UMVC3/Morrigan/Combos

From SuperCombo Wiki
Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Solo Combos

Morrigan's basic combo.The first Morrigan combo you should get down.
Easy
5L > 2M > 2H > 6H > jc j.5M > j.5H > j.5S > land 5M > 2M > 2H > 6H > jc j.5M > j.5H > j.5S > 5M > 2H > 5S > sjc. j.5M > j.5M > j.5H xx j.623H xx j.214S > j.5H > j.5S

This easy combo is a great way to get started with Morrigan. It doesn't have the more advanced things such as Soul Fist fly airdash but still does similar levels of damage and meter gain as that. This combo should be done whenever you get a happy birthday as the move advanced Soul Fist combos will not work since Soul Fist only hits one character.

You can easily adjust this for your needs in various ways. You can cut out the second rep of j.5M > j.5H > j.5S if you want to make it easier on yourself or if you feel the initial hit is at a weird angle with an airborne opponent etc. You will usually use the knockdown to activate Astral Vision (22XX) or possibly j.623H > j.214S > j.5H into TAC for a TAC infinite or combo. But if you want damage or a kill you can cancel j.623H into Finishing Shower (j.236XX).

Morrigan's Soul Fist bnb.Your first Soul Fist bnb.
Easy-Medium
j.5S > 5L > 5M > 5H > 2H > 6H > jc j.5M > j.5M > j.5H xx 236H xx j.214S > airdash down j.5H xx j.236H xx j.214S > 5S > sjc. j.5M > j.5M > j.5H xx j.623M xx j.214S > j.5H > j.5S

This will be your first Morrigan combo to involve Soul Fists, unfly, and airdash + button. Beginning players might struggle with the unfly into airdash button, but once you get more used to the inputs it'll become second nature for you while also helping you practice with unflying. Try to get used to your ability to cleanly fly after a Soul Fist before just trying to airdash since that is one of the core components to playing Morrigan.

Remember a Soul Fist only hits one character, so do not use this for Happy Birthday situations, stick with the basic combo for that. Just like before usually you'll take the hard knockdown for a chance to activate Astral Vision (22XX). As always though you can change how you want to end your combo, you can do j.623M > j.214S > j.5H into TAC for a TAC infinite or combo, or j.623H into Finishing Shower if you want to kill/damage them.

In the corner you can add on two soul fists into the combo for more damage and meter gain

Here is a more optimized and advanced version of this type of combo once you get more used to Morrigan..

Here is a more optimized and advanced version of this type of the corner version of this combo with even more Soul Fists.


j.5S, land, 5L > 5M > 2H > 6H jc. j.5M > j.5M > j.5H xx j.236H xx j.214S (Fly), Airdash down, j.5H xx j.236H xx j.214S (Unfly), rejump, j.5M > j.5M > j.5H xx j.236H xx j.214S (Fly), Airdash Down, j.5H xx j.236L xx j.214S (Unfly), land, 5S sjc. j.5M > j.5M > j.5H xx 623H xx 236XX (582,000 for 1 bar, builds 1.2 bars of meter)

Video Timestamp/Guide. Slightly more optimized jump loop using Fly/Unfly fireballs for additional damage. Keep in mind that a fireball can only hit one character, so this combo does not work in a Happy Birthday situation, while the previous combo will work.

j.5H, land, 5S sjc. j.5H xx j.236H xx j.214S (Fly), Airdash Down, j.5H xx j.236H xx j.214S (Unfly), rejump, j.5M > j.5H xx j.236L xx j.214S (Fly), Airdash Down, j.5H xx j.236H xx j.214S (Unfly), land, walk forward, 5S sjc. j.5H xx 623H xx 236XX (753,000 damage for 1 bar, builds ~0.95 bars of meter)

Video Timestamp/Guide. Similar to above, uses an alternate route that eliminates most j.5M hits for more damage but less meter gained.

j.5S, land, 623M xx j.214S (Fly), j.5H xx j.236L xx j.214S (Unfly), Airdash Forward, j.5H > j.5S, land, 623M xx j.214S (Fly), j.5H xx j.236L xx j.214S (Unfly), Airdash Forward, j.5H > j.5S, land, 5S sjc. j.5M > j.5M > j.5H xx 632H xx 236XX (574,000 damage for 1 bar, builds ~0.95 bars of meter)

