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0     The Morrigan FAQ Version 1.4 by Dig it Up       0
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FAQ Navigation

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 1. From Me
 2. Version History
 3. Morrigan's History
 4. Morrigan's Appearance
 5. Morrigan
 6. Morrigan's Potential
 7. Morrigan Analysis
 8. Legend
 9. Morrigan's Animation
10. Moves In Common
11. Attacking Techniques
12. Enhanced Attacking Techniques
13. Special Techniques
14. Supers
15. Morrigan Types
16. Morrigan Strategies
17. Tricks Of The Trade
18. Character Specifics
19. Combos
20. Legal Matters
21. For Your Information

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A Moment Of Your Time

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I am writing this FAQ on Morrigan to encourage and 
inform players of just how good she can be. I have 
used Morrigan in the past and from these experiences, 
she has become my favorite character. In this FAQ I 
will walk you through anything there is to know about 
Morrigan and her strategies. I write this FAQ to 
support her and help others at the same time. I'll 
try to be as clear as possible when describing things 
to you, but if you don't understand then you can 
e-mail me. I hope this would be a pleasant reading 
session for you, and that you could learn something 
about Morrigan.

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Remember that all FAQS are written to help you, so 
appreciate what's presented. FAQS take time to write 
and this is because of good intentions. This Morrigan 
FAQ may be lengthy, so please take note of that. Any 
queries are to be sent to my e-mail with the subject: 
Morrigan. Well that's it from me, have a ball reading 
this and other's FAQS. Never forget that FAQS try to 
present a balanced analysis of the character and that 
you don't have agree with anything here. I assume 
you're reading this because you'd like to use 
Morrigan, enhance your skills or to have a reading 
experience.

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Morrigan FAQ Version 1.0

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This was the original copy of this FAQ. It was created
on October 10, 2000. This version had a few errors in
spelling and techniques. The problem with this first
version was that it was far too descriptive. There was
also the matter of the lack of short effective combos.

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Morrigan FAQ Version 1.1

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Created on October 14, 2000. Excess information was
scrapped for more useful battle information. Added
specific character section, fixed up the moves lists
and combos.

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Morrigan FAQ Version 1.2

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Created on October 21, 2000. Made information more
accurate. Extended the character specifics, fixed
several of Morrigan's moves and attacks. There were
also spelling errors that needed correction. Modified
some of the lay out as well as information. The most
useful feature is actual damage information, it was
tested on Cable at an average damage setting.

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Morrigan FAQ Version 1.3

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Created on November 3, 2000. Modified lots of the
information. A lot more combos have been added. There 
was also a need to fix some errors in design. Made
some of the information different as well as the look
of the FAQ and added new sections. 

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Morrigan FAQ Version 1.4

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Created on November 25, 2000. Fixed up moves errors 
which was my bad. Fixed combos and organised them 
and added to them. Mended some errors in design as
well.

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Short Profile

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Name: Morrigan Aensland

Year Of Birth: 1678

Place Of Birth: Scotland

Creature: Succubus

First Appearance: Dark Stalkers

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Detailed Account

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Morrigan is a powerful kind of demon particularly 
known as a succubus. A succubus is a sexually active
demon that enters the dreams of men and has sexual
intercourse with them. During that, she steals their
soul. She dwells in the Dark Realm in a castle that 
is at war. Morrigan belongs to the Aensland clan that 
is in conflict with the Maximoff clan. The death of 
Berial saw her the opportunity to become the ruler of 
Makai. Despite this great chance she declines for a 
more care free life, a life that exists eternally.

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When Morrigan was born, she had immense power. In the 
eyes of her father, that power was a threat to her. 
So he reduced that power into half, hiding the other 
half away from her. When Morrigan became an adult, 
this other half of her power was able to escape and 
find her. Now, Morrigan combines with her other self 
called Lilith to reach the ultimate potential in her 
evil powers. Morrigan also augments her power with 
metamorphic bats, apparently those bats are the 
souls of the men she's successfully taken. They also
form the bat wing structures, characteristic of her. 

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Simply Irresistible

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Morrigan doesn't look life threatening, despite being
a demon. Though, she does have the evil intentions of
a demon. She simply looks like a gorgeous female. She
has long, straight hair that is of a pale green color.
She also has bat wing protrusions as the most notable
feature. Two small bat wings on her head, two large
ones on her lower back. Her costume is black and it
covers the lower half of her torso and lower half of
her breasts. There is also a heart shape cut from her
costume to reveal more on her stomach. There are also
different sized feathers that encrusts her costume.
Morrigan also wears carnation pink stockings that have
bat silhouettes along with her black ankle high boots.

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Morrigan The Character

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Morrigan is quite lazy during the day time. She also 
prefers the night to do most of her adventuring. She  
wanted to be queen of the night. Morrigan's curiosity 
is never satisfied, so she jumps from the Dark Realm 
to the world of humans to spend some time. As well as 
her curiosity, Morrigan gets bored quite quickly and 
is always searching for ways to burn time. She does 
have many servants in her castle, that explains her 
certain behavior, but she prefers freedom than being 
a ruler of some place.

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Morrigan The Fighter

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Morrigan is one of the 56 characters in Marvel vs. 
Capcom 2 that possesses some creative and unique 
moves. She uses her shape shifting bats in many of 
her attacks and techniques, these bats also protect 
her. Morrigan has two basic special moves that can 
have her compared to a shoto: her dragon punch and 
her projectile. Other than this, Morrigan is utterly 
and completely different from shotos and is quite a 
good fighter.

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Major reforms have been made to Morrigan many times 
before Marvel vs. Capcom 2 but despite these she is 
still useful to have. Having the speed and mobility 
along with her bats, Morrigan can be challenge to 
defeat if used correctly. She has an appetite for 
action, so she shows that she wants action. Her moves 
can be unpredictable and she is versatile, this will 
help her win the match. She is a typical strike and 
retreat character. An opportunist.

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Morrigan is not the easiest character to learn and 
she may not be the best in the game, but she is a 
force to be dealt with. Morrigan excels in any area
or field of fighting from keep away to chipping. Most 
of her power is brought out in her combos, her speed 
is there so use it to get in with a combo. It may take 
time to learn her, but you'll see that she is not a 
waste of time.

