Morrigan
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Morrigan remains the versatile character she was in MVC. However, she's lost her Eternal Slumber super and her shell kick is a tad harder to execute. Otherwise, nothing much changed.

Move Commands

Shell Pierce +K [air only]
Morrigan's legs become a drill, as in the Shell Kick, however she flies straight down from the air, similar to Wolverine's head stomp. If you make contact with the opponent, whether you hit or you get blocked, you bounce back slightly, making it difficult to follow up quickly. You can, however, throw out an air Soul Fist right after, possibly forcing them back from any dash-in counters they may want to execute upon your landing.

Shell Kick +K [air only]
Changed from the MvC incarnation, the Shell Kick is now more effective. Morrigan's legs merge into a drill of sorts, and she flies (more like floats) horizontally at her opponent. While it requires a motion to execute rather than a simple Down+MK as it was before, the shell kick hits multiple times. This is in addition to it's already high air priority, makes it act like a small Zangief Body Splash on steroids. When you corner your opponent, throw out a flurry of chains and, whether they block or not, jump back at them using the shell kick at the last possible second (so that you can block any anti-air move they may pull off). Upon landing, rinse and repeat. Makes for a real great corner cheese!

Soul Fist +P [air]
Morrigan's projectile attack, the Soul Fist can be very useful -- and irritating -- in the air. When she fires it in the air, it pushes her slightly back in the air, so she can basically hover there and throw out Soul Fists to her heart's content. You can either air dash from side to side when they try to pursue you, to play keep away. Also, you can follow the projectile by air dashing in after it, and confusing them by either starting off with an air chain or a Shell Kick. Chances are they'll be blocking high, so work on them with crouching chains when you land. NOTE: Where the Shotokans and most other characters can two-in-one (cancel) into their projectile attack after a chain, it seems as if Morrigan can't except for in the air or after only one hit.

Shadow Blade +P [air]
This is Morrigan's anti-air move, and it looks suspiciously like a Dragon Punch on steroids. Instead of extending her fist, though, she extends her wing which she transforms into a blade. The Shadow Blade has a nice range, good priority, and the fierce version sometimes hits multiple times. However, if blocked, like any Dragon Punch type move, expect her to eat some mistake-punisher super. With the ability to air block, it's easy for opponents to block and counter, so you may just want to use the jab version (which doesn't propel her quite so  high). This especially holds true if you try pulling it off in the air.

Vector Drain +P
Apparently Morrigan wanted a spinning pile driver of her own. The Vector Drain is a limited-range throw that can be blocked. If she misses or is blocked, she starts stumbling and waves her arms, which may lead to the eatage of major mistake-punisher super. Throw this move out every once in a blue moon to catch your opponent off guard, but remember that it CAN be blocked. If successful, Morrigan grabs her opponent, flies them high into the air, then pile drives them into the ground.

Air Dash 2P [air only]
Morrigan dashes forward in the air. It can be done while jumping or super jumping. This move, combined with Morrigan's many air attacks can make her really annoying if you enjoy playing keep away. 

Supermove Commands

Soul Eraser +2P(Level One)
Ah, tasty and vicious beam super. Morrigan commands her bats to form a big cannon with two orbiting smaller cannons. She then lets loose with a big central beam and two smaller beams from the orbiting guns. If you connect on the ground, full on, it can do between 20 and 30 hits (and occasionally more). The damage from this beam super is incredible, but unfortunately the chip damage is not as great. If you happen to catch someone coming down from the air, most likely the smaller orbit cannons will get to hit him first, and as a result less damage is done because the central beam hardly hits. The same thing goes for block damage -- in fact, almost no block damage is done by the smaller beams. The good thing is, if they try to push block in the air when they block the smaller beams, chances are they'll simply fall into the larger beam. The startup time for the move is good, but could be much better, as the bat formation into the gun makes it slower -- and you can't chain into it. So use it as a mistake punisher, or when they throw a normal projectile at you. The Soul Eraser makes a great DHC opener, middleman AND finisher -- but it's best utilized as a finisher since it'll catch the opponent even if the previous supers push him back too far. (A nasty trick is to have Captain Commando next in line and cancel into the Captain Storm -- and hope they don't have a chance to roll.)

Silhouette Blade +2P(Level One) [air]
Morrigan crosses her arms and reaches towards the sky, commanding several incarnations to rise up out of the ground and knock the opponent up and back. This move is sort of like a hybrid between a Dragon Punch type super and a small wave super. It's extremely fast and you can combo into it after a chain. It also has great recovery time. An added bonus is that it pushes blocking characters pretty far back, and this aspect adds to her already quick recovery time. People may be tempted to try this as an anti-air super, but it's not too practical -- it's best used as a mistake punisher for supers with semi-quick recovery time (because by the time you pull out Soul Eraser they may have recovered), or after a ground combo.

Darkness Illusion +2K(Level One) [air]
The Darkness Illusion is Morrigan's auto-combo. She floats towards the opponent and if she connects, a mirror of her is summoned and -- well -- the opponent gets severely broken up. You can OTG after the combo's complete. This is most definitely not something you want to pull out at random. You can't combo into it, it's got crappy recovery time (although it seems that, if blocked, I've often been able to land in time to block a mistake punishing super), and even if you pull it off by surprise, the screen pause (that indicates the super) gives the opponent more than enough time to see it and block. While you can do this in the air as well, it's quite risky to use as an AC finisher and I've only seen it connect if the opponent doesn't expect it and doesn't block. I've read somewhere that you *can* follow up a ground Soul Fist with it, however it most likely requires immensely quick timing. It's pretty cool if you nail 'em with it, though.

 

Assist Type Attacks

 

Assist Type Assist Attack Variable Counter Team Super
Alpha Type Shadow Blade Shadow Blade Silhouette Blade
Beta Type Soul Fist Soul Fist Soul Eraser
Gamma Type Soul Fist Shadow Blade Silhouette Blade

I prefer the Beta type over other types of Assists, because the Soul Eraser is much better in a team super than the Silhouette Blade. Her Soul Fist makes a great distraction/cross-up opportunity, and keeps the opponent at bay since -- well -- it's a fireball. You're better off using someone like Captain Commando or Guile as an anti-air helper anyways. If you're going to use either Alpha or Gamma Type, it's probably best to pull off a team super by comboing into it or when your lead-in character is also performing a super that'll keep the opponent relatively close to you. 

This page was written by MrChupon and edited by Migs Rustia

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