Guys, I’ve been working on a guide of sorts for Morrigan (stole some formatting from Karsticles) to help people out. So I’m just gonna post what I have so far, and hopefully this doesn’t end up too badly.
Ugh, this is a horrible guide and I feel like I don’t have the ability to explain Morrigan through writing. Darchon25 is starting a video guide for those interested in learning Morrigan, and he’s going over a lot of important stuff in his vids.
He has a really good Morrigan and explains her in a great way, so go watch his vids first if you wanna step your Morrigan game up.
Everything else under this is just sort of a mess of info that you can try to sift through if you need to.
Morrigan’s standing L (40K damage)
Startup - 4 frames, adv. on hit - 0 frames, adv. on block - -2 frames. A normal with a 4 frame start up that hits low. It’s useful for connecting her jumping S into combos, and can be used to beat out most normals while close to her opponent. It’s also useful when putting on the pressure with high low mix ups. She can set up throw resets with it as well.
Her crouching L (30K damage first hit, 52.5K second hit)
Startup = 4 frames, adv. on hit = 0 frames, adv. on block = -2 frames. It hits high, despite being a crouching move. First hit can be cancelled into a St.M or Cr.M. Don’t mash it. Mashing Cr.L when you’re nervous can lead to a big punish because it leaves you in the active frames for her whole two finger poke animation. If you hit your opponent with Cr.L, then chain-cancel into Cr.M to make it easier to get off your opponent if it doesn’t hit, or to catch someone if they’re blocking backwards.
Her standing M (55K damage)
Startup = 8 frames, adv on hit = +1 frame, adv on block = -1 frame. It can be used as a hit confirm off of J.S and acts as a “safe” normal to use for failed hit confirms. It’s not really safe (I don’t think at least, I’ll edit when I find out), but you can end your pressure with this or Cr.M so you can back off if your mix ups aren’t working. It can stuff some normals. It can combo into her forward M, which can set up for a soul drain combo. You’ll usually be comboing St.L into St.M and then into Cr.M.
Her crouching M (53K damage)
Startup = 8 frames, adv on hit = -2, adv on block = -4. It’s probably her best footsie in her arsenal. Her crouching L starts up faster, but seriously lacks in range. Crouching M fixes that range problem, and it doesn’t scale combos as hard as two crouching L’s into combo. It’s not safe but it works a hell of a lot better than mashing down L into combo and stuffs a good few normals.
Her forward M (70K damage)
Startup = 12 frames, adv. on hit = +5, adv on block = +3, recovery = 22 frames. This is her “Splash Libido” normal, and does a huge amount of hit stun to the opponent. You used to be able to combo from forward M into astral vision with the help of an assist, but I haven’t been able to do it with my assists so far. You can also combo into her soul drain using her AV and Dark Quills. The Brady Guide keeps implying that it’s a godlike normal, so there’s definitely more exploring to be had with this normal.
Morrigan’s standing H (25K first hit, 46.2K second hit, 64.2K third hit, 79.5K fourth hit)
Startup = 9 frames, adv on hit = +11 frames, adv on block = +9. Works surprisingly well as an anti air. It sort of vacuums opponents in, allowing for easy combos instead of having to shadow blade into flight cancels and all those shenanigans. It’s plus on block, and helps on block strings if your opponent isn’t mashing down advance guard and can set up for frame traps if not pushblocked. It can also be used for mixing people up on forward tech rolls since it moves her forward. Use St. H + an assist while an opponent is forwards rolling if they seem to be the type to not wake up on rolls but block instead. It’s a decent mix up. But it shouldn’t be used during combos because it scales almost as bad as her jumping S.
Her crouching H (60K damage)
It’s actually pretty useful for using as a move when using her frame traps. It also helps most of morrigan’s air combos link into her S normal. It can also be used to punish anyone trying to mash a button when recovering from tech rolls. It also has this really weird property that if you time it right when someone is doing a forward tech roll, then they’ll roll farther then they should.
Her forward H (70K damage)
Startup = 11, adv on hit = -13, adv on block = -13 frames. Forward H is one of her main tools. It’s used as a combo extender, is jump cancellable, and can make her safe in block strings by using the jump cancel and popping out a soul fist in the jump.
Her S normal (80K damage)
startup = 8 frames, adv on block = -12, recovery = 29. Very unsafe. It can and should be used as anti air for moves that have huge hurtboxes on the bottom of their characters though. (e.g. Tron’s jumping H, Akuma’s Air Tatsumaki.)