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Ability Statistics

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Fighting Style: 8.3

Power: 6.0

Speed: 9.1

Endurance: 7.1

Versatility: 9.1 

Combo Ability: 8.5

Supers: 8.0

Tier: 3 

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Advantages

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1. Excellent Speed
2. Several Different Dashes
3. Very Good Combo Ability
4. Has A Decent Projectile
5. Plays Confusion
6. Air Superiority
7. All Purpose Supers

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Disadvantages

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1. Significantly Lacks Power
2. Poor Tolerance For Damage
3. One Super That Can Be Successfully Comboed Into
4. Mainly Close Range Combat
5. Certain Moves Have Lag
       
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Status

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U - Up
D - Down
F - Forward
B - Back 
C - Crouching
S - Standing
J - Jump In

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Directional Moves

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Press U - Jump
 Hold D - Crouch
 Hold F - Advance
 Hold B - Retreat
 Hold B - Block

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Assist Requirements

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A1 - Assist Button 1
A2 - Assist Button 2

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Motion

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QCF - Quarter Circle Forward [ D, DF, F ]
QCB - Quarter Circle Back    [ D, DB, B ]
HCF - Half Circle Forward    [ B, DB, D, DF, F ]
HCB - Half Circle Back       [ F, DF, D, DB, B ]

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Attacks

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LP - Light Punch
MP - Medium Punch
HP - Heavy Punch
LK - Light Kick
MK - Medium Kick
HK - Heavy Kick

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Conjunctions

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PP - Both Light and Heavy Punches
KK - Both Light and Heavy Kicks

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Morrigan's Entrance

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A small carpet of bats flitter on the ground and 
Morrigan rises through them. At the same time, 
Lilith descends from above. The bats then fly 
apart and split into small groups to shape shift 
into Morrigan's bat wing structures. Once the bats 
are in place, Morrigan and Lilith pose with their 
arm towards the sky the other folded across their 
chest and turn into shining silhouettes as they 
merge. Lilith's silhouette moves into Morrigan's 
body and once that is done, the light fades to 
reveal just Morrigan.

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Normal Stance

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One of her legs is fully erect whilst the other is 
slightly bent and rests on her tip toes. Her arms 
are bent at 90 degrees upward so that her hands are 
being displayed to the opponent. She moves her hands 
in a wave like fashion that seem to indicate her 
wanting a piece of the opponent or to add the wind 
effect to her hair. With this stance, glitter or 
colorful dust materialise and disappear accordingly 
whilst rising.

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Morrigan Colors

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Light Punch: Pale Green Hair with Black Costume,  
             Carnation Pink Stockings and Light Skin.

 Light Kick: Yellow Hair with Black Costume,
             Pink Stockings and Light Skin.

Heavy Punch: Pale Pink Hair with Violet Costume, 
             Purple Stockings and Light Skin.

 Heavy Kick: Yellow Hair with Purple Costume, 
             Carnation Pink Stockings and Light Skin.

   Assist 1: Electric Pink Hair with Red Costume, 
             Blue Stockings and Tanned Skin.

   Assist 2: Yellow Hair with Wine Red Costume, 
             Purplish Pink Stockings and Light Skin.

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Directional Dash

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Performance: 1. F, F or PP ground advance
             2. B, B or B + PP  ground retreat
             3. U, F, F or U, PP aerial advance

Information: 1. Speed of 9.7
                No damage inflicted
             2. Speed of 9.7
                No damage inflicted
             3. Speed of 9.6
                No damage inflicted

Description: 1. Bat jet boosters propel her forward.
             2. Bat jet boosters propel her backward.
             3. Bat jet boosters propel her diagonal.

Recommended: 1. To get in close and fast for a combo.
             2. To escape opponent jump in attempts.
             3. To mix it up in the air and confuse.

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Throw

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Performance: 1. F or B + HP against opponent 
             2. F or B + HK against opponent 
             3. U, F + HP against opponent aerial

Information: 1. Speed of 9.9
                Damage inflicted is 16
             2. Speed of 9.9
                Damage inflicted is 16
             3. Speed of 10.0
                Damage inflicted is 16

Description: 1. Opponent is violently slammed down.
             2. Opponent is thrust cross screen.
             3. Opponent is slammed with her weight.

Recommended: 1. Near opponent, watch for retaliation.
             2. Near opponent, watch for roll moves.
             3. Surprise jump disruptor near opponent.

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Snap Back

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Performance: 1. QCF + A1 for 2nd partner
             2. QCF + A2 for 3rd partner

Information: 1. Level one technique
                Speed of 8.0
                Damage inflicted is 10
             2. Level one technique
                Speed of 8.0
                Damage inflicted is 10

Description: 1. Bats form several spears that thrusts 
                the opponent off for its 2nd partner.
             2. Bats form several spears that thrusts 
                the opponent off for its 3rd partner.

Recommended: 1. To get rid of difficult opponent or
                force heavily damaged character out.
             2. To get rid of difficult opponent or
                force heavily damaged character out.

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Switch

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Performance: 1. LP + LK Together for 2nd partner
             2. HP + HK Together for 3rd partner

Information: 1. Speed of 9.1
                Damage inflicted is 10 by 2nd partner
             2. Speed of 9.1
                Damage inflicted is 10 by 3rd partner

Description: 1. 2nd partner quickly enters and hits,
                2nd partner replaces the active.
             2. 3rd partner quickly enters and hits,
                3rd partner replaces the active.

Recommended: 1. Bring out 2nd, more effective partner
                or to allow active character recovery.
             2. Bring out 3rd, more effective partner
                or to allow active character recovery.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Push Block

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: PP when blocking anywhere

Information: Speed is 9.6
             No damage inflicted

Description: Bats form 2 very large wings that
             fold over to protect Morrigan. Then 
             a force then pushes the opponent.

Recommended: Use this to significantly reduce
             the offence. Use when ever Morrigan 
             is under heavy combos while blocking.

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Recovery Roll

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: B, DB, D + P or K

Information: Speed of 8.7
             No damage inflicted

Description: Morrigan levitates whilst lying down
             and quickly glides across the ground.
             She then continues to levitate into 
             a standing position.