Video Timestamp/Guide. Shadowblade loop. Has an advantage over other combo routes in that it can also easily confirm against opponents that are airborne, although it is easier if they are grounded.

j.5H, land, 623L xx j.214S (Fly), j.5H xx j.236H xx j.214S (Unfly), rejump, j.5M > j.5H xx j.236H xx j.214S (Fly), Airdash Down, j.5H xx j.236H xx j.214S (Unfly), rejump, j.5H xx j.236M xx j.214S (Fly), Airdash Down, j.5H xx j.236H xx j.214S (Unfly), land, 236H xx 214S (Fly), j.236M xx j.214S (Unfly), land 5S sjc. j.5H xx 623M xx 236XX, 623H (720,000 damage for 1 bar, builds 1.1 bars of meter.)

Video Guide. Soul Fist loop is corner-only, but you can start the combo midscreen as long as you have pushed them into the corner before starting the grounded 236H. Otherwise, go directly into 5S Launcher. As with other routes, Morrigan can follow up a corner Finishing Shower with Shadow Blade or TAC for extra damage if desired.


Shadowblade Confirms
Superjump Confirms
Various Confirms

X-Factor Combos

[In X-Factor Level 1] j.5H, land, 5L > 5M > 2H > 6H jc. j.5M > j.5M > j.5H xx j.236L xx j.214S (Fly), Airdash Forward, j.5M > j.5H xx j.236L xx j.214S (Unfly), rejump, j.5M > j.5M > j.5H xx j.236L xx j.214S (Fly), Airdash Down, j.5H xx j.236H xx j.214S (Unfly), land, 5S sjc. j.5M > j.5M > j.5H xx 623H xx 236XX, 623H (1,030,000 damage for 1 bar, builds 1.5 bars of meter)

Video

Airthrow X-Factor Conversions

Soul Fist Patterns

236L xx 214S (Fly), j.236H xx 214S (Unfly), land, 236L xx 214S (Fly), j.236H xx j.214S (Unfly), etc.

The most basic/foundational Soul Fist pattern. Puts horizontal fireballs at both ground and regular jump height. Low risk, can be done from any spacing, and is generally sufficient to shut down the opponent's ability to call assists. Can usually call assists safely after landing from the Unfly Air Soul Fist. L Soul Fist is basically always preferred over M Soul Fist, as the slower speed means it stays on screen longer, helping to limit the opponent's movement options.

236L xx 214S (Fly), j.236H xx j.214S (Unfly), Call assist (Doom - Hidden Missiles), Jump, Airdash j.236L xx 214S (Fly), j.236L xx j.214S (Unfly), land, 236L etc.

Diagonal L/M Air Soul Fists remain a meaningful threat on the screen for longer than the purely horizontal H fireballs do, but require that Morrigan be ready to protect herself with j.5S or Missiles if necessary.

Jump, Airdash Down (Hold), j.236L xx 214S (Fly), j.236L xx 214S (Unfly), land, 236L xx 214S (Fly), j.236M xx j.214S (Unfly), land, etc.

Anti-Superjump pattern. Opponents will commonly flee to superjump height to stall out Astral Vision, as Morrigan's fireball patterns are much less threatening there. Normally, an opponent can land from their superjump, block only ~2 fireballs, then immediately superjump back up to safety. This pattern forces the opponent to block significantly more projectiles as they land, and can keep them trapped on the ground for longer. Use an airdash - either a fully held downwards airdash or a shorter upwards one, to place Morrigan just above her regular jump height. Use Fly/Unfly to place two fireballs at this height as the opponent is landing. They will be forced to block these fireballs, then land directly into the rest of your pattern, forced to endure it.

Jump, j.236L xx 214S (Fly), j.236M xx j.214S (Unfly), Call assist, land, 236L xx 22XX

Video Timestamp No-Astral pattern designed to protect Morrigan's assist calls so that she can safely activate Astral or reposition. Many opponents are looking to punish Morrigan's assist calls with a fast projectile or beam assist of their own. Done correctly, this pattern puts 15 points of projectile durability at ground level simultaneously - the air L and M fireballs reach the ground at the same time, and then Morrigan's grounded fireball is shot behind them. This is enough to nullify most non-hyper attempts to snipe Morrigan's assist, and the assist in turn will protect Morrigan while she activates Astral Vision.

