Vampire Savior/Morrigan

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Morrigan Aensland


Morrigan Aensland (モリガン), the Succubus. 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, contrast to how Demitri is often considered quite strong. In order to play Morrigan effectively you must be willing to go with the flow of the character and take large risks. However, if you are able to compensate for her weaknesses then she can be effective.

Primary objectives:

  • Be patient at neutral
Gain meter with Kara cancels
Setup for anti-airs
  • Setup projectile knockdowns which turn into okizeme opportunities
  • Okizeme options
Dash in for a high/low offense
Beat Ireppa & blocking with Option-Select HP-Throw x Option-Select Darkness 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

Normal Moves


Mori sLP.png

[ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

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.

Mori nLP.png

[ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

Light Chop. Despite it's appearance it's basically identical in frame and function to the far version.

Mori sMP.png

[ Startup: 6 | Hit:+3 | Block:+2 ]

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.

JP Wiki says it is H:+4/G:+3, double check values.

Mori nMP.png

[ Startup: 8 | Hit:-3 | Block:-4 ]

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.

Mori sHP.png

[ Startup: 9 | Hit:-1 | Block:-2 ]

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.

Mori nHP.png

[ Startup: 9 | Hit:+3 | Block:+2 ]

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.

Mori sLK.png

[ Startup: 6 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

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.

Mori sMK.png

[ Startup: 6 | Hit:+5 | Block:+4 ]

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.

Mori sHK01.png
Mori sHK02.png

[ Startup: 11 | Hit:-3 | Block:-4 ]

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.

Mori nHK01.png
Mori nHK02.png
Mori nHK03.png
Mori nHK04.png

[ Startup: 8 | Hit:-5 | Block:-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.


Mori cLP01.png
Mori cLP02.png

[ Startup: 5 | Hit:+7 | Block:+6 | Renda: H:+10 B:+9 ]

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.

Mori cMP.png

[ Startup: 6 | Hit:+3 | Block:+2 ]

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.

Mori cHP.png

[ Startup: 9 | Hit:+1 | Block: 0 ]

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.

Mori cLK.png

[ Startup: 5 | Hit:+6 | Block:+5 | Renda: H:+9 B:+8 ]

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.

Mori cMK.png

[ Startup: 6 | Hit:+5 | Block:+4 ]

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.

Mori cHK.png

[ Startup: 8 | Hit: Knockdown | Block:-5 ]

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.


Mori jLP.png

[ Startup: 5 ]

Needle. Typical jumping jab. Her fastest startup for a jumping attack. Sometimes used together with j.LK to confirm into DI.

Mori jMP.png

[ Startup: 6 ]

Blades. Decent j.MP. The hitbox extends downwards somewhat which is good for startup a jumpin airchain, such as j.MP j.MK.

Mori jHP.png

[ Startup: 8 ]

Spike shield. This move has a pretty good hitbox, making it a general purpose air-to-air or air-to-ground move.

Mori jLK.png

[ Startup: 5 ]

Knee. Typical jumping short. Useful in air battles or after chicken blocking. Also useful to stuff some anti-airs.

Mori jMK.png

[ Startup: 6 ]

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.

Mori jHK.png

[ Startup: 7 ]

Air boot. Good range. Generally it works a lot like j.MK except less crossup potential and more forwards-hitting potential.

Command Normal Moves

P Throw: Hip throw. Pretty good when option selected with HP. OK damage, typical for a throw. Avoid using MP.

K Throw: Rocket punch. Also decent option select with MK and HK. Damage is about the same. Throws the opponent much further when midscreen than punch throw.

Air Throw: Spinning Piledriver. Quite good as an airthrow. Good damage and range. Reliable with her jump arc.

Pursuit: Drill stomp. Not a particularly useful pursuit for actually hitting with, since you sacrifice your okizeme potential if you actually hit with it. It's better to whiff with, or simply not do at all.


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.


Mori 236.png
Soul Fist - 236P (air):

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.

  • (L Version) Short distance and slow speed.
  • (M Version) Medium distance/speed.
  • (H Version) High distance/speed.
  • (ES Version) Adds more hits and damage. This version gains huge amounts of advantage on block, but is GC/Tech bait.
Mori 623.png
Shadow Blade - 623P (GC):

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.