Recommended: Use often, as soon as Morrigan is
             thrown or knocked down on the ground.
             This may also be used to avoid super
             moves, especially those on the ground.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Taunt

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Performance: Hold LK then press Start

Information: Speed of 5.0
             No damage inflicted
             Notable recovery

Description: Morrigan relaxes on her flitting
             bats and encourages the opponent to
             have a go at her. Lilith also does a
             pose to further emphasise the taunt.

Recommended: It's wise to perform this when the 
             opponent is far from you and has no 
             energy to pull off hyper combos.

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0                                                     0
0          Section 11 - Attacking Techniques          0 
0                                                     0
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Light Punch Attacks

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: 1. LP standing
             2. D + LP crouching
             3. U, LP aerial

Information: 1. Speed of 9.7
                Damage inflicted is 3
             2. Speed of 9.7
                Damage inflicted is 6 for all hits
             3. Speed of 9.7
                Damage inflicted is 3

Description: 1. Her hair comes to life and strikes.
             2. She does lower aiming double pokes.
             3. Bats form a spear on one side.
            
Recommended: 1. Immediate combo set up on the ground.
             2. Effective lower aiming combo set up.
             3. Aerial confrontations into a combo.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Medium Punch Attacks

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: 1. LP, LP combo standing
             2. D + LP, LP combo crouching
             3. U, LP, LP combo aerial

Information: 1. Speed of 8.8
                Damage inflicted is 6
             2. Speed of 8.7
                Damage inflicted is 6
             3. Speed of 8.8
                Damage inflicted is 6

Description: 1. Bats form an arm drill to strike.              
             2. Bats form two back wing blades.                 
             3. Bats form two blades on her sides. 
               
Recommended: 1. Performing chained ground combos.
             2. Performing lower aiming attacks.
             3. Performing aerial raves or jump ins. 

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Heavy Punch Attacks

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Performance: 1. HP standing
             2. D + HP crouching
             3. U, HP aerial

Information: 1. Speed of 8.5
                Damage inflicted is 12
             2. Speed of 8.6
                Damage inflicted is 12
             1. Speed of 8.5
                Damage inflicted is 12

Description: 1. Bats form horizontal spears to strike.
             2. Bats form large spear head to launch.
             3. Bats form an effective spherical cage.
 
Recommended: 1. Finishing ground combos or to poke.
             2. Counter air and to set up aerial rave.            
             3. Disrupt jumps and to end aerial rave.
 
0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Light Kick Attacks

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Performance: 1. LK standing
             2. D + LK crouching
             3. U, LK aerial

Information: 1. Speed of 9.7
                Damage inflicted is 3
             2. Speed of 9.7
                Damage inflicted is 3
             3. Speed of 9.7
                Damage inflicted is 3

Description: 1. She swiftly kicks the shins once.
             2. She uses her closest leg to strike.
             3. She arches with her knee to hit.
 
Recommended: 1. Starting a ground combo close range.
             2. Sneaky combo set up at a low aim.
             3. Performing jump ins and air battles.

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Medium Kick Attacks

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Performance: 1. LK, LK combo standing
             2. D + LK, LK combo crouching
             3. U, LK, LK combo aerial

Information: 1. Speed of 8.8
                Damage inflicted is 6
             2. Speed of 8.6
                Damage inflicted is 6
             3. Speed of 8.7
                Damage inflicted is 6

Description: 1. She turns and hits with her boot heel.
             2. She sits and uses her leg to strike.
             3. She does a typical flying kick.

Recommended: 1. Adding to a successfully set up combo.
             2. Emphasising a low aiming attack.
             3. Performing jump ins and aerial raves.

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Heavy Kick Attacks

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Performance: 1. HK standing
             2. D + HK crouching
             3. U, HK aerial

Information: 1. Speed of 8.5
                Damage inflicted is 12
             2. Speed of 8.3
                Damage inflicted is 12
             1. Speed of 8.5
                Damage inflicted is 12

Description: 1. Bats blade her graceful ballet kick.
             2. She levitates and spins with her legs.
             3. She stretches out her leg to hit.

Recommended: 1. Counter air and enhancing combos.
             2. Priority to knock down after combos.
             3. Ending aerial raves and for jump ins.

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0                                                     0
0      Section 12 - Enhanced Attacking Techniques     0
0                                                     0
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Spear Launch

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Performance: DF + HP

Move Rating: ***

Information: Speed of 8.6
             Damage inflicted is 12

Description: Bats form a large spear head as
             Morrigan rises with an uppercut.
             The spear launches the opponent.

Recommended: To immediately set up an aerial
             combo and linking combos. Also as
             counter air. It exists mainly not
             to accidentally do a mysterious arc.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0                 

Mysterious Arc

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Performance: DB + HP

Move Rating: ****

Information: Speed of 9.4
             Damage inflicted is 12

Description: Bats form a large sweeping blade
             in which Morrigan turns once for a
             fast low aiming strike.

Recommended: Enhancing ground combos or for a swift
             and damaging surprise strike. Use it
             after landing or for poking safely.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Necro Desire

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: F + HK

Move Rating: *

Information: Speed of 7.0
             Damage inflicted is 22 for all hits

Description: Morrigan does a 360 degree forward
             flip resulting a quadruple hitting
             kick combination.

Recommended: Attacking opponents getting up or
             landing. It may require caution when
             using this move, it can't be comboed.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Shell Pierce

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: D + HK only in air

Move Rating: ***

Information: Speed of 9.8
             Damage inflicted is 12
            
Description: Bats form a drill around Morrigan's 
             legs to cover her boots with a sharp 
             point. She then drops rapidly.

Recommended: Surprise attacks in the air. It can
             also be used to escape aerial battles.
             This move can be cancelled out of.

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0                                                     0
0            Section 13 - Special Techniques          0
0                                                     0
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Shadow Blade

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Performance: 1. F, D, DF + HP also in air
             2. F, D, DF + LP also in air

Move Rating: 1. ****
             2. ***

Information: 1. Speed of 9.8
                Damage inflicted is 26 terrestrial
                Damage inflicted is 12 aerial
                Chip damage inflicted
             2. Speed of 9.9
                Damage inflicted is 16 terrestrial
                Damage inflicted is 10 aerial
                Chip damage inflicted

Description: 1. Bats blade attacking arm. Morrigan
                leaps in a large arc for 5 hits.
             2. Bats blade attacking arm. Morrigan
                leaps in a small arc for 1 hit.