Jump, j.236X xx 214S (Fly), Airdash > Airdash > Airdash > Airdash etc.

Video Timestamp. Morrigan can Fly-cancel a single fireball then repeatedly plink dash in order to stay very close to the projectile, protecting herself from attacks while either approaching or escaping to the opposite side. As a bonus, if this fireball actually hits the opponent, Morrigan can use j.5H or j.5S to confirm into a full combo. If the opponent pushblocks your fireball, you can continue to airdash into them, then throw them out of pushblock recovery for a Guard Break.

236L xx 214S (Fly), j.5S, land, 236L xx 214S (Fly), j.5S etc.

Video Timestamp 1. Match Example. Low commitment pattern that is good against primarily-grounded characters like Wolverine or Haggar. Has the advantage of some built in cross-up protection, as j.5S will auto-correct to the proper side if the opponent somehow navigates behind Morrigan.

TAC Infinites

Corner Down TAC
General Guide
Corner Down TAC Alternate Route

Sample Team Combos

Soon...

Soul Drain Combos

Morrigan's basic Soul Drain comboThe reason why Morrigan can destroy Phoenix.
Easy
5L > 2M > 5H > 2H > 5S > sjc. j.5M > j.5M > j.5H xx j.623M > X.Factor j.236S xx j.214S > airdash j.5S > 623XX

Aside from Shuma Gorath's ground/air throw, Morrigan is the only other character that has moves that can steal meter. Since you can't combo directly into a throw, Morrigan is the only character that can combo into a meter stealing move on Phoenix while she has 5 bars and deny her ability to transform into Dark Phoenix. This is one of the many reasons Morrigan is highly rated by players since no other character has the ability to realistically deny Phoenix her Dark Phoenix transformation once she has 5 meters.

The main component of the combo to steal meter is just j.623M > X.Factor j.236S. You will probably have to modify the early parts of the combo depending the type of hit you get on Phoenix and depending on how much health she has to ensure you hit the Soul Drain. Remember you have to get the Soul Drain (236S) to hit at some point before you deplete Phoenix's health or make sure the Soul Drain kills her, otherwise she will just become Dark Phoenix and probably win. Some Phoenix players will potentially take Soul Fist hits to reduce their life or force the Dark Phoenix transformation to deny your ability to steal their meter, so you may have to go on the offensive and try to get the hit for this combo.

Here is a more optimized version that does not use a super to kill.


Will update with combos that involve Soul Drains but don't use Astral to loop

Morrigan/Strange/Vergil

Soul Drain Loops

Morrigan/Doom/Ammy
Morrigan/Dormammu/Shuma
Morrigan/Strange/Raccoon
Morrigan/Nemesis
Morrigan/Sentinel
Morrigan/Joe
Morrigan/Akuma
Morrigan/Wesker/Akuma
Morrigan/Vergil/Shuma
Joe/Morrigan/Sentinel
Trish/Morrigan/Phoenix
Morrigan/Firebrand/Skrull
Morrigan + Uppercut assists
Joe/Morrigan/Phoenix
Morrigan + Alpha Counter and Ammy
Morrigan/Raccoon/Iron Man
Dorm/Morrigan/Raccoon
Thor/Morrigan/Raccoon
Morrigan/Magneto/Dante
Morrigan/Storm/Dante
Morrigan/Doom/Raccoon
Morrigan/MODOK


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Morrigan's basic combo.The first Morrigan combo you should get down.
Easy
Damage: ~396,000
Meter Gain: 1.4 bars
5L > 2M > 2H > 6H , jc j.M > j.H > j.5S , land 5M > 2M > 2H > 6H , jc j.M > j.H > j.5S , land 5M > 2H > 5S , sjc. j.M > j.M > j.H xx j.623H xx j.214S > j.H > j.5S

This easy combo is a great way to get started with Morrigan. It doesn't have the more advanced things such as Soul Fist fly airdash but still does similar levels of damage and meter gain as that. This combo should be done whenever you get a happy birthday as the move advanced Soul Fist combos will not work since Soul Fist only hits one character.

