User:Pythmere/VSAV/Morrigan

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Introduction

Morrigan Aensland (モリガン), the Succubus

The adopted daughter of Belial Aensland, the ruler of Makai. Morrigan was born as a special succubus, who's power dwarfed those of the other Darkstalkers. Belial foresaw that Morrigan's great power would be disastrous for the kingdom if she could not control it, and so he sealed it away for her to one day master once she became older. Holding a great faith in his daughter, Belial placed the future of Makai in her hands and made Morrigan heir to the kingdom. Originally hedonistic and irresponsible, Morrigan would develop a new outlook on life, after reuniting with the final missing part of her soul, Lilith.

Morrigan's playstyle is often compared to that of a shoto-character (Ryu & Ken do parallel Demitri & Morrigan) from Capcom's Street Fighter series, possessing fireball and dragon punch type moves. Morrigan is widely considered one of the weaker characters in the game. If you want to put on a jet pack, setup high/low offense and throw DPs, then Morrigan is the right character for you.

Gameplay

Primary objectives:

  • Be patient at neutral
Gain meter with kara cancels
Setup for anti-airs
Utilize her effective walk speed
  • Setup projectile knockdowns, which turn into okizeme opportunities
  • Okizeme options
Dash in for a high/low or left/right offense
Beat Ireppa & blocking with option select HP-throw x option select Darkness Illusion (input is throw then a delayed DI) or option select Vector Drain x ST.HP
  • Confirm hits into big damage with Darkness Illusion
  • Utilize Morrigan's effective cheap kill setups to finish the opponent
Strengths Weaknesses
  • Good walk speed
  • Immediately airborne on dash
  • Numerous options for AAs, outside of a DP
  • Effective DP
  • Throw does full damage, even when the opponent throw-techs
  • Effective option selects
  • Easily gain meter with kara cancels
  • Effective high/low game due to her dash
  • Numerous cheap kill options
  • Effective left/right offense utilizing dashing cross-ups, 9MK's hitbox, oki walk-throughs, & corner walk-throughs
  • Least health in the game (in the lowest health bracket)
  • Damage is gated behind meter
  • Effective offensive & defensive options are gated behind meter
  • Dark Force is not particularly effective
  • Has difficulty against many of the stronger characters
  • Stubby normals; is often outranged
  • high/low offense is reactable past beginner play. Conditioning is required to excel with these options
  • Toolkit does a poor job at pushing through Tech-Hits
VSAV Morrigan Art.png

Movement

Walk: Fast walk speed, tall stance.

Dash: A ground-to-air dash, aka "flight" dash. Both her forward and backward dashes take her into the air where she can perform jumping attacks. A major tool for high/low rushdown. Another advantage to this kind of dash, apart from very fast overheads, is that it can dodge low attacks and if you're hit out of the air you will be reset rather than getting full-comboed. If you cross the opponent up during this dash you will auto-correct your direction to face the opponent, which also makes it extremely useful for left/right mixups as well as high/low. Morrigan's dash is also somewhat controllable, as you are able to input an upwards direction to modify her trajectory to a more vertical angle. The use of changing trajectory to the vertical dash is mostly for timing and positioning purposes on okizeme. Should you knock the opponent down the upward dash can keep you in place horizontally for a moment after a forward or backwards dash, that can allow you to land a meaty attack, and because it auto-corrects like her normal dash you can potentially cover multiple ground tech directions.

Upward Dash: Similar in nature to her ground dash. However this is done by inputting down then up (2 8). She also has a forwards or backwards version, like her ground dash. Her backwards version must be done by inputting 7, while her forwards one can be done by pressing either 8 or 9, after pressing any downwards direction. During this version you can press a horizontal motion to change her trajectory, if doing the forwards one you can press forward to change to that trajectory, if moving backwards you must press backwards. The use of this is somewhat limited, though it can take you higher on the screen than a normal jump which can be useful for positioning air Soul Fists or escaping pressure momentarily.

Jump: Average jump arc. Decent for airthrowing.