Recommended: 1. Counter air and ending any combo with
                powerful results and slow recovery.
             2. Counter air and ending any combo with
                weaker results and fast recovery.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Soul Fist

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: QCF + HP or LP also in air

Move Rating: ****

Information: Speed is 8.0 for heavy input
             Speed is 7.5 for light input
             Damage inflicted is 15 terrestrial
             Damage inflicted is 14 aerial
             Chip damage inflicted

Description: Morrigan throws a fire ball that 
             oozes a blazing aura. It can have 
             2 directional trends, across ground 
             and 45 degrees down in air. Speed 
             rate depends on the power input.

Recommended: Use this as the keep away weapon. It
             is used to end aerial raves. The air 
             version can be used for retreat and 
             chipping. Timing may be required at 
             times. It has notable recovery.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Shell Kick

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: QCB + HK or LK only in air

Move Rating: ****

Information: Speed of 7.8
             Damage inflicted is 9 for all hits
             Damage inflicted is 3 per hit
             Chip damage inflicted

Description: Morrigan is parallel to the ground 
             whilst her bats form a drill around 
             her legs to hit 3 times. It follows 
             the original jump trajectory.

Recommended: Use this for aerial confrontations as
             she maintains this kick until she's
             knocked out of it or reaches ground.
             She can't block or cancel this move.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Vector Drain

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: HCB + HP or LP against opponent

Move Rating: **

Information: Speed of 9.4
             Damage inflicted is 24
             Unblockable move

Description: Morrigan lifts her opponent into the
             the sky with her bat jet boosters. 
             Then inverts and spins rapidly toward 
             the ground to smash the opponent.

Recommended: Use this if she is extremely close to
             the opponent. If she misses, she will
             lose balance and be utterly open. 

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Vernier Dash

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: 1. D + PP only in air
             2. U + PP only in air

Move Rating: 1. ****
             2. ***

Information: 1. Speed of 9.2
                No damage inflicted
             2. Speed of 9.3
                No damage inflicted

Description: 1. Bat jet boosters propel her in a U
                shape directional trend to swoop.
             2. Bat jet boosters propel her for a
                small aerial leap.

Recommended: 1. Mainly for evasion, frustration and
                to confuse.
             2. To mix up aerial dashes and for some
                quick strikes.
            
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0                                                     0
0                 Section 14 - Supers                 0
0                                                     0
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Darkness Illusion

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: QCF + KK also in air

Move Rating: **

Information: Level one super
             Speed of 7.6
             Damage inflicted is 50 terrestrial
             Damage inflicted is 49 aerial
             Can be comboed off a timed soul fist

Description: Morrigan floats and uses her bat 
             jet boosters to ram the opponent. 
             If successful, she will perform an 
             impressive set of aerial combos 
             registering 30 plus hits.

Recommended: This super is not be used randomly
             as it needs a connection for the 
             entire combo to happen. It's used
             to punish mistakes. Impressive to
             watch but has low priority.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Silhouette Blade

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: F, D, DF + PP

Move Rating: ****

Information: Level one super
             Speed of 9.5
             Damage inflicted is 43 for all hits
             Can be comboed into
             Chip damage inflicted

Description: Morrigan calls forth Lilith who 
             then performs 5 upper cuts in one 
             continuous wave. The wave forces
             the opponent across the screen 
             even when blocked.

Recommended: This is the only super that can be
             effectively comboed into. Morrigan 
             must be close to register all hits. 
             If blocked, Lilith pushes them away.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Soul Eraser

0 o8o8o8o8o8o8o8o8o8o8o8

Performance: QCF + PP

Move Rating: ***

Information: Level one super
             Speed of 8.8
             Damage inflicted 40 plus
             Can be comboed off projectiles
             Chip damage inflicted

Description: Morrigan's shape shifting bats form
             3 laser cannons complete with bat 
             wing frills. The largest cannon is 
             held by Morrigan, the smaller ones 
             rotate around her like satellites. It 
             then fires 3 beams in complete range.

Recommended: Mainly to punish failed attacks. It 
             is only to be fired at long range as 
             the beams travel instantly across the 
             entire screen. Unfortunately, the 
             chipping is disappointing. Sometimes, 
             it doesn't even chip at all.

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0                                                     0
0          Section 15 - Morrigan Types                0
0                                                     0
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Anti Air Morrigan

0 o8o8o8o8o8o8o8o8o8o8o8

Partner Assist: Shadow Blade

Variable Counter: Shadow Blade

Variable Combination: Silhouette Blade

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Projectile Morrigan

0 o8o8o8o8o8o8o8o8o8o8o8

Partner Assist: Soul Fist

Variable Counter: Soul Fist
 
Variable Combination: Soul Eraser

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Balance Morrigan

0 o8o8o8o8o8o8o8o8o8o8o8

Partner Assist: Soul Fist

Variable Counter: Shadow Blade
 
Variable Combination: Silhouette Blade

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0                                                     0
0            Section 16 - Morrigan Strategies         0
0                                                     0
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General

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Morrigan has a good overall game because she has 
elements of a pixie and a keep away. To use her 
effectively, her dashes must be learnt. Her 
dashes are good for rush ins to start a combo and 
good for evasion tactics. She is relatively a close 
range fighter so get in there with her dashes and 
use keep away as an alternative. Combos are 
extremely important if you want damage to be done.
The only way you can do this is to be aggressive 
but hard to get. When your enemy chases you, the 
vernier swoop is the way to go in the air. Come to 
think of it, Morrigan is probably the only character 
in the Marvel vs. Capcom 2 universe gifted with 3 
different air dashes. 5 different dashes all in all.

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Try not to use soul fist all the time because it 
may leave a cheap impression of Morrigan when she's 
so much more. Only use soul fist to destroy other 
fire balls or when finishing a combo. Try to connect 
the soul eraser as much as possible as it does the 
most damage. Her other supers are for impressing 
the audience. As of jump ins, shell kick will do 
the trick but be careful because it does lose out to 
terrestrial attacks. Take advantage of her air 
superiority and make it rain soul fists when they 
become cheap.

