Vampire Savior/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
The hitbox is pretty 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. It has very few follow up routes.
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
5MP
5 MP
5MP
Vsav-MO-5-mp.png
Vsav-MO-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Effective hitbox, cancelable, and good frame advantage on hit/block make this rather ideal for general mid-range poking. Your basic go-to move when at a distance for stopping Ireppa. This move whiffs on crouching QB & Gallon
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
5HP
5 HP
5HP
Vsav-MO-5-hp.png
Vsav-MO-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
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. It is only really used against Q-Bee's okizeme as it can cover her Ireppa & down-back in certain Okizeme routes where close 5HP whiffs on her.
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
5LK
5 LK
5LK
Vsav-MO-5-lk.png
Vsav-MO-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
It 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. It is a low committal poke used to condition the opponent to sit still.
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
5MK
5 MK
5MK
Vsav-MO-5-mk.png
Vsav-MO-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
An effective ground poke with slightly better advantage than MP. However it is not special cancel-enabled. On a read you can cancel to DI for effective frame-trap damage
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
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
Despite it's slow startup, this move is pretty decent as an anti-air or as an anti Ireppa option while holding in the corner.
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

Close Normals

CL.5LP
Close 5LP
Cl.5LP
Vsav-MO-cl-lp.png
Vsav-MO-cl-lp-hitbox.png
Hitboxes Off
Hitboxes On
used as a grounded UB, an anti short hop / IAD tool or to bully tall crouchers.
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
CL.5MP
Close 5MP
cl.5MP
Vsav-MO-cl-mp.png
Vsav-MO-cl-mp-hitbox.png
Hitboxes Off
Hitboxes On
The hitbox is deceptively high and small so it will whiff crouching characters and it does not make for a good anti-air either. Do not use this move in competitive play
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
CL.5HP
Close 5HP
cl.5HP
Vsav-MO-cl-hp.png
Vsav-MO-cl-hp-hitbox.png
Hitboxes Off
Hitboxes On
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. Cancel into DI on hit for big damage. This whiffs on crouching Q-Bee. It is also the ideal grounded UB move after landing from an air-string.
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
CL.5HK
Close 5HK
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
This whiffs on crouching opponents, I only see it in competitive play to punish the Pit of Blame. 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.
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

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
Two-hit jab that is not a low. It's one way to confirm into DI, as chaining or linking crouching jabs into themselves begins the DI input naturally. Not effective as a pressure tool as it is highly vulnerable to GC's & Tech-Hits
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
2MP
2 MP
2MP
Vsav-MO-2-mp.png
Vsav-MO-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Situational anti-air against moves that plan to hit you high when standing, like Sasquatch doing an early J.MP offense.
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
2HP
2 HP
2HP
Vsav-MO-2-hp.png
Vsav-MO-2-hp-hitbox.png
Hitboxes Off
Hitboxes On
Situational Anti-air at mid-range spacing. This is an essential move for comboing DI in the corner. It's neutral on hit/block making it pretty decent even if not cmd-super-canceled.
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
2LK
2 LK
2LK
Vsav-MO-2-lk.png
Vsav-MO-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Hits low, cancelable, with some frame advantage. A typical low short. Not as advantageous as 2LP, but still pretty good & allows a renda bonus. This will be your basic mixup to hit low, varied with dashing highs & throws.
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
2MK
2 MK
2MK
Vsav-MO-2-mk.png
Vsav-MO-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Hits low, cancelable, decent frame advantage. Good for kara-cancels to soul fist at mid-far range. It's a nice poke that recovers quick enough to reactively Shadow Blade if they jumped at you.
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
2HK
2 HK
2HK
Vsav-MO-2-hk.png
Vsav-MO-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
The move has exceptional range & startup speed making it an effective conditioning tool for enabling dashing offense. Use this to start your offense often
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

Air Normals

J.LP
J LP
J.LP
Vsav-MO-j-lp.png
Vsav-MO-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Has fast start-up but very stubby range. Not a particularly effective jump-in tool, but occasionally works. This is an amazing tool when approaching with her dash as J.LK or J.MK can link afterwards. Morrigan's only air tool that has a hitbox below her hurtbox.
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
J.MP
J MP
J.MP
Vsav-MO-j-mp.png
Vsav-MO-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Only used in chains for the carry potential, but otherwise you only see it when competitive players are building meter or missing an air throw.
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
J.HP
J HP
J.HP
Vsav-MO-j-hp.png
Vsav-MO-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Used in air chains or to cross-up Q-Bee.
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
J.LK
J LK
J.LK
Vsav-MO-j-lk.png
Vsav-MO-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
unique angle makes it effective after J.LP when dashing. It's not an effective air to air or air to ground option otherwise
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
J.MK
J MK
J.MK
Vsav-MO-j-mk.png
Vsav-MO-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Can cross-up wide opponents, is effective ascending as an air to air option. It has so much advantage on hit that any air normal can link afterwards
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
8J.HK
8J HK
8J.HK
Vsav-MO-j-hk.png
Vsav-MO-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
When the opponent blocks this in the air they are pushed back far. It has potential to make air strings safe from chicken blocks.
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