  • (L Version) Short.
  • (M Version) Medium.
  • (H Version) High/Long.
  • (ES Version) 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.
  • (GC Version) Identical in form and function.
Vertical Dash - 28

A command dash that moves her more vertically than horizontally. Any downwards direction into any upwards direction causes this command dash to occur, if 7 is input then she will glide slightly backwards, if 8 or 9 is input she will glide slightly forwards. During either version you can press forwards or backwards (depending on which direction you're gliding) to switch to her normal dash. During her normal dash you can also transition into the vertical dash by pressing upwards, which is useful for okizeme.

Vector Drain - 624P (close):

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.

  • (M Version) Spinning pile driver.
  • (H Version) Same.
  • (ES Version) 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.


Mori 624KK.png
Valkyrie Turn - 624K ~K (air):

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.

Mori DI.png
Mori jDI.png
Darkness Illusion - LP LP 6 LK HP (air):

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.

Mori FS.png
Finishing Shower - MP LP 4 LK MK:

Bullet barrage. The startup on this move is incredibly poor, making it not a combo-type move. Thus, like the Valkyrie Turn, it's mostly used as a gimmick from fullscreen or off a knockdown to either stall for time or do chip damage, and not much else. 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
Mori CN.png
Cryptic Needle - 6 HP MP LP 6:

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.

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 xx Soul Fist
  • While in Dark Force all of Morrigan's attacks (including Throws) have a damage output of 1/2 except Soul Fist & Finishing Shower



  • Movement at neutral should be unpredictable. More Back-dashes!
  • Be patient & gain meter at neutral

Anti Airs

Use Shadow Blade as Anti-Air & at neutral, for counter-poking. It's her best conditioning tool. Once they are conditioned to block, you have loads of AA options available; Far HK, Cr.hp,, Far MP, Far LP, Near LP, st.MK

Frame Traps

  •,, On offense, it's your best conditioning tool to make your opponent commit to blocking.
  • When the opponent is in the corner, dash j.hp, land (MP)-Soul Fist is a gimmicky frame-trap.
  • Jump-in or a dash-in can be used to setup a frame trap

Dashing Offense

  • Dash j.lp, LINK connects on most of the cast as an overhead option that challenges jumps too.
  • For a quick overhead that can also beat Tech-Hit attempts, I like a quick dash into a very late j.lp, aim for the toes
  • If you are confident that are going to be standing, go for a high dash into Everything links off of this normal, so input HK~HP~MP~LP~LK.
  • The above strategy can also be delayed slightly to beat Tech-Hit attempts.
  • An effective dashing offense is also a higher dash into j.lp, land command throw. Its damn near guaranteed if they do not tech-Hit.
  • Against short crouchers, you can micro-dash into a and catch a nasty cross-up.
  • Against non-short crouchers, do a mid-height dash & delay into a cross-up, land, xx DI.

Jump-in Offense

  • Jump-in options, Air-to-ground, at close range
Standard 2-chain - confirm
3-chain on tall standers
Early j.lp, land route
Late j.lp, land route
Land, Command Throw
  • Jump-in options, Air-to ground, at medium range
Standard 2-chain - confirm
Early j.lp, land route
Late j.lp, land route
Land,, cr.hp x Darkness
  • Jump-in options, Air-to-Air, at close range
Full air chain x Darkness
Full air chain, land, Guard Break UB st.hp
Full air chain, land, Shadow Blade
Full air chain, land, Guard Cancel.


Morrigan’s not a combo heavy character.

As a starting point, confirm hits into long chain and finish in sweep.

If you dash at the opponent you can do j.lp LINK or LINK anything.

The only other nuance to her combo theory is how to combo into Darkness.

At mid-screen you only get like two hits into DI

When the opponent is in the corner, you can do a full chain and finish with cr.hp xx Darkness

Mid Screen Darkness Illusion

  •, xx DI
  • Very close range,, xx DI
  •, st.hp xx DI
  • Dashing, xx DI
  • Dashing j.lp,, xx DI