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Characters Of Concern

1. Magneto
2. Storm
3. Dr.Doom
4. Blackheart

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Beamers

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Never attempt a ground soul fist against these 
because the beam will simply eat it and hit you 
during your recovery. Chuck some air soul fists, 
except against Ice Man. In aerial battles, use 
shell pierce to quickly avoid beams performed in 
the air. The bottom line is to use dashes to get 
into striking range and combo them into a launcher 
and into a smash down to earth attack. Don't be 
afraid to block beams because this is far better 
than losing more health because it connected. It 
is recommended that Morrigan has a beamer for an 
assistant.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Beamers Of Concern 

1. Ice Man
2. Cable
3. Iron Man
4. Cyclops

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Pixies

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Morrigan can tangle with the best in pixies, because 
she too has pixie elements. When they are heavily 
attacking you, push block. Use soul fists and 
standing hard punches to prevent dash ins and 
advances. Remember that pixies are extremely quick 
so keep a watch out. It is recommended that Morrigan 
has an anti air assistant to further discourage jump 
ins. The bottom line is don't try to retaliate when 
they are attacking you, just push block and attack 
them after. When they use a lag attack next to her, 
use vector drain to get it into their thick skulls 
to stay away.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Pixies Of Concern

1. Strider Hiryu
2. Cammy
3. Jill
4. Spider Man

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Power Houses

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This can be a challenge for Morrigan because she has 
limited strength and damage dealing attacks. Try to 
keep them away from her until they lag and then strike 
with a soul eraser. If you control Morrigan to be 
exceedingly aggressive, try to launch them as much as 
you can. If you do manage to launch them, you can't 
miss an aerial rave because power houses are big
targets. Soul eraser and even darkness illusion will 
connect during their lag times, keep this in mind when 
fighting these titans. One more thing is that Morrigan 
takes above average damage so block, block, block. 
Have a beamer as an assistant.

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Power Houses Of Concern

1. Sentinel
2. Juggernaut
3. Colossus
4. Hulk

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Shotos

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Fire ball wars erupt when battling these. Basically 
try to catch them after their failed attempt of a 
dragon punch. Be careful because shotos may catch 
her, in her dashes. Shotos, especially Ryu fire 
horizontally travelling air fire balls whilst 
Morrigan's has a different direction. Watch out for 
this because of the lag she has after performing air 
soul fists. Be especially careful of horizontal air 
beams that Ryu has. You can also attack them after 
a hurricane kick miss, launch them into the air and 
go from there. Have a beamer to destroy their 
projectiles.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Shotos Of Concern

1. Ken
2. Ryu
3. Sakura
4. Akuma

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Abyss

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Abyss is easy for Morrigan. In his first form, Abyss
may be armored but very slow. Morrigan can combo 
into him like crazy. The only condition is to use
the powerful shadow blade when butchering his hyde.
Shadow blade will take her to his opposite direction
and save her from block damage. As it progresses, 
she will build up her hyper combo bar that will be
needed for Abyss' second form.

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Abyss is easy for Morrigan. In his second form, Abyss
is a green slime that does nothing but flame, laser
and bubble. Since Morrigan has a beam super, this is
far too easy for her. Use soul eraser when ever you 
have enough levels, it will eat through him. If Abyss
resorts to his bubble technique, soul fist in the air
until they all pop. Never try to combo him, just use
soul fists and soul erasers.

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Abyss is easy for Morrigan. In his third form, Abyss
is red lava. He does strike under, across and direct.
Save up for a soul eraser and unload it on him. This
is Abyss' most vulnerable form, so use heavy punches
and kicks. Use no other super than soul eraser, 
don't try and combo him and always block.

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~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

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0                                                     0
0           Section 17 - Tricks Of The Trade          0
0                                                     0
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Shell Pierce Trick 

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Shell pierce, wait until she floats to the point where 
a soul fist can be fired into the enemy. You may have 
to time this one as responses to shell pierce vary.

Use when: 1. Opponent's hyper combo gauge is empty.
          2. Shell pierce connects.
          3. Shell pierce is blocked.

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Shell Kick Trick

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Shell pierce, time the rapid drop correctly and cancel
into a shell kick. The shell kick will be dropping
vertically and rapidly for free chipping.

Use when: 1. Directly above opponent.
          2. Surprise chipping is desired.
          3. Mixing up shell kick attacks.

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Shell Kick Aiming

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Perform any aerial dash, then select an appropriate
time to use a shell kick. The shell kick will cover
areas not accessible in a normal jump. It will serve
for chipping and punishing poor blocking skills.

Use when: 1. Opponent's hyper combo gauge is empty.
          2. Making dashes more dangerous for them.
          3. Aiming shell kicks at various paces.

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Soul Fist Timing

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When throwing aerial soul fists, vary its power input
so that the speed of the soul fist varies too. Heavy
input makes it go fast, light input makes it slow. If
timed right, the opponent will be landing on aerial
soul fists and taking its chip damage.

Use when: 1. Trying to connect a soul fist.
          2. Trying to chip using soul fists.
          3. Assists are being performed.

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Soul Fist Cover

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In the air, throw a soul fist with its trajectory
directly for the opponent. While soul fist moves
towards the opponent, use the normal air dash. Soul
fist will support her, the dash will get you close
enough to hit high or low depending on how they're
blocking.

Use when: 1. Applying pressure.
          2. Confuse and chip.
          3. Trying to connect a combo.

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Raining Soul Fists

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Super jump into the air in the vicinity where aerial
soul fists can chip at the opponent. Throw out air
soul fists like there's no tomorrow. Select when to
vernier dash swoop higher into the air and throw out
more soul fists.

Use when: 1. Opponent becomes cheap.
          2. Avoid horizontal supers and beams.
          3. Immense chipping and inhibiting.
          4. When Blackheart is not there.

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Launch Or Chip

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Use the launcher, if it fails, throw out a fast soul
fist to compensate for the missed launch or any move
for that matter.

Use when: 1. Launches are blocked.
          2. Convenient chipping is desired.

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Darkness Illusion Skies

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Perform a chained combo that eventually launches the
opponent into the air. When performing the air combo,
don't end it with a heavy punch or kick or soul fist.
Instead, if she's close enough, do darkness illusion.

Use when: 1. Close enough in an air combo.
          2. Close enough in a jump in.
          3. Air comboing in corners.