/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-MO-5-lp.png
Vsav-MO-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 6 3 H: 6 G: 3 W: 0
Hair poke. The hitbox is somewhat high which makes it whiff most crouching characters. Advantageous on hit/block and gains a renda bonus. Primarily used for keeping people from dashing/hopping in, or for guard breaking.
5MP
5 MP
5MP
Vsav-MO-5-mp.png
Vsav-MO-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3 17 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 15 6 H: 15 G: 9 W: 3
Side Chop. Good long hitbox, cancelable, and good frame advantage on hit/block make this rather ideal for general midrange poking. Your basic go-to move when at a distance.
5HP
5 HP
5HP
Vsav-MO-5-hp.png
Vsav-MO-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 4 26 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 6 H: 24 G: 15 W: 6
Needles. Pretty good hitbox, but not very good frame advantage. This is sometimes used due to the long active duration, which allows one to buffer DI easily during it. One could use it as a meaty due to it's long active hitframes, but in general it's only very sparsely used.
5LK
5 LK
5LK
Vsav-MO-5-lk.png
Vsav-MO-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 6 3 H: 6 G: 3 W: 0
Shin kick. Has a lower hitbox than 5LP which makes it more commonly used against grounded opponents. This move is unfortunately deceptive because it does not gain a renda bonus, while the close version does, yet both moves look identical.
5MK
5 MK
5MK
Vsav-MO-5-mk.png
Vsav-MO-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 16 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 15 6 H: 15 G: 9 W: 3
Boot. Good hitbox. Slightly better advantage than MP. However it is not cancelable. Due to the total worthlessness of close MP it's sometimes a good idea to use MK in order to avoid accidentally getting close MP.
5HK
5 HK
5HK
Vsav-MO-5-hk.png
Vsav-MO-5-hk-1-hitbox.png
Vsav-MO-5-hk-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 5 26 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19,21 7,7 H: 24 G: 15 W: 6
Scythe. Despite it's slow startup and appearance this move is pretty decent as an anti-air or general poking tool. Unfortunately it's not cancelable/chainable and it is somewhat disadvantageous on hit/block, so use with caution.

Close Normals

CL.5LP
CL LP
CL.5LP
Vsav-MO-cl-lp.png
Vsav-MO-cl-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - - 3 H: 6 G: 3 W: 0
Light Chop. Despite it's appearance it's basically identical in frame and function to the far version.
CL.5MP
CL MP
CL.5MP
Vsav-MO-cl-mp.png
Vsav-MO-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 4 22 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3
Drill. Nearly worthless, try to avoid using this. The hitbox is deceptively high and small so it will whiff crouching characters and it does not make for a good anti-air either. The frame disadvantage on this move is terrible as well. It's one saving grace is that it's canceable and chainable, so be prepared to cancel it if you ever use it.
CL.5HP
CL HP
CL.5HP
Vsav-MO-cl-hp.png
Vsav-MO-cl-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 22 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 7 H: 24 G: 15 W: 6
Upper Spikes. This is the preferred move to use when attempting to input a throw, since accidentally getting this is way better than accidentally getting n.5MP. Although it's not special cancelable it has decent frame advantage and a rather bizarre/interesting hitbox that avoids a lot more attacks that it appears like it should avoid. Even should the opponent block it you can still chain into 2HK. In general it's a great meaty for anti-jumping, which is why it's so good as a throw/anti-jump option select, best used against habitual chicken blockers.
CL.5HK
CL HK
CL.5HK
Vsav-MO-cl-hk.png
Vsav-MO-cl-hk-1-hitbox.png
Vsav-MO-cl-hk-2-hitbox.png
Vsav-MO-cl-hk-3-hitbox.png
Vsav-MO-cl-hk-4-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3,3,3,3 27 -5 -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6x4 2x4 H: 11+5x3 G: 8+2x3 W: 6
Spinner. Because this move is multi-hit, it makes for a good DI-confirm when the opponent is standing, since you have plenty of time to both buffer the input and confirm the hit. Unfortunately, like the far version, it's both uncancellable and disadvantageous on hit/block. This move will only connect for (2) hits against most crouching opponents, so it's not the go-to DI-confirm tool we all hope for.