Her jumping L normal
Startup = 4, active frames = 13, recovery = 10. Extremely good air to air normal. It’s also REALLY useful for catching opponents who are too high for her to combo. For example, if you hit an opponent with soul fist, but you accidently call an assist that bumps an opponent up when it hits, you usually wouldn’t be able to hit with her normals, you can jump up and catch it with J.L and complete your combo. Plus, it turns into a monster when used in chains. I’ll explain in the using normal sections.
Her jumping M (55K damage)
Startup = 7 frames, active frames = 4, recovery = 26 frames. A good normal. Can cross up, and has pretty good range when used dashing in. Great in air to air matchups.
Her Jumping H (70K damage)
Startup = 10 frames, active frames = 8, recovery = 20. Extremely good when it comes to punishing moves on ground. It beats lots of anti airs, and can be used to severely punish someone who accidently presses a low L or even tries to cross her up from a reset. It also allows for the highest damage combos if hit confirmed from.
Her Jumping S (35K damage first hit, 64.7K damage second hit, 89.9K damage third hit)
startup = 5 frames, active frames = 23 frames, recovery = 18 frames, adv on hit = +8, adv on block = +6. This move is sort of a blessing and a curse at the same time, and her most important normal. You can whiff if during her downwards dash, allowing her to safely land on the ground. It’s a three hit normal which hits overhead all three times. If the opponent blocks low at anytime during the move, then they’re in for a good combo. It also can be used to get a hit confirm off of soul fists, and helps her combos out. The problem is that it’s a normal that hits three times and each hit counts in hit stun deterioration and damage scaling, meaning her combos can’t be as fancy or as powerful if used as a hit confirm. If used too much, it can turn a nice 600K combo into a 450k combo, no joke. It’s almost like using wolverine’s swiss cheese as a move. It should be used sparingly, maybe once per combo (add another one if you’re using jumping S for a hard knockdown from air series,) but filling a combo with like 3 of her shell kicks is just asking for low damage.
USING THE NORMALS
HIT CONFIRMS -
THE HIT CONFIRM FROM THE AIR (DOWNWARDS DASH) (FLIGHT MODE) - J.S is going to probably be your only hit confirm during flight mode. The reason being is that if you whiff a move while Morri is in flight mode she’ll stay stuck in the air in flight mode where she’s free to mix up and punish. J.s lets her land on the ground without having to do any unfly BS. But to help out the mixup, you can cancel out of flight mode when she’s at the bottom of her arc, and use standing L to hit low, or try to do Vector Drain OS (63214 + ATK xx S, S). The OS is so she can cancel out of the recovery of her Vector Drain, essentially making her command throw safer.
**THE HIT CONFIRM FROM THE AIR (FORWARD DASH) (FLIGHT MODE) - The thing about forward dash is that it’s better to cancel into another dash from this one instead of just advancing by pushing forward with forward dash. J.H ** is a really good one for this, as well as J.S. But here’s something you should take into consideration. Multiple air dashes really help out with Morrigan on this, because it allows her to do left/right mix with an assist up instead of high low. Air dashing forward or backwards while in flight mode will allow her to cancel into another dash (such as her downward dash or her upper dash.) and help mix up from left to right. You can place an assist on one side of the opponent, forward dash while in flight mode for about a half a second, and then cancel into a downwards dash (Just dash downwards during her forward dash, no flight cancel BS needed) and whiff J.S or J.H.
THE HIT CONFIRM FROM THE AIR (DOWNWARDS DASH) (NO FLIGHT) - J.S shouldn’t be used as a hit confirm too much (aka: using it as your only hit confirm) from her air dashes without flight. You’ll get pushblocked across the screen when your opponent catches on, and it scales combos hard and severely hurts your hitstun and damage if all three hits get in on your opponent. **J.H and J.M CHAINED INTO J.M, or even J.L chained into J.M **should be your other ways to get in using her downwards dashes when not in flight mode. If they’re blocked, then hit S and you should cancel from flight if you were doing it from flight.
**THE HIT CONFIRM FROM THE AIR (FORWARD DASHES) (NO FLIGHT) - If you’re forward dashing, your best bet is to throw out a J.H/THROW OS (AKA: hold forward while throwing out your J.H) if they’re chicken blocking, and if they’re scared and walking backwards, **you might want to throw out an assist (like a beam) if you’re able to cross over your opponent without them anti airing you, use your **J.H **to cross them up from behind while the beam hits in front.