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~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

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0                                                     0
0          Section 18 - Character Specifics           0
0                                                     0
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The Versus Section

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Akuma: Takes damage like there's no tomorrow, but he
       can be dangerous with hurricane kicks. Soul
       eraser during his lag and note his fire balls
       are thrown 45 degrees down in the air.

       Typically played aggressively and will try
       to hurricane kick into his fire ball super.
       Be patient and block, wait for the lags in his
       moves. Try not to dash frequently and always
       use soul eraser.

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Amingo: A big target but can be really tricky because
        of his weird game. Block his combos and soul
        fist him when ever you can. Soul eraser will
        also do well against him.

        Typically played by releasing many of his
        small cactus friends. Use air dash to avoid
        them. Amingo can combo very well, so block
        his attacks and wait for an opening. Use
        soul eraser or silhouette blade as supers.

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Anakaris: Don't think that he's slow, because he can
          combo like Strider. And that is really
          dangerous. Try to get near him and combo. 
          He takes lots of damage, take advantage of
          that. Soul eraser will be needed as well.

          Typically played aggressively due to his
          confusing moves. He does float and will 
          abuse coffin drops and idle hands. Air
          dashing will be useful, wait for lag and
          combo him. Use soul eraser for a super.

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B.B.Hood: A highly destructive character that must
          be comboed to death. Try to perform air
          soul fists and use her dashes to get near
          her. Beware of cool hunting.

          Typically played as a constant jumper due
          to her double jump ability. Attempts many
          missiles and close range combat. This is all
          for her mega gun super that chips very well.
          Use soul fists as she needs to charge for
          missiles, combo her constantly and note 
          that she is small. Always use soul eraser.

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Blackheart: A very powerful keep away and anti air
            character. Never air dash because of 
            his high priority inferno. And never
            air soul fist too. Mainly try to combo
            him, you may have to do extra work.

            Typically played defensively as keep away
            and will throw out infernos and demons.
            Don't let the demons get you as it may
            set up for his rising hell super. Never
            air dash or use projectiles, jump to him
            and combo. Soul eraser is effective.

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Cable: A beamer with a bad reputation, even though
       he has the beam, Morrigan can air dash to get
       near him. Combo him to death and fire aerial
       soul fists. Soul eraser may beat his hyper
       viper beam to the punch.

       Typically played as a poker with his powerful
       beams. These beams will also be abused in the
       air building up to his laser super. He is
       vulnerable on the ground while beaming. Air
       dash over his terrestrial lasers and combo.

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Cammy: A dangerously versatile pixie that can be
       difficult to get despite Morrigan's speed.
       Fire soul fists when appropriate and don't
       forget to combo her to death.

       Typically played for close range combat that
       will lead to her launch and her kicks to flip
       super. Air dash will be very useful to escape
       and attack. Soul eraser will be extremely
       damaging to her lags. Try to combo her when
       she's open.

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Captain America: An impressively balanced character
                 who is powerful in strength. Watch
                 out for his versatile shield and
                 soul eraser when he lags. Try to
                 apply pressure on him at all times.

                 Typically played aggressively for his
                 power, he will throw the shield many
                 times. Use air dashes to get close
                 to him, don't worry about evading.
                 He has enough move lags for a strike.

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Captain Commando: Very inhibiting with his captain
                  fire move. Try to keep air dashes
                  to minimum, block his combos and
                  throw air soul fists. Attempt to
                  combo him during his openings. Be
                  careful of his captain storm.

                  Typically played extremely fast and
                  aggressively. Calling forth his 
                  friends. Don't air dash at all if he
                  is aggressive and anti air happy.
                  He can be challenge, try to use soul
                  eraser as many times possible.

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Charlie: Lacks a good keep away but can be hard to
         take out and has strength. Try to air dash
         when ever he lags and combo him to the grave.

         Typically played aggressively for his power.
         He will build up to his projectile super that
         is slow, apply pressure and poke with soul
         fists as he needs to charge. Soul eraser will
         be instrumental in his defeat.

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Chun Li: Disregard the rumors about her because she
         can be highly dangerous with her combos.
         Air soul fists will poke at her and when
         appropriate, combo her. 

         Typically played using her enhanced jumps.
         She will use anti air attacks, be careful
         when dashing. She is easy to avoid and has
         close range supers. Use soul eraser when
         the opportunity arises.

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Colossus: Play keep away with him when he has super
          armor, other than that take advantage of
          his lag. But watch out for his strength.
          Soul eraser will come in handy as he is a
          large character.

          Typically played offensively with the aim
          for a super armor power up. It's very easy
          to avoid him and attack him, just use a
          dash. You may have to do extra time with 
          him as he is a tough cookie. 

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Cyclops: A beamer than can present a challenge as he
         is powerful and has an effective beam that
         can be fired anywhere. Use air dash with
         care and combo him. Soul eraser may prove
         useful at times.

         Typically played defensively for his beams.
         It is easy to get close to him, but never
         have projectile wars for Morrigan will never
         win. Once close, wait for an opening and use
         combos to drain his health. Note that his
         beams can be fired in many directions.

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Dan: As comic as he can be, he can be dangerous in the
     right hands. Don't laugh at his projectiles, take
     advantage of it. Soul eraser when he performs the
     premium sign. Basically combo him to death.

     Typically played offensively due to his lack of a
     decent fire ball. Use air dashes to easily avoid
     him and attack him. He does have some lags that
     can be utilised, other than that, he shouldn't be
     much of a problem.

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Dhalsim: A long range character that may be a floater
         but is of concern. Watch out of his teleport
         and throwing skills. When he's open, combo
         him extensively.

         Typically played defensively with yoga fires
         or flames. He will teleport for an attack.
         It may be difficult to dash without getting
         hit, try jumping instead. Soul eraser will
         prove useful for a fire bug player as it has
         lag.

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Dr.Doom: One word describes this character. Scary. He
         has insane range and keep away. Try to use
         soul eraser when ever you can. Combo at him.
         Note his beam hits once, so soul fist him.

         Typically played to trap, he can easily be
         avoided by super jumps and air dashes. He is
         large, so it won't be hard to combo him. Any
         dash will get her close. Watch out for his
         power and anti air properties.