  • VS Zabel
Bell has very low health, so it's possible to get quick rounds against him
Bait teleport when Bell is cornered.
Zone with less soul fist as bell wants to IAD over them
bell is wide, so cross-up is effective
  • VS Sasquatch
Midscreen Darkness okizeme option is to hold-6
At 3/4 screen, Soul Fists are effective
ES-Towers will come, Sasquastch is standing on the punish
Punish Sasquatch's cr.hp anti airs using air Soul Fist.
  • VS Q-Bee
Some Okizeme options post HP-Throw (No Throw-Tech)
Air throws are effective at challenging ireppa
Air Chain, land then GuardBreak-UB to challenge Ireppa
low profile her with cr.lp (whiff), x Darkness
Stay above her
3-chain jump-in option
Q-Bee's forward roll has added wake-up frames
J.hp can cross-up
Mk x Darkness as a corpse hop
use cross-up j.lp, after a throw
  • VS Gallon
Gallon is short while crouching
Gallon is wide while blocking so is a great cross-up
Use Valkyrie Turn to counterattack Gallon's Dragon Cannon
Respect Gallon's normals at neutral
Chicken block x darkness, when below him
  • VS Felicia
Cat-Guard Bug
Bait DF/throw by stepping back & x Demon
Less Soul Fists when Felicia has meter
Chicken block is an effective anti-air
Felicia is short while standing
Dark Force deactivation = Alter Ego Reduction Bug
  • VS Bishamon crosses up great
GuardCancel his You must be stand blocking.
3-chain jumpin option
Poke with
corner renda Soul Fist trap
Corner walk into st.lp Links to low-profile his Karame Dama
  • VS Bulleta
Bait Obaa-Chan
Shadow Blade out of her instant overhead chains
  • VS Aulbath
8-Jump at neutral is effective at beating dashing pressure
OS-Command throw from his on hit
GC his on block
Avoid the corner
When Aulbath is cornered, bait the Dark Force
Air block a lot, as Sonic Wave & Poison Gas are the go-to Anti-Airs
  • VS Lilith
punish 'Shining Blade with Darkness or spend 2-meter to activate the juggle State Bug
Don’t let her jump-in at you , DP her a lot
Mid-screen Darkness okizeme option is to hold-6
  • VS Demitri
Morrigan can 8-Jump combo him in the corner with j.lp,,, j.hp
Morrigan can 8-jump him mid-screen while she is in Dark Force with j.lp,,, j.hp
Punish Demon Cradle with Darkness
Stay toe-to-toe with him
8-Jump Midnight Pleasure with j.lp,,, j.hp chain
Spend 2-meter to activate juggle State Bug
Bait & punish Demon Cradle with air Soul Fist
Use st.lp for Renda tricks
  • VS LeiLei crosses up great
Use supers to stop her 3/4 screen projectiles
TNRH punish video from Hosakawa
  • VS Morrigan
Don’t jump in very often
Anti-air her often
Bait anti-airs with air Soul Fist
Punish full-screen Soul Fist with Cryptic Needle
  • VS Jedah
Chicken-Block x Darkness against j.hp
3-chain is available
Corner Renda with st.lp x Soul Fist trap
Corner walk through with st.lp LINK
Be careful with jedah's corner Dio Sega traps. Just jump into the Dio Sega
  • VS Victor
Chicken-Block x Darkness against j.hp
Crouch his lariats & punish with a crouching chain
Air 3-chain is available
Corner Renda with st.lp x Soul Fist trap
Corner walk through with st.lp LINK
  • VS Anakaris
Bait The Pit of Blame & punish with a jump-in or st.close-HK x Darkness
Air-chain, land into a uardBreak-UB normal
Air throw
Low profile Cobra Blow & punish with cr.hp / (whiff) x Darkness
Air 3-chain jumpin option
Corner Renda with st.lp x Soul Fist trap

Frame Data


Move Startup Hit






Guard Cancel Notes
n.LP 5 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 G:+8
n.MP 6 -3 -4 3/ 9/15 Mid Yes
n.HP 9 +3 +2 6/15/24 Mid ×
n.LK 6 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 G:+8
n.MK 6 +5 +4 3/ 9/15 Mid ×
n.HK 8 -5 -6 6/ 8+2x3/11+5x3 Mid ×
LP 5 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 G:+8
MP 8 +4 +3 3/ 9/15 Mid Yes
HP 9 -1 -2 6/15/24 Mid ×
LK 6 +6 +5 0/ 3/ 6 Mid Yes/Rapid Renda+: H:+9 G:+8
MK 6 +5 +4 3/ 9/15 Mid ×
HK 11 -3 -4 6/15/24 Mid ×

Move Startup Hit






Guard Cancel Notes
c.LP 5 +7 +6 0/ 3+3/ 6+6 Mid Yes/Rapid Renda+: H:+10 G:+9
c.MP 6 +3 +2 3/ 9/15 Mid Yes
c.HP 9 +1 0 6/15/24 Mid ×
c.LK 5 +6 +5 0/ 3/ 6 Low Yes/Rapid Renda+: H:+9 G:+8
c.MK 6 +5 +4 3/ 9/15 Low Yes
c.HK 8 Down -5 6/15/24 Mid ×

