Marvel vs Capcom/Morrigan

From SuperCombo Wiki

Introduction

Basic Tips

Move List

Command Normals

Wing Arc: DF + HP

Morrigan does a spinning attack with her wings on crouching position.

Flip Kick: F + HK

Morrigan does a slow forward flip kick.

Shell Kick: D + MK (only in air)

Morrigan does a drill attack with her feet acting as a drill.

Drill Kick: D + HK (only in air)

Morrigan does a drill attack with her sharp feet from the air that goes straight down similar to her follow- up attack from DS3.


Special Moves

Soul Fist: QCF + P (also in air)

Morrigan throws out a shining projectile attack that's similar to her ES version in DS3 but only does one hit.

Shadow Blade: F, D, DF + P (also in air)

Morrigan does a rising blade attack that's similar to her ES version in DS3 and also does multiple hits.

Vector Drain: HCB + P (close only)

Morrigan's command grab as he brings the opponent up then does a spinning slam with the opponent down to the ground.


Hyper Combos

Soul Eraser: QCF + Px2

Morrigan unleashes a cannon that shoots out a somewhat medium projectile wave with another two cannons rotating up and down as it does two medium waves.

Silhouette Blade: F, D, DF + Px2

Morrigan does a down-back HP with Lilith coming up from the ground doing one Shadow Blade after another.

Darkness Illusion: QCF + Kx2 (also in air)

Morrigan dashes forward a bit acting as a command throw and when it connects, another Morrigan appears behind the opponent and copies every attack for a short amount of time.

Eternal Slumber: LP, MK, B, MP, HK (Level 3 only)

Morrigan shoots out a heart and when it connects, a pink curtain covers the screen with only the shadows of Morrigan and Lilith attack (or seduce?) the opponent.

Combos

Easy Combos:

1)

2)

3)


Intermediate Combos:

1) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher

2)

3)

Hard Combos:

1) Kill off first character, Eternal Slumber This is kinda cheap but as far as I can tell, the incoming fighter can't dodge tthe heart if you time it right unless they have an air move of some sort.


2) j. SK, j. SP, j. FP, dash, c. JP, c. FK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, Shadow Blade, Vector Drain Works if you finish the air combo in the corner. Then, as they fall, grab em with the Vector Drain just as they hit the ground. You throwers out there know all about this strategy!


3) j. SK, j. SP, j. FP, dash, c. JP, c. FK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP, sj. RK, c. SK(OTG), FK, RK The part after the sj. FP will only work in the corner. The timing on this is really hard. During the air combo, you have to wait a bit between each hit to land just as they hit the ground. I've only been able to do this 5 or 6 times myself but at least I know it works