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Felicia: A combo weapon that his highly quick. But
         her lack of strength reduces the threat.
         Combo with her and push block, use aerial
         dashes to dazzle this potential danger.

         Typically played aggressively to apply a
         sense of overwhelm. Air dashes will help in
         escape and soul fist will help in poking.
         Some of her moves have lag, take advantage
         of that. Soul eraser will prove very useful
         as Felicia lacks decent defence as well.

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Gambit: A card slinging character that can confuse.
        Watch out for royal flush and his other card
        tricks. Combo him and try to use soul eraser
        during his lags.

        Typically played with an aim to use the glitch
        when he has the advantage. He will use his
        cards many times, keep air dashing to get 
        close and combo him. He may jump around at
        times, but most of his staff moves have lag.

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Guile: The character that can often give Morrigan
       serious problems. His sonic hurricane and
       somersault can really inhibit her. Try to
       dash during his lag, note that sonic boom 
       needs to charge, and combo him.

       Typically played with his projectiles into a
       somersault kick. It may be risky to dash when
       he has this anti air attack. Try to poke him
       with soul fist, and when he misses a sonic
       hurricane, soul eraser will take care of him.

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Hayato: His sword has insane reach and he's really
        a character not to be underestimated. Take
        advantage of his lags and use soul eraser
        when appropriate.

        Typically played offensively with his slash
        moves that have severe lag. It is easy to
        take advantage of that, plus he comes to you.
        His sword moves may chip, but he is risking
        his own health. You can dash to avoid him.

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Hulk: A power house character that can be too large
      and reasonably quick to avoid. His gamma crush
      can catch her off guard. Combo him, but focus
      on triggering a soul eraser against his might.

      Typically played totally offensive with his
      clap move. Watch out for his rock lifting wave
      as it eats soul fists. His dashes will get her
      during her dash. Take advantage of his lags, you
      may even be able to connect a darkness illusion.

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Ice Man: The character that can be disastrous to
         fight. He takes no block damage and has his
         ice beam. Shell kick him to chip because
         soul fist and soul eraser will be utterly
         useless. Try to air dash and combo him. Be
         extremely aggressive or he'll chip you.

         Typically played cheaply with his ice beam
         and turtling. Use with care, the air dashes
         to get close. Never let him get away or he'll
         use ice beam again. Apply pressure and get
         him during his lags. Soul eraser may have a
         50% chance of damage.

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Iron Man: His beams can render soul fists useless. Try
          aerial soul fists and dash for a combo. Be
          prepared to super jump over his proton
          cannon. Take advantage of his lag moves.

          Typically played long range with his multi
          hitting beams that chip. Use an air dash to
          get close and ensure that he doesn't use his
          beam super. Soul eraser will be very useful
          as he does have some major lag. You may also
          find that he can be really be durable.

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Jill: A well decorated pixie that can combo remarkably
      well. Watch out for her undead helpers and use
      vector drain when she dashes too close. Just be
      cautious around her because she is highly mean.
      If the opportunity comes, combo her extensively.

      Typically played aggressively with the aid of
      her zombies. She will chase and combo well. Use
      air dash to confuse her and to get to her. Soul
      fists will also help dramatically in keep away.
      Combo her when ever she dash lags and use soul
      eraser at those times as well.

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Jin: Highly dangerous as he possesses insane power 
     for a guy his size. Never air dash unless when 
     it's safe because of his blodia vulcan. Combo
     him when he lags. When he goes into desperation
     soul fist for keep away.

     Typically played aggressively due to his normal
     chipping capabilities. Air dashing may be risky
     because of his anti air properties. Play keep
     away and combo on his many lags. Soul eraser 
     will be needed as Jin has enhanced defence.

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Juggernaut: Morrigan's nightmare comes to life in
            Juggernaut. She will have to do over time
            with him because he is far too powerful.
            Get him during his lags and when safe, 
            pull a soul eraser or even a darkness
            illusion. He's very, very dangerous.

            Typically played aggressively to confine
            and with the aim of the glitch into
            dashing super. He cannot be avoided unless
            super jumps are used. Try to launch him
            and combo as it can be dangerous on the
            ground. Play keep away for chipping.

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Ken: Don't expect him to be easy because he is very
     fast and has damaging combos. His hurricane kick
     is different and he is generally a challenge to
     swat. Use soul eraser for his failed supers.

     Typically played aggressively with his high
     priority and damaging hurricane kick. Air dashes
     will be useful in avoiding him and attacking
     him. Most of his supers take timing to connect
     and take advantage of his delays. 

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Kobun: A tiny terror that can be hard to hit. Watch
       out for his chip and run tactics. Soul eraser
       will take care of him. Her satellite bat laser
       will make his size useless.

       Typically played as a chipper with all his
       other friend servbots. Soul fists will be large
       enough to hit him and soul eraser will not miss
       on the count of his crouching. He will combo
       and use air dash to avoid him. Take advantage
       of his low damage output.

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M.Bison: There was a reason why he is called a mean
         boss. He can really do a number on her with
         his psycho crusher. Try and match him in
         confusion and take advantage of his lags.
         Using soul eraser may be risky against him.

         Typically played aggressively with his
         psycho crusher and psycho energy ball. He
         will apply the pressure and it won't be 
         easy to avoid him. Super jumping will suffice
         and combos during his lags will be his down
         fall.

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Magneto: A combo encyclopedia that is very hard to
         catch, let alone defeat. His beam hits once
         so don't worry about not using soul fists.
         He's quick all right, but Morrigan's dashes
         can usually get to him. Use soul eraser at
         a far, never use it against magnetic tempest.

         Typically played extremely aggressively with
         his deadly combos. Hyper grav will be used
         into his shock wave super. Mainly aims for
         combos, it will be hard to avoid him. Try
         to wait for a lag and combo him. Note that
         he is very, very dangerous.

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Marrow: Highly confusing and irregular attacks make
        her a problem. She is fast and can really
        confuse. No matter, Morrigan is also quick
        to get in with extensive combos. Try using
        soul eraser when ever possible.

        Typically played aggressively flinging her
        bones to inhibit movement. She is a close
        range fighter, be prepared to take the load
        of confusing moves and combo her back during
        times of failed attempts.

