FINISHING SHOWER - HYPER COMBO LEVEL 1 - Air OK
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS
Morrigan transforms her wings into jets and floats while firing a stream of missiles at the opponent. The missiles spread out in a wide fan and their trajectory can be slightly controlled by holding up or down. Can be performed in the air.
This attack has some startup before the missiles begin firing, and the damage is shaky because of how random the stream of missiles is. One advantage of this super is that it's extremely safe and Morrigan can move before all of the missiles have hit the opponent. If anything it can be used for pressure purposes, giving Morrigan a break in the combat to pin the opponent down so she can move in and begin her mixups.
VALKYRIE TURN - HYPER COMBO LEVEL 1 - Air OK
HALF CIRCLE BACK + ANY TWO ATTACKS , ATTACK
Morrigan quickly flies past the opponent, then returns towards them while slowly descending. Pressing any attack button while advancing will cause her to do a shell kick, drilling into the opponent for many hits until she lands. It can be directed slightly by holding up or down before Morrigan re-appears, which will cause her to float higher or lower.
This super is one of those moves which has amazing rewards if it hits, but will rarely ever hit an opponent who's paying attention. The startup is just too slow to make it useful, and it's only really good if the opponent is grounded while it hits, which makes comboing into it via supers or assists a very difficult task. If it doeshit though, it's very damaging and morrigan is able to continue into a ground combo as soon as it ends, which is really quite a big deal. One more reliable use for this super is that it can be used to punish whiffed beam supers such as Ryu's shinkuuHadouken or Tekkaman Voltekka. Just be wary that Morrigan is not invulnerable during the initial flight.
DARKNESS ILLUSION - HYPER COMBO LEVEL 3 - Air OK
BACK, DOWN, DOWN-BACK + ANY TWO ATTACKS
Morrigan dashes towards her opponent and teams up with Lilith to deliver a synchronised beatdown. Can be performed in the air. The ending of the attack is different depending if the opponent was in the air or on the ground.
Morrigan's regular combos tend to lack ferocity since she doesn't have many effective links or resets, and she doesn't need to use her level 1 supers much at all. It's fair that Morrigan often should conserve meter for this super to help her deal damage where she often would struggle. Thankfully it's an excellent super with almost instant startup speed and plenty of options to combo into it. Due to it's range it can be used as a punish or counter.