[*]**THE HIT CONFIRMS FROM THE GROUND - **Morrigan’s ground game isn’t the best. She can’t ground dash, which makes getting in on opponents from the ground damn near impossible unless she has an assist backing her up. But she has pretty decent normals that let her challenge people on the ground and give her a fighting chance. Cr.M and St.L are gonna be two normals which you’re gonna use as hit confirms from the ground. Cr.M has pretty decent reach and is relatively safe. St.L has great start up and can beat out many normals. Cr.L is also a decent normal to use, but chain in into Cr.M when hitting your opponent. Don’t use Cr.L as your panic button. You usually won’t get away with nervously mashing two Cr.L’s, you’ll get punished hard. St.H, and F+H are great anti airs, and can be used when an opponent is dashing in on you and you don’t have enough time to challenge them with a j.L. Cr.H can also be use sort of like a street fighter style sweep (I like to think of it like Rufus’s sweep). It doesn’t seem that useful, but if used to beat out a normal or to even catch someone off guard, it can lead to one of her extended combos and make the opponent eat big damage.
HIGH/LOW MIX UPS
Soul Fists: All versions of Soul Fist have 85K damage.
Ground soul fists have slower start up compared to their Air soul fist counterparts.
Durability on all soul fists = 5 points. Very standard projectile.
Ground Soul Fist L
– Soul Fist L will head across the screen at a slow rate.
Ground Soul Fist M
– Soul Fist M is a faster version of Soul Fist L. Not much to say about it besides that.
Ground Soul Fist H
– This type of Soul Fist is an angled soul fist which heads from one corner of the screen to another, and can be really annoying for characters that rely on super jumping.
Ground Soul Drain (Soul Fist S)
– This projectile is the slowest of the group, and has a huge amount of start up on it. It can be fly canceled to avoid getting hit during start up, but it’s best to combo into it using Astral Vision or THCs. Gives about ¼ bar of meter when it hits, and nearly ½ meter when used in Astral Vision (if both Soul Drains hit).
Air Soul Fist L
– This soul fist is the slower of the regular soul fists. It has the same durability as her other soul fists, and can easily be hit confirmed off of with Soul Fist L — Dash in, Jumping S.
Air Soul Fist M
– This version of soul fist is the normal speed soul fist, and flies at the same angle as Soul Fist L. The only difference is speed, and this version of soul fist is usually used in combos. Soul Fist M will usually pop the opponent a bit upwards to allow Morrigan to dash down mid combo.
Air Soul Fist H
– This version of soul fist heads straight across the screen, and can be followed up with another fist or a combo if hit confirmed off of. This soul fist is also used in combos. It pops the opponent forward if used in a combo and allows for extended combos.
Main Points are: Soul Fist S takes ¼ of meter from opponent. Soul Fist dominate the air, especially the H versions of Soul fist if used together. Air soul fists can be hit confirmed off of if you dash in and follow up with J.S. Air soul fist > Ground soul fists, all day.
L Shadow Blade (80K damage)
– This special isn’t really used for comboing, but I find that its main purpose is to keep you on your opponent if he’s advance guarding in the air or to throw in an unexpected overhead in a blockstring. For example, if you go for a throw on a jumping opponent but fail the throw, you can cancel into shadow blade L, and then cancel into fly to dash away from the opponent or dash in to even attempt another throw. If you have your opponent in a blockstring, and not advance guarding, you can use shadow blade L, then cancel into flight mode and use J.s to give yourself an overhead allowing for potential mixup. It’s also a decent anti air.
M Shadow Blade (94.8K damage)
This will be one of your main combo enders. You’ll have to get used to cancelling M shadow blade into Finishing Shower, because it’ll be in nearly all your combos. Not a great anti air, and doesn’t do very well as a reversal (yeah, reversals can sometimes work in this game, mindblowing) so it’ll basically just be in your combos. If you try to use it like L shadow blade to get in, you’ll just be pushblocked half a screen.
H Shadow Blade (114.5K damage)
This shadow blade can work as a reversal, but it’s usually used to end combos that are meterless or follow up a Finishing Shower in corner in the air to add that extra bit of damage. You can actually use it move around the screen, and get back inside of your opponent’s area if you’ve been pushblocked.
Main Points are: Shadow blade isn’t just an anti air or combo move, it’s a mobility tool that helps you stay in the opponent’s face and allows for mixups and allows you to cover the ground after pushblocks. M shadow blade is your most important shadow blade, so practice doing that one, and practice cancelling that into Finishing Shower.