Move Startup Meter


Guard Cancel Notes
j.LP 5 0/ 3/ 6 High Yes
j.MP 6 3/ 9/15 High Yes
j.HP 8 6/15/24 High ×
j.LK 5 0/ 3/ 6 High Yes
j.MK 6 3/ 9/15 High Yes
j.HK 7 6/15/24 High ×


Move Startup Hit






Guard Notes
236LP 18 -1 -2 12/16/21 Mid Knocks down airborne
236MP 18 -1 -2 12/16/21 Mid
236HP 18 -1 -2 12/16/21 Mid
236PP 20 Down +22 0/ 0/ 0 Mid
j.236LP 19 x x 12/16/21 Mid Knocks down airborne
j.236MP 20 x x 12/16/21 Mid
j.236HP 21 x x 12/16/21 Mid
j.236PP 18 Down x 0/ 0/ 0 Mid
623LP 5 Down -17 22/26/31 Mid 7F Inv startup
623MP 5 Down -20 22/26/31 Mid 7F Inv startup
623HP 5 Down -33 22/26/31 Mid 7F Inv startup
623PP 5 Down x 0/ 0/ 0 Mid 10F Inv startup
624MP 5 Down x 12/21 Throw 4F Inv startup
624HP 5 Down x 12/21 Throw 4F Inv startup
624PP 5 Down x 0/ 0 Throw 4F Inv startup


Move Gauge Startup Hit




Guard Notes
624K~K 1 Variable +10 +9 Mid (*1)
LP LP 6 LK HP 1 4 Down -23 Mid 1F landing Suki
MP LP 4 LK MK 1 47 x x Mid
6 HP MP LP 6 1 31 Down -11 Mid
1: 1F landing suki. Invulnerable until Morrigan returns to the screen.

Morrigan Memos

  • Against tall crouchers - BI, VI, AN, JE, AU
st.lp, RENDA st.lp xx mp-Soul Fist
  • Against tall crouchers - BI, VI, AN, JE, AU
Corner air-reset walk-through - st.lp LINK, xx DI
  • Character highlights from Twitter
  • Because Morrigan's pursuit & vertical dash have the same animation, you can check her meter to determine which options was used for okizeme
Turn-Around Priority x (JetPack or Shadow Blade)
  • The first 3f of Finishing Shower are throw invulnerable. You can use it to beat out command throws like Brunchie
  • ARK-Morrigan's execution for DI combos is below
  • Morrigan's walk speed is very quick (#3 in the game), rely on it to close gaps
  • When the opponent Throw-Tech's Morrigan's air-throw, they do reduce the damage taken. Morrigan's air throw only connects equal or above heights.
  • Connecting Darkness Illusion while Morrigan is in the air is disadvantageous. Morrigan loses okizeme
  • Morrigan can Option-select Vector Drain with cl.hp by inputting 632,4+HP
  • Morrigan can Option-select HP-Throw x Darkness - 6+HP~Darkness
  • Gauge management is crucial as Morrigan has numerous effective meter dependent options.
  • Use kara-HK with Soul Fist & Shadow Blade at neutral to gain meter.
  • The earliest possible dashing overhead attacks are
d.lp 14f active 14f active
d.hp 16f active
  • Morrigan is the only character who's half-circle command has a higher input priority to the DP-command. Because of this, Morrigan can do a weird Option-Select with 63214,3+P. If the opponent jumps, Shadow Blade will be executed. This is very effective when used defensively. ES-commands are also accepted.
  • Shadow Blade recovers backwards, so completing a reversal requires special input commands to split the turn-around frames.
  • Morrigan can Option Select ES-Vector Drain with 63214,MP+HP. if the opponent jumps, close-st.hp will come.
  • To counterattack Bulleta's Cool Hunting, Morrigan can use Cryptic Needle, Valkyrie Turn or Finishing Shower.
  • There is no height restriction on Air Soul Fist. Unfortunately, Morrigan can land-cancel before the active frames
  • Morrigan is very thin & her air hit-box leans forward. Morrigan can force herself into the corner
Falling or
Dash, Delay,
  • Morrigan has (3) Special Win Poses.s
Full breakdown
Black Cat
White Doll levitating
White doll idle
  • While in Dark Force, Soul Fist & Es-Soul Fist will always juggle if connected. >
  • Dashing instant attacks have a similar property as Jedah
holding towards makes the attack 1f faster
  • ES-Soul Fist LINK ES-Shadow Blade (8-Hits)
  • Corner ES-Soul Fist LINK ES-Shadow Blade (Not 8-hits) LINK ES-Shadow Blade
  • Corner ES-Shadow Blade (Not 8-Hits) LINK ES-Shadow Blade
  • Corner ES-Guard-Cancel (Not 8-Hits) LINK ES-Shadow Blade
  • Corner Wide Opponents Finishing Shower LINK ES-Soul Fist LINK ES-Shadow Blade LINK ES-Shadow Blade
  • Corner only opponent above - Shadow Blade x3
  • Morrigan has the highest cheap-kill potential in VSAV
  • Air-block x Darkness is a very strong Anti-Air
you can hide an LP input in a 7-jump startup
  • Completing an air chain then going into Darkness can be useful to beat the opponents chicken-block
  • Similar to, but nowhere as effective as Lilith, Morrigan can frame-trap a Soul Fist & LINK off the trade
  • Against the (5) short crouchers (MO, LI, BU, QB, GA), Morrigan can micro-dash for a quick cross-up
  • Advancing Guard x Darkness Illusion
  • Vector Drain places the opponent into a "Backwards knockdown"
Opponents ground roll inputs are reversed
Opponent has forced turn around frames on wake-up
Opponent cannot wake-up & reversal
  • Hit count scaling meanes you are best off with a 2-hit combo into Darkness (no light attacks) for maximum Red Damage.
  • Soul Fist & Finishing Shower while in Dark Force do not accrue damage scaling
  • Close-HP can force a whiff & punish against select moves
  • Ground Throw & Air-Throw do not recover white life. This is very noticeable with Morrigan because her total duration is long on ground K-Throw & Air P-Throw.
  • Morrigan can use cornered short vertical Jet-pack to setup a backwards This is a forbidden Tech-Hit such that if the opponent does a Tech-Hit Morrigan is pulled in.
Easiest against wide opponents - LE GA QB
  • Corner Darkness combo x pursuit will only whiff against forward rolls. Here are some forward roll setups against Lei-Lei
  • Okizeme with 66, land, pursuit whiff can make an effective land-low setup while covering back rolls.
  • Morrigan's taunt has low invulnerable frames
  • Morrigan can delay Soul Fist (using another projectile) to create combos
  • ES-Soul_Fist (1) Hit allows Cryptic Needle to combo in the air. Cryptic Needle has a presumed juggle limit of (2)
  • 1998 Combo Video
  • Advanced & difficult Okizeme options

