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)
+
+
(Mashable)
- 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.![]() |
2 frames | hits with her hair | yes | ||
s.![]() |
2 frames | short-range kick | yes | yes | |
s.![]() |
6 frames | yes | yes | ||
s.![]() |
5 frames | yes | |||
s.![]() |
8 frames | no | yes | ||
s.![]() |
7 frames | no | yes | ||
Crouching Normals: | |||||
Startup | Visual Description | Hits high/low | Safe on Block? | SJ Cancel? | |
cr.![]() |
3 frames | yes | |||
cr.![]() |
4 frames | low | yes | ||
cr.![]() |
3 frames | yes | |||
cr.![]() |
6 frames | low | yes | ||
cr.![]() |
6 frames | launcher | no | yes | |
cr.![]() |
9 frames | sweep | low | no | yes |
Jumping Normals: | |||||
Startup | Visual Description | Hits high/low | Safe on Block? | ||
j.![]() |
2 frames | diagonal spike | high | yes | |
j.![]() |
3 frames | high | yes | ||
j.![]() |
6 frames | high | yes | ||
j.![]() |
6 frames | high | yes | ||
j.![]() |
10 frames | high | yes | ||
j.![]() |
6 frames | high | yes | ||
Command Normals: | |||||
Startup | Visual Description | Hits high/low | Safe on Block? | ||
s.![]() ![]() |
11 frames | no | no | ||
cr.![]() ![]() |
6 frames | long range swing | yes | no | |
j.![]() ![]() |
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
