it HAD to be resurrected sooner or later.
Soul Eraser - Good for DHC possibilities, bad for the ending lag and crappy damage. Grounded = more damage. Chipping for that super is horrible.
Darkness Illusion - Pretty simple to connect w/ assists. Tiger knee the motion and you can OTG and launch + free air combo or follow it up with the uppercut super. Has priority over Strider’s ouroboros.
Uppercut super - Instantaneous startup, cant DHC into anything else since the “super background” only lasts momentarily. Crappy damage.
Morrigan is played much like any other rush character. Unfortunately, she takes damage horribly, her moves dont have much priority, and she doesnt deal damage very well. She has 3 airdashes: one that makes a downward half parabola, one that’s shaped like an arch, and one that’s shaped like a U. Each air dash is cancellable with (i think) any punch or kick button.
Dont underestimate her fireball. It still hurts despite Morrigan being horridly raped from MvC1. Air fireball keeps her suspended in air a bit longer, and it’s decent to fire an air ball in the middle of your assist just to keep them blocking.
Just some basic tactics:
Jump, U-dash lp lk, land lp, lk, launch. Deceptive because if you “shave” the ground with the U-dash, morrigan looks grounded and the opponent may stay crouch blocking
Superjump, Shell pierce xx Drill kick. Drill kick hits 3 times, but sometimes the opponent is hit despite them blocking. Make sure you cancel a drill kick into a shell pierce and not just shell pierce. its not a great tactic to begin with, but its worse to do a shell pierce since she falls slowly.
She does have a superjump cancel infinite, but i havent been able to pull it off for more than 2 rounds.
c.hk sj xx U-dash xx lp lk lp lk hk shell pierce, lp lk lp lk hk shell pierce
Her shell pierce leaves her in a weird situation. After either the opponent blocks OR gets hit, she cant block. But while in the air, she can airdash (uncancellable), she can do any command move (soul ball, shadow blade, drill kick), and call an assist.
I believe most (if not all) headstomp-type moves have this same property. Dasrik and ChunLi’sPimp tried to explain this concept to me, but i still dont get it.
She also has this combo:
lp lk hk superjump xx parabola-dash lp lk hk (i think)
Been awhile since i used morrigan.
Here’s sorta a guard break for morrigan
jump darkness illusion, dhc. heh. ghey
but meh.