Morrigan Bugs

  • Alter Ego Reduction Bug
  • Dark Force x Darkness - Solo hit
to be a pixel away from the centerline of the screen against an opponent with an odd# of pixel width
  • Dark Force x Juggle State Bug
Activation Condition Examples
Deactivation Condition
Combo Examples
  • Dark Force x Juggle State Bug x Darkness Illusion Juggle
To connect with a Darkness Illusion while both characters are airborne & in a DF x Juggle-State places the opponent in a standing position floating in the are. if the opponent does not enter a neutral-state, they remain in the air. Completing a REVERSAL attack is the easiest way to setup this Float-State
Anakaris Taunt
Anakaris, Zabel & Victor
Bishamon - Enma Seki
Felicia - Dancing Flash Combo Examples
Felicia -
Felicia - Please Help Me 2
Felicia - Please Help Me 3
Morrigan Soul Fist
Lei-Lei, Demitri & Sasquatch Cannot Float
  • HP-Throw-Tech = Unscaled Damage
  • Valkyrie Turn Unload Sprite Bug
  • Unblock ES-Guard Cancel Frames
See The first chart here - Morrigan is at frames 5-7
  • Dark Force x Darkness trading with a disjointed projectile = Forced Float state
  • Darkness Illusion x impossible drop-out combo using Chuukadaan
  • Darkness Illusion x Impossible drop-out combo using Big-Trap (Banana)
  • Morrigan's taunt raises her Y-axis such that counter-throws are significantly elevated
  • Morrigan's Cryptic-Needle recovery stalls when certain projectiles are activated on the same frame.
  • Morrigan connects Darkness Illusion below the floor

Notable Japan Players

Japanese Player Index:

Name (English) Name (Japanese) Color Location Contact Notes
Nishiken 西建 KK Morrigan color kk small.png Kanto region Soul Fist - Soul Fist
ARK LP Morrigan color lp small.png Kanto region
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
Sumi すめ HP Morrigan color hp small.png Kansai Region
Sasazuka 笹塚 MK Morrigan color mk small.png Tokyo Execution GOD, also plays Lei-Lei
Takepon たけぽん PP Morrigan color pp small.png Retired
Vampire Savior
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