You can easily adjust this for your needs in various ways. You can cut out the second rep of j.M > j.H > j.5S if you want to make it easier on yourself or if you feel the initial hit is at a weird angle with an airborne opponent etc in exchange for less damage and meter. You will usually use the knockdown to activate Astral Vision (22XX) or possibly j.623H > j.214S > j.H into TAC for a TAC infinite or combo. But if you want damage or a kill you can cancel j.623H into Finishing Shower (j.236XX).

Morrigan's Soul Fist bnb.Your first Soul Fist bnb.
Easy-Medium
Damage: ~324,500
Meter Gain: 1.2 bars
j.5S , 5L > 5M > 5H > 2H > 6H , jc j.M > j.M > j.H xx 236H xx j.214S , airdash down j.H xx j.236H xx j.214S , land 5S > sjc. j.M > j.M > j.H xx j.623M xx j.214S > j.H > j.5S

This will be your first Morrigan combo to involve Soul Fists, unfly, and airdash + button. Beginning players might struggle with the unfly into airdash button, but once you get more used to the inputs it'll become second nature for you while also helping you practice with unflying. Try to get used to your ability to cleanly fly after a Soul Fist before just trying to airdash since that is one of the core components to playing Morrigan.

Remember a Soul Fist only hits one character, so do not use this for Happy Birthday situations, stick with the basic combo for that. Just like before usually you'll take the hard knockdown for a chance to activate Astral Vision (22XX). As always though you can change how you want to end your combo, you can do j.623M > j.214S > j.H into TAC for a TAC infinite or combo, or j.623H into Finishing Shower if you want to kill/damage them.

In the corner you can add on two soul fists into the combo for more damage and meter gain (~356,000 damage and 1.3 meter)

Here is a more optimized and advanced version of this type of combo once you get more used to Morrigan. (~444,200 damage and 1.4 meter before super)

Here is a more optimized and advanced version of this type of the corner version of this combo with even more Soul Fists. (~483,300 and 1.45 before TAC)

Morrigan's Astral Vision bnb.Your bnb to do while in Astral Vision.
Easy-Medium
Damage: ~475,400
Meter Gain: 1.2 bars
j.5S , 5L > 5M > 2H > 6H , jc j.M > j.M > j.H xx 236M xx j.214S , airdash down j.M > j.H xx 236H xx j.214S , land 5S , sjc j.M > j.M > j.H xx j.623M xx j.214S , j.H > j.5S

This will be your combo to do while in Astral Vision (22XX). If you're still not comfortable with Soul Fist combos you can easily still do the basic combo even while in Astral Vision while still getting solid damage and meter gain! One thing to note with this combo, for the first Soul Fist it is using M Soul Fist instead of H Soul Fist. If you use H Soul Fist, because two of them will hit the opponent, it might elevate them too high and you will cross under them during the air dash portion. Try to keep the opponent centered between Morrigan and her astral clone to avoid having them crossing you up mid combo.

During the end of the combo remember since Morrigan's astral clone is also hitting the opponent, the j.5S might hard knockdown them underneath you to the opposite side. So when you land and you possibly want to go for a Shadow Servant super (623XX) you might be facing the other side than when your combo began.

Here is a more optimized version of this combo. (563,400 and 1.4 meter before super)

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Xfactor BNB.Standard X-Factor lv 1 combo
Easy-Medium
Damage: ~757,200 before super, ~1,033,100 with super
Meter Gain: ~1.6 bars
j.5S, 5L > 2M > 2H, XFactor 2H > 6H > jc j.M > j.M > j.H xx j.236L xx j.214S > airdash down j.H xx j.236L xx j.214S, rejump j.M > j.M > j.H xx j.236L xx j.214S, 2H > 5S , sjc j.M > j.M > j.H xx j.623H xx j.236XX , j.623H

This is a basic X-Factor combo you can do if you wanna confirm a character death. Again since it uses Soul Fist, it'll only hit one character. So for birthdays still just use the normal jump loop BNB. One key note is this combo uses L Soul Fist, if you use H Soul Fist you risk crossing underneath the opponent during the air-dash portion of the combo since H Soul Fist elevates the opponent when getting hit combined with Morrigan's speed boost during X-Factor.