Crouching Normals

2LP
2 LP
2LP
Vsav-MO-2-lp.png
Vsav-MO-2-lp-1-hitbox.png
Vsav-MO-2-lp-2-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3,3 6 7 6 H: 10 G: 9
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 3+3 1+1 H: 6+6 G: 3+3 W: 0
Two-hit jab. Hits mid, so it's high blockable. It's one way to confirm into DI, as chaining or linking crouching jabs into themselves begins the DI input naturally.
2MP
2 MP
2MP
Vsav-MO-2-mp.png
Vsav-MO-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 18 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 14 5 H: 15 G: 9 W: 3
Wing Blades. Hits mid so it's high blockable. Kind of a relatively crappy move. Her 2MK has better range, has faster startup, hits low, and much better advantage. Fortunately it's not disadvantageous and it's cancelable, but generally speaking her other moves are superior.
2HP
2 HP
2HP
Vsav-MO-2-hp.png
Vsav-MO-2-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 24 1 0 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 8 H: 24 G: 15 W: 6
Wing Whip. An essential move for comboing DI. Typically chained into and then cmd-super canceled into DI. It's neutral on hit/block making it pretty decent even if not cmd-super-canceled. It's only mildly useful as a poke though, typically players only use it during chains.
2LK
2 LK
2LK
Vsav-MO-2-lk.png
Vsav-MO-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 7 6 5 H: 9 G: 8
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 5 3 H: 6 G: 3 W: 0
Low Short. Hits low, cancelable, good frame advantage. A typical low short. Not as advantageous as 2LP, but still pretty good and also gains a renda bonus. This will be your basic mixup too to hit low, varied with dashing highs and empty dash throws.
2MK
2 MK
2MK
Vsav-MO-2-mk.png
Vsav-MO-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 16 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 15 6 H: 15 G: 9 W: 3
Low Forward. Hits low, cancelable, decent frame advantage. It's a nice poke and a general purpose move. The main advantage is that it's only one frame slower startup than her light attacks, which means it's a ridiculously fast move for a decent range low-hitting medium-strength attack.
2HK
2 HK
2HK
Vsav-MO-2-hk.png
Vsav-MO-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 4 25 - -5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 17 7 H: 24 G: 15 W: 6
Sweep. Hits low, sweeps. This move is slightly disadvantageous on block, but "slightly" means "sorta safe". It's a good move to end with during chains, even on block. The main advantage this move has is it's exceptional range and startup speed.

Air Normals

J.LP
J LP
J.LP
Vsav-MO-j-lp.png
Vsav-MO-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 7 3 H: 6 G: 3 W: 0
Needle. Typical jumping jab. Her fastest startup for a jumping attack. Sometimes used together with j.LK to confirm into DI.
J.MP
J MP
J.MP
Vsav-MO-j-mp.png
Vsav-MO-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 6 H: 15 G: 9 W: 3
Blades. Decent j.MP. The hitbox extends downwards somewhat which is good for startup a jumpin airchain, such as j.MP j.MK.
J.HP
J HP
J.HP
Vsav-MO-j-hp.png
Vsav-MO-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3 15 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 19 7 H: 24 G: 15 W: 6
Spike shield. This move has a pretty good hitbox, making it a general purpose air-to-air or air-to-ground move.
J.LK
J LK
J.LK
Vsav-MO-j-lk.png
Vsav-MO-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 5 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 7 3 H: 6 G: 3 W: 0
Knee. Typical jumping short. Useful in air battles or after chicken blocking. Also useful to stuff some anti-airs.
J.MK
J MK
J.MK
Vsav-MO-j-mk.png
Vsav-MO-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 7 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 15 6 H: 15 G: 9 W: 3
Leg Thrust. Has crossup potential. Also useful in air-to-air battles since it extends quite a ways forwards. Pretty good after airblocking as well since the startup is quite fast and the reach is good.
8J.HK
8J HK
8J.HK
Vsav-MO-j-hk.png
Vsav-MO-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 13 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20 7 H: 24 G: 15 W: 6
Air boot. Good range. Generally it works a lot like j.MK except less crossup potential and more forwards-hitting potential.


J.HK
J HK
J.HK
Vsav-MO-j-hk.png
Vsav-MO-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 10 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 20 7 H: 24 G: 15 W: 6
Air boot. Good range. Generally it works a lot like j.MK except less crossup potential and more forwards-hitting potential.

