QUARTER CIRCLE FORWARD + ATTACK
Morrigan's projectile is a rather huge, slow-moving bullet of energy with a short startup time. Having a wide hitbox and lingering for quite some time before it goes offscreen, it can serve as a mobile shield of sorts to stop opponents from rushing in on her. The light version fires the slowest, themid version fires faster and the strong version crosses the screen more quickly. The real strength of this move is that it can be fired in the air, which will cause it to float down at an angle. Morrigan's aerial movement is halted and she is thrown slightly backwards when firing, so after a super jump Morrigan can quickly fill the screen with projectiles at relative safety.
FORWARD DOWN DOWN-FORWARD + ATTACK
A dragon punch style special. It has all the properties of a shoryuken attack, but may be performed in the air and does a string of small hits over the course of the attack rather than damaging with one solid strike. The light version barely goes anywhere and deals only one hit but is the most safe, themid version is a standard shoryuken in distance, damage and recovery, and the strong version goes rather far and deals many hits, but is the most unsafe. Morrigan is vulnerable until she touches the ground after executing the attack. This move has startup invulnerability
HALF CIRCLE BACK + ATTACK
A command grab. Morrigan grabs the opponent and flies into the air with them before hitting them with a spinning piledriver that leaves them knocked down. Has all the properties of a regular grab, but it cannot be broken out of unless the opponent uses amegacrash . Just like a regular grab, Morrigan needs to be very close to the opponent for it to work, and it will not hit opponents who are jumping, in blockstun or airborn but it can be comboed into. A great tool for adding to Morrigan's already amazing mixups. Just be wary that missing this move will cause Morrigan to flounder around for a moment, completely vulnerable to attack.
QUARTER CIRCLE BACK + ATTACK
An aerial-only special. Morrigan turns away from the opponent and forms her wings into a drill around her legs that stays with her until she lands. Hr momentum is preserved and the drill hits the opponent rapidly while they're in the air. It can be used to string certain combos together or to advance safely due to the fact that there is no lag upon landing. Because it preserves her mobility, if used during a double air dash it will propel her across the stage quickly, making it a useful tool for advancing on an opponent who is trying to run away.