Easy to combo into. Her only super that's sort of safe on block. Good for DHCing out.

Darkness Illusion (DI): qcf + KK

Might have some invincibility, I've gone through Sonic Booms and Viper beams(blue ones) low attacks wiff against it to.

Assist Moves

The Basics

Advanced Strategy