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-MO-p-ground-throw.png
Vsav-MO-p-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 69 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-68 whole body 21 (21) 7 (7) H: 9 G: 0 W: 0
Hip throw. Pretty good when option selected with HP. OK damage, typical for a throw. Avoid using MP. Takes full damage when the opponent tech's.
6MK or 6HK
K THROW
6MK or 6HK
Vsav-MO-k-ground-throw.png
Vsav-MO-k-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 131-150 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-106~125 whole body 21 (10) 7 (3) H: 9 G: 0 W: 0
Rocket punch. Also decent option select with MK and HK. Damage is about the same. Throws the opponent much further when mid-screen than punch throw. If the opponent tech's in the corner they can punish Morrigan.
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-MO-air-throw.png
Vsav-MO-9J-1-throwbox.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 135 + 38 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-135 whole body 24 (8) 24 (8) H: 9 G: 0 W: 0
Izuna Drop. Quite good as an air-throw. Good damage and range. Reliable with her jump arc.Takes full damage when the opponent tech's.

Special Moves

Soul Fist

236LP
SOUL FIST
236P
Vsav-MO-soul-fist.png
Normal Version
Vsav-MO-es-soul-fist.png
ES Version
Vsav-MO-soul-fist-hitbox.png
Normal Version
Vsav-MO-es-soul-flash-hitbox.png
ES Version
Hitboxes Off
Hitboxes On
Standard fireball. On the ground the strength determines the speed and distance it fires, and nothing else. In the air the soul fist fires downwards and alters Morrigan's jump trajectory. Pretty good zoning tool and safe on block. Actually, all normal versions on the ground are -1/-2 at point blank, the further away from the opponent you are (the more distance the fireball travels) the more advantageous it becomes.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
18 56 36 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 21 G: 16 W: 12

Short distance and slow speed.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
18 72 36 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 21 G: 16 W: 12

Medium distance/speed.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
18 88 36 -1 -2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 21 G: 16 W: 12

High distance/speed.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
20 outside of screen 36 - -22 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9x3 3x3 H: 0 G: 0 W: 0

Adds more hits and damage. This version gains huge amounts of advantage on block, but is GC/Tech bait.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
19 until ground variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
20 until ground variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
21 until ground variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 17 6 H: 21 G: 16 W: 12
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
18 until ground variable + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9x3 3x3 H: 0 G: 0 W: 0

Shadow Blade

623LP
SHADOW BLADE
623P
Vsav-MO-shadow-blade.png
Normal Version
Vsav-MO-es-shadow-blade.png
Es Version
Vsav-MO-shadow-blade-1-hitbox.png
Vsav-MO-shadow-blade-2-hitbox.png
Vsav-MO-shadow-blade-3-hitbox.png
Normal Version
Vsav-MO-es-shadow-blade-1-hitbox.png
Vsav-MO-es-shadow-blade-2-hitbox.png
Vsav-MO-es-shadow-blade-3-hitbox.png
Vsav-MO-es-shadow-blade-4-hitbox.png
Es Version
Hitboxes Off
Hitboxes On
Dragon Punch, uppercut. Unlike many of the uppercuts in the game, Morrigan's actually has a noteworthy amount of invincibility. The normal versions have 5 frame startup and 7 frame invulnerability. The downside is that it's air blockable, so it's not a particularly good anti-air. And the 5F startup, while small, is baitable. Although it's tempting to use her pursuit after a successful DP, it's not recommended to do so as you lose your okizeme opportunity (unless the pursuit would kill the opponent). The other downside is that it has a 4 frame landing recovery, making it ground combo punishable, unlike Demitri's.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 16 20 + landing 4 + turn 1 - -17 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body 23,16 6,5 H: 31 G: 26 W: 22

Short.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 21 18 + landing 4 + turn 1 - -20 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body 25,17 7,5 H: 31 G: 26 W: 22

Medium.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 26 26 + landing 4 + turn 1 - -33 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body 27,18 8,5 H: 31 G: 26 W: 22

High/Long.

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3,3,3,3,5,5,5,5 26 + landing 4 + turn 1 - -30 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body 8x8 3x8 H: 0 G: 0 W: 0
Adds multiple hits and a significant chunk of damage, and is invulnerable for 10 frames. This is well worth the meter if you know it will connect, however it's also significantly more punishable since Morrigan travels much higher.