Be quick with the rejump air 5M or the opponent could fall out of the combo. Also if you're wary about the opponent being too high you can omit the 2H before the 5S.

Here is a corner version combo. (723,600 before super, 894,300 with 1st super and ~1.5 meter)

Here is a X-Factor lv 3 version. (~1,366,800 and ~2.8 meter)

Xfactor Air Throw combo.Main way to combo after a throw for Morrigan without assists.
Medium
Damage: 904,700 before super, 1,151,400
Meter Gain: 1.3 bars
After throw 623XX, X-Factor 236L xx 214S , fly upforward and airdash down j.5S , 5M > 2H > 6H, jc j.M > j.M > j.H xx j.236L xx j.214S > airdash down j.H xx j.236L xx j.214S , land 2H > 5S, sjc j.M > j.M > j.H xx j.623H xx 623XX , j.623H

Morrigan's only way to combo after a throw/air throw without assists is to use her Shadow Servant super (623XX). You can XFactor after the super for a full combo to lead to a character death usually. Will clean up in a bit

Here is a corner version of this. (~847,100 before super, ~1,039,700 with super and ~1.5 meter)

Morrigan's basic Soul Drain comboThe reason why Morrigan can destroy Phoenix.
Easy
Damage: ~326,900 before super and X-factor lv 1, ~398,900 with super.
Meter Gain: 0.9 bar
5L > 2M > 5H > 2H > 5S > sjc. j.M > j.M > j.H xx j.623M > X.Factor j.236S xx j.214S > airdash j.5S > 623XX

Aside from Shuma Gorath's ground/air throw, Morrigan is the only other character that has moves that can steal meter. Since you can't combo directly into a throw, Morrigan is the only character that can combo into a meter stealing move on Phoenix while she has 5 bars and deny her ability to transform into Dark Phoenix. This is one of the many reasons Morrigan is highly rated by players since no other character has the ability to realistically deny Phoenix her Dark Phoenix transformation once she has 5 meters.

The main component of the combo to steal meter is just j.623M > X.Factor j.236S. You will probably have to modify the early parts of the combo depending the type of hit you get on Phoenix and depending on how much health she has to ensure you hit the Soul Drain. Remember you have to get the Soul Drain (236S) to hit at some point before you deplete Phoenix's health or make sure the Soul Drain kills her, otherwise she will just become Dark Phoenix and probably win. Some Phoenix players will potentially take Soul Fist hits to reduce their life or force the Dark Phoenix transformation to deny your ability to steal their meter, so you may have to go on the offensive and try to get the hit for this combo.

Here is a more optimized version that does not use a super to kill. (~381,300 and 1.45 meter)

Here is a version starting off with M Shadow Blade (~400,800 and ~0.99 meter)

Here is a version starting off with H Shadow Blade (~384,500 and 1.2 meter)

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.
Morrigan's super jump combo.How Morrigan confirms at super jump height.
Medium
Damage: ~493,300 if going for standard air combo, ~849,100 with two supers
Meter Gain: ~1.1 bars for both normal air combo or Shadow Blade super version.
sj j.5 xx j.236L xx 214S , air dash down j.5 (slight delay) xx 214H+S , rejump j.5 > j.5 > j.5 xx j.236M xx 214S, airdash down j.5 xx j.236M xx 214S, land 2H xx 623M xx 214S, j.5 > j.5S, 623M xx j.236XX (aim/hold up), airdash down j.5 xx j.623H xx j.236XX

Morrigan has the ability to confirm at higher heights, but will require some work. You will have to basically use a combination of Soul Fist, air dashing, fly/unflys and delays with your air normals to staircase the opponent down. The 214H+S is an application of the unfly glitch where when the character unflies, the normal is used during the unfly. The main component for this confirm is to delay your air normals to bring your opponent low enough so you can land and rejump to properly confirm.

You can omit the 623M after the 2H and go for a normal 5S launcher air combo instead.