J.HK
9J HK
9J.HK
Vsav-MO-j-hk.png
Vsav-MO-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
When the opponent blocks this in the air they are pushed back far. It has potential to make air strings safe from chicken blocks.
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

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
Highly effective when option selected with close HP. Good damage, typical for a throw. The opponent takes full damage when they tech the throw.
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
6MK or 6HK
K THROW
6MK or 6HK
Vsav-MO-k-ground-throw.png
Vsav-MO-k-ground-throw.png
Hitboxes Off
Hitboxes On
Inferior to HP in every aspect. Throws the opponent much further when mid-screen than punch throw. If the opponent tech's in the corner they can punish you.
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
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-MO-air-throw.png
Vsav-MO-9J-1-throwbox.png
Vsav-MO-9J-2-throwbox.png
Vsav-MO-9J-3-throwbox.png
Vsav-MO-9J-4-throwbox.png
Vsav-MO-9J-5-throwbox.png
Vsav-MO-9J-6-throwbox.png
Vsav-MO-9J-7-throwbox.png
Hitboxes Off
Hitboxes On
Okizeme afterwards is not great as Morrigan's position & recovery is only slightly advantageous.
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

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 at mid-range.
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. Great for keeping Sasquatches away

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. Mix this up when when opponents like Demitri start doing tricks around your LP version

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 & damage. This version gains huge amounts of advantage on block, but is GC/Tech bait. Low Risk Medium-Reward poke to win neutral

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

Slow speed that is effective for walling off ground approaches

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
Adds more hits & damage. This is a low risk Medium-Reward poke to win neutral. It can be effective when used as a tiger-Knee

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
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. It has 4 frames landing recovery + turn around frames, 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 & quick, great for reactive anti-airs & building meter with HK Kara DP

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

I rarely use this over LP or HP

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

The move rises up much higher, so it can be effective at catching Lei-Lei, Jedah & Morrigan who hover at the top of the sceen.

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
8 hits with significant 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
SHADOW BLADE GC
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
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 11,7 3,2 H: 31 G: 26 W: 22

Go-to GC options without meter

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 12,8 3,2 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 13,8 4,2 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 3x8 1x8 H: 0 G: 0 W: 0
Go-to GC options with meter, but be aware that GC combos are scaled to 1/2 damage

Command Throw

63214P
VECTOR DRAIN
632[4] MP or HP
Vsav-MO-vector-drain.png
Vsav-MO-vector-drain-throw.png
Hitboxes Off
Hitboxes On
This is a great command throw. The startup is 5 frames which is about as fast as a jab, however it also has 4 frames of startup invulnerability. Combined with her Vector Drain x Shadow Blade Option Select she can be tough to open up.

No results Go-to option select without meter

Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 1 422 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-4 whole body 34 8 H: 0 G: 0 W: 0
Go-to option select with meter

Pursuit

8P/K or 8KK/PP
PURSUIT
8P/K or 8KK/PP
Vsav-MO-pursuit.png
Normal
Vsav-MO-es-pursuit.png
Es
Vsav-MO-pursuit-hitbox.png
Normal
Vsav-MO-pursuit-es-hitbox.png
Es
Hitboxes Off
Hitboxes On
Relatively average pursuit. You lose strong Oki afterwards, but can close the distance gap when zoning & can setup some dashing offense afterwards. Morrigan has a decent pursuit-whiff offense, so do that occasionally too.
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

Go-to option

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
Only use ES-Pursuit when you feel it will deathblow or setup a Cheap Kill

Ex Moves

63214K~K
VALKYRIE TURN
63214K~K
Vsav-MO-valkyrie-turn.png
Vsav-MO-valkyrie-turn-hitbox.png
Hitboxes Off
Hitboxes On
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 numerous hits. This move has really slow startup so it's not a combo-type move, it has very specific uses like escaping Water Jail or punishing silly supers like Bulleta's Cool Hunting. It's advantageous on hit which enables link combos.
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3xn until landing land 1 12 11 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 4xn 1xn H: 0 G: 0 W: 0
LP,LP,Towards,LK,HP
DARKNESS ILLUSION
LP,LP,6,LK,HP
Vsav-MO-darkness-illusion.png
Vsav-MO-darkness-illusion-hitbox.png
Grounded Hitbox
Vsav-MO-air-darkness-illusion-hitbox.png
Air Hitbox
Hitboxes Off
Hitboxes On
The main combo-super because it's a command super and breaks traditional canceling restrictions. Extremely fast startup, combos off just about anything, even good as a reversal in some situations. It is an excellent tool for punishing the opponent's moves. The 6 needs to be input the direction that Morrigan is facing
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
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
The startup on this move is slow, 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 slow 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
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
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
Considered a low risk medium-reward poke at far screen. useful when the opponent is not aware of your offense at this range. It is tight, but you can input a pursuit whiff after this connects
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

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.
DBus DBus HK Morrigan color hk small.gif New York https://twitter.com/DBus_CO Cryptic Needle Truther

South America

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

Europe

Name (English) Name (Japanese) Color Location Contact Notes
CarlKey MP Morrigan color mp small.gif France https://twitter.com/Nielsapin French commentator, always does Shadow Blade after Darkness Illusion


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