Guard Cancel

623LP
LP SHADOW BLADE GC
623LP
Vsav-MO-shadow-blade.png
Normal Version
Vsav-MO-es-shadow-blade.png
Es Version
Vsav-MO-shadow-blade-1-hitbox.png
Vsav-MO-shadow-blade-2-hitbox.png
Vsav-MO-shadow-blade-3-hitbox.png
Normal Version
Vsav-MO-es-shadow-blade-1-hitbox.png
Vsav-MO-es-shadow-blade-2-hitbox.png
Vsav-MO-es-shadow-blade-3-hitbox.png
Vsav-MO-es-shadow-blade-4-hitbox.png
Es Version
Hitboxes Off
Hitboxes On
Identical in form and function to the non GC version of Shadow Blade
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 16 20 + landing 4 + turn 1 - -17 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body 23,16 6,5 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 21 18 + landing 4 + turn 1 - -20 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body 25,17 7,5 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 26 26 + landing 4 + turn 1 - -33 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-7 whole body 27,18 8,5 H: 31 G: 26 W: 22
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3,3,3,3,5,5,5,5 26 + landing 4 + turn 1 - -30 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-10 whole body 8x8 3x8 H: 0 G: 0 W: 0

Command Throw

632[4]P
VECTOR DRAIN
632[4]P
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
Command grab. One of the better and more useful command throws in the game. The startup is 5 frames which is about as fast as a jab, however it also has 4 frames of startup invulnerability. Combined with close HP negative edge kara-throw input option select, this throw is extremely threatening. The basic option select is to input the throw using HP and slide to MP then tap 2HK, if the opponent is on the ground and in a throwable state she will perform the throw, but if they jump or they are not throwable you will do a close HP instead, if the opponent is hit or blocks the close HP you chain to c.HK. Plus, the damage is good.

No results Spinning pile driver. No results

Adds a little bit of damage, otherwise the same. Generally not worth the meter if you're spending stocks on DIs and ES moves, but certainly if you have an excess of meter you might as well use this version.

Pursuits

8P or 8K
PURSUIT
8P or 8K
Vsav-MO-pursuit.png
Vsav-MO-pursuit-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
38 5 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 feet 2x4 2x4 H: 10+4x3 G: 0 W: 6
Drill stomp. Not a particularly useful pursuit for actually hitting with, since you sacrifice your okizeme potential when it hits. It's better to whiff with, or simply not do at all.
8PP or 8KK
ES PURSUIT
8PP or 8KK
Vsav-MO-es-pursuit.png
Vsav-MO-pursuit-es-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
38 5 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-6 feet 2x8 2x8 H: 0 G: 0 W: 0
Drill stomp. Not a particularly useful pursuit for actually hitting with, since you sacrifice your okizeme potential when it hits. It's better to whiff with, or simply not do at all.

Ex Moves

632[4]K~K
VALKYRIE TURN
632[4]K~K
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results Drill. Morrigan will zoom off the screen, then return at a height that corresponds with the button pressed. She will float down to the ground until a kick is pressed, once pressed she will perform a drill attack that does quite a few rapid hits and causes moderate damage. This move has really slow startup so it's not a combo-type move, it's mostly a gimmick that is used very sparingly, either as a run-away or time-stall tactic. On the bright side it's advantageous on hit/block and difficult to GC.
LP,LP,Towards,LK,HP
DARKNESS ILLUSION
LP,LP,6,LK,HP
Vsav-MO-darkness-illusion.png
Vsav-MO-darkness-illusion-hitbox.png
Hitboxes Off
Hitboxes On
LP,LP,6,LK,HP
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 20 1 + landing 1 - -23 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1 whole body 3+1x24+10+10 1+0x24+6+6 H: 0 G: 0 W: 0
Raging succubus "DI". The main combo-super because it's a command super and therefor breaks cancel rules. Extremely fast startup, combos off just about anything, even good as a reversal in some situations. Excellent punisher as well. However, learning to combo this off a chained c.HP is a staple of Morrigan gameplay. If you're not consistently landing DIs in combos you're playing her wrong.