Here is a corner version of this confirm

Morrigan's corner TAC infinite.One of the most easy TAC infinites.
Easy-Medium
air dash forward j.H xx j.236L xx 214S , [air dash down j.5 > j.H xx 236S xx 214M+S , rejump j.5 > j.H xx j.236L xx 214S] and repeat.

So Morrigan's corner TAC infinite is one of the most easy TAC infinites in the game. It is auto timed for the "rejump" part and doesn't have any tight timings like other characters. It uses the unfly glitch so when you unfly 214M+S during the Soul Drain 236S startup animation, j.5 will hit immediately and then you're holding up to "rejump" as you fall down with j.H thereby starting the infinite. You're only allowing the Soul Drain 236S animation to briefly start up, you're not actually using the move itself in the infinite. You can find a TAC infinite that uses Soul Drain down below but note it's much harder than this one and has rarely seen tournament usage compared to this one still.

This infinite alongside her Dark Harmonizer assist is a reason why X/Morrigan/Phoenix is feared by many players, as it provides an easy way to get 5 bars of meter for Dark Phoenix on top of killing a character.

The side and up versions are nearly identical as it just has minor differences with how you bring the opponent down closer to the ground to start but still uses the exact same infinite loop.

Here is her up version.

Here is her side version.

Morrigan's midscreen TAC infinite.
Medium-Medium Hard
air dash up, j.H xx j.236H xx j.214S, air dash down j.H xx j.236S xx j.214M+S [j.H (hold up-forward) j.L > j.M > j.H xx j.236L xx fly, add j.MH xx j.236S xx j.214M+S]

Morrigan's midscreen TAC infinite is a bit harder to setup than her corner one but generally follows the same principles as it with airdashes, Soul Fists, fly, and Soul Drain j.236S whiff animation and into unfly glitch with air M 214M+S.

Here is her up version.

Here is her side version.

Combo Theory


Morrigan's best assists to extend her combos are also the same ones that help either her zoning game or rushdown. Assists like Dr. Doom Hidden Missiles, Verigl Rapid Slash, and Strider Vajra while great for either pinning the opponent back onto the ground or pushing the opponent away from Morrigan can be used to extend combos with proper setup. The same could be said for assists like Dante Jam Session also is great for controlling the air and Amaterasu Cold Star which is used to pin the opponent on the ground for high low mixups.

Morrigan's j.M and Heavy Soul Fist are used to elevate the opponent up in combos while Light/Medium Soul Fist is used to bring them down. It's important to remember what moves to use for her combos when trying to manage the opponent's position.

Generally good to have a few paragraphs explaining theory here. What assists are good for this characters combos? What are the important links or sequences to be able to do most combos? The TheoryBox template is excellent for specific examples and elaborations.

Combo Table

Grounded Starters

Notation Damage Meter Location Video

airdash down j.5, 5L > 2M > 2H > 5S , j.H xx j.236L xx 214S , airdash down j.H (slight delay) xx 214H+S , rejump j.M > j.M > j.H xx j.236M xx 214S , airdash down j.H xx j.236M xx 214S , 2H > 5S , j.M > j.M > j.H xx j.623H xx 214S , j.H xx j.236L xx 214S , j.5S, 236S xx 623XX

484,100 (595,600 with Super)

~+1.4

Link

  • Higher damage combo that uses her launcher with multiple fireballs and airdashes to staircase the opponent back down similar to her super jump confirm combo.
  • The Shadow Blade j.623H into fly air H into Soul Fist 214S , j.H xx j.236L is the most consistent way to time the Soul Drain 236S to hit with the OTG Shadow Servant super (623XX)

Air Starters

Notation Damage Meter Location Video

j.L > j.M > j.H xx j.236L xx j.214S, airdash forward j.H > j.S, land 5M > 2M > 2H > 6H, jc j.M > j.M > j.H xx j.236M xx j.214S, airdash down j.H xx j.236M xx j.214S, land 2H > 5S, j.M > j.M > j.H xx j.236H xx j.214S, j.H xx TAC

442,000

~+1.3

Link

  • Morrigan's j.L is a fast 4F startup move while for some reason having 13 active frames, so you'll find yourself getting stray hits using it during a defensive jump
  • Morrigan is using L/j.M Soul Fists to bring the airborne opponent lower so her grounded normals can hit.

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