MP,LP,4,LK,MK
FINISHING SHOWER
MP,LP,4,LK,MK
Vsav-MO-finishing-shower.png
Vsav-MO-finishing-shower-hitbox.png
Hitboxes Off
Hitboxes On
MP,LP,4,LK,MK
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
53 - 174 + landing 1 37 36 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 5x16 2x16 H: 0 G: 0 W: 0

Bullet barrage. The startup on this move is incredibly poor, making it not a combo-type move. It is best used at full screen or proceeding knockdown to recover white life, stall the clock or get a Cheap Deathblow. You my influence the bullets by holding UP or DOWN. There are specific moves that it can punish such as low projectiles that leave the opponent recovering for a long period of time. Some notable ones are Jedah's Finale Rosso, Bishamon's Enma Seki, LeiLei's Gong and Bulleta's Cool Hunting at max range. However, Morrigan still has to make a good read to directly beat these moves using this super.

  • At max-range, Morrigan can LINK into a Cryptic Needle
  • At close or mid-range, Morrigan can LINK a dashing attacks into a full combo
https://youtu.be/cdGbY6fKCIE?t=9m0s
6,HP,MP,LP,6
CRYPTIC NEEDLE
6,HP,MP,LP,6
Vsav-MO-cryptic-needle.png
Vsav-MO-cryptic-needle-hitbox.png
Hitboxes Off
Hitboxes On
6,HP,MP,LP,6
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
31 16+18 34 - -11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no - 15+25 1+1 H: 0 G: 0 W: 0
Bizarre rocket punch. There isn't much to be said about this super, other than it looks and sounds weird. It whiffs small crouching characters, but it does shoot full screen. And, if it hits, it does a fair amount of damage. There aren't many situations you would use this in lieu of a DI, though it's useful to remember she has it for those rare moments when it can actually hit. Certainly, it is worth the damage if you manage to land it as it does the same raw damage as DI, except that DI also adds a bit of recoverable damage in addition to the raw damage. NOTE: This move is air blockable.

Dark Force

Illusion Attack: Astral Vision - Same strength P + K

  • (Any Version) Morrigan creates a double which mirrors her moves. The position of the double is relative to the opponent's position, or rather, relative to your distance from the opponent. Risky due to it's punishable deactivation recovery. Can be used as a combo tool or an escape tool.
  • While in Dark Force, soul fist forces a juggle state. All Soul fists can actually combo in situations which otherwise would not - for example, anti-air with J.mk xx Soul Fist
https://twitter.com/arkmorrigan/status/922843179161759744
  • While in Dark Force all of Morrigan's attacks (including Throws) have a damage output of 1/2 except Soul Fist & Finishing Shower
https://twitter.com/arkmorrigan/status/987437897514041344

Colors

Colors-morrigan.gif

Notable Players

Japan

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/19.html

Name (English) Name (Japanese) Color Location Contact Notes
Nishiken 西建 KK Morrigan color kk small.png Kanto region https://twitter.com/OcTxgD0uurC4pq4 Soul Fist - Soul Fist
ARK LP Morrigan color lp small.png Kanto region http://twitter.com/arkmorrigan
https://www.youtube.com/user/arkmorrigan
http://arkmorrigan.topaz.ne.jp
Morikami モリカミ HP Morrigan color hp small.png Kanto Region
Madam マダム HP Morrigan color hp small.png West Japan - A-Cho
Yajima T.T やじまT.T PP Morrigan color pp small.png Kansai region https://twitter.com/TT31316623
Sumi すめ HP Morrigan color hp small.png Kansai Region https://twitter.com/sume_mori
https://www.youtube.com/channel/UC_2gKMLxs9GApmsviA3UL7w
Sasazuka 笹塚 MK Morrigan color mk small.png Tokyo http://twitter.com/Sasazuka00 Execution GOD, also plays Lei-Lei
Takepon たけぽん PP Morrigan color pp small.png Retired

North America

Name (English) Name (Japanese) Color Location Contact Notes
VMP_KyleW カイルW PP Morrigan color pp small.png Seattle https://twitter.com/VMP_KyleW Creator of the Vampire Savior: Aesthetic Edition hack.

South America

Name (English) Name (Japanese) Color Location Contact Notes
The Seeker シーカー HP Morrigan color hk small.gif Brazil https://twitter.com/ISW_TheSeeker Commentates on NekoPunchi's streams, also known for his strong Lilith.


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