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Mega Man: A smaller character that can be very
          annoying to defeat. His hard punch fire
          ball makes soul fist useless, but not the
          aerial ones. He can be caught when he lags
          after a super such as drill rush.

         Typically played as an opportunist keep away.
         Meaning, he plays keep away and comes in to
         to combo and then runs again. Air dashing is
         useful in getting near him. Combo him when
         possible and note that all of his supers
         have slow start ups.

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Morrigan: She'll be using the same strategy, she can
          be hard to get. Wait for her to do a soul
          fist and then perform a soul eraser. If
          you've learned her well, she should be
          predictable, but still threatening.

          Typically played as an opportunist that can
          be really fast and unpredictable. Soul fist
          will be primary for poking and dashing in
          for a combo. It may take some time trying
          to catch her, just wait for the moment.
          Soul eraser will be very useful.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Omega Red: Is very, very deadly because of his long
           range attacks and his insane combos. Try
           to not air dash because he can grab you.
           Be as close to him as possible to take
           advantage of his lags.

           Typically played as a poker with his coils
           that go in different directions. He has
           enhanced defence, so you may need to work
           for a win. Never air dash against him, 
           super jumping will be sufficient. Soul
           eraser will be extremely useful for damage.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Psylocke: A pixie that can play keep away and anti air
          spells trouble for Morrigan. She's fast,
          tricky and a combo force. Try to tangle 
          and match her combo ability. Get her when
          she lags, since she lacks power like 
          Morrigan, it should be a good tussle.

          Typically played as an opportunist with
          keep away and combos. Morrigan has better
          mobility that will be important in out
          classing this character. Note that Psylocke
          has jump enhancements but is lacking in
          strength. Soul eraser will take care of her
          during her recoveries.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Rogue: If any character is predictable yet highly
       dangerous, it is Rogue. She will be all over
       her, so push block to inhibit power drains.
       Mix up the aerial dashes and combo her to death.

       Typically played so aggressively it's not safe.
       Watch out for her offence, push block is very
       important. Use air dashes to avoid her power
       stealing and get her during her severe delays.
       Soul eraser will be instrumental in her defeat.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Roll: A small assassin that can be a challenge to 
      combo due to her small size. Use soul eraser
      when possible, take her down during her lag
      moves. Roll is lacking in offence and defence
      so take advantage of that.

      Typically played as an opportunist because she
      is disadvantaged. Watch out for her projectiles
      and size. She can be aggressive and can combo
      well. She does have some notable lag for a small
      character, so soul eraser will take care of her.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Ruby Heart: The character than can take Morrigan down
            in the air due to her quick dashes and
            capture techniques. Try to take her during
            times of lag. She can dash anywhere, take
            note of that. Use soul eraser when the
            time comes.

            Typically played aggressively with her
            dashes, she is pretty strong and has a
            variety of strange moves. Most importantly
            she takes away air dashing on the screen.
            To avoid her, super jump and then dash.
            Combos will also be important during her
            dashing lags, use a super jump then dash.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Ryu: Fire ball thrower that can have fire ball wars
     with Morrigan. Try to get him during his failed
     attacks, and be careful in the air as his super
     hurricane kick can be dashed into. Soul eraser
     will take care of him, but combo him at all 
     times.

     Typically played on the offence with some keep
     away. He does have recovery delays, take him at
     those times. Morrigan does have more variety and
     dashing power, use these to avoid and attack him.
     Careful of his beam super, he may catch you on
     the most unlikely times, like the air.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Sabretooth: This character is large but packs a mean
            set of claws. He does lag many times, so
            take advantage of that. His large size
            can also lean towards Morrigan's favor.
            Throw lots of soul fists to keep him
            away. Soul eraser will do a number on him.

            Typically played very aggressively as he
            can combo surprisingly well. Play evasion
            and soul fist games to frustrate. Using
            any air dash can be used as retreat or
            attack. It won't be hard to combo him due
            to his large size. Watch out for Birdie,
            she advertises major delay.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Sentinel: Morrigan's grave digger is the Sentinel. He
          is far too superior for her to take. He has
          range, power and durability. He makes her
          combos seem useless, so try to pull off as
          many soul erasers as possible. It may even
          be necessary to pull Morrigan out.

          Typically played aggressively long range
          with his quick rocket punches. He takes
          advantage of his insane power output, watch
          for a flaw in this and super jump to attack.
          The real damage will be done in soul eraser,
          note that he may not take chipping damage.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Shuma Gorath: Has a variety of moves that can confuse
              and inhibit her from dashing. Shuma
              Gorath is fortunately, relatively weak.
              Be careful of his chaos dimension. Try
              to combo him to death, note that he can
              be tricky.

              Typically played aggressively with an
              impressive variety in moves. He is fast
              and has range on most of attacks. To
              avoid, super jump then dash. He is hard
              to attack, so use soul fist to poke at
              him. Soul eraser will be extremely 
              useful.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Silver Samurai: Swords are his specialty, that makes
                him very good at offence. His moves
                have notable lag, so combo him or use
                soul eraser. He can be no match if
                Morrigan is hard to catch.

                Typically played aggressively and has
                dangerous range with his sword. To
                avoid has charging chipping, super
                jump and air dash. Soul fists will
                agitate him more to attack, and will
                present more lags for combos.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Son Son: The monkey acrobat that can really be hard
         to attack because of her small size. She's
         not impossible to catch, so combo her to 
         death. Use soul eraser during her lag supers
         and moves.

         Typically played aggressively and is very
         strong in the air due to her multi hitting
         staff. Note that her projectile hits 3 times
         which could affect the soul fists. To get at
         her, use any air dash. Be attentive when
         comboing at her, she can be missed.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Spider Man: The web slinging character that can really
            hurt Morrigan's aerial superiority. He too
            is fast, so use her dashes to stay close 
            to him. Try to combo him when near and use
            soul eraser for failed maximum spiders.

            Typically played aggressively with keep
            away. Watch out for his web swing when
            considering to dash. Super jumps and air
            dashes will assist in attacking and get
            away. He does have recovery delays so
            use soul eraser or combo him then. Use
            soul fist to poke and keep away.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Spiral: An extremely versatile character that has it
        all. She has a chipping game, a close range
        game and a keep away game. Watch out for her
        teleports and swords. Try and match her
        versatility with her air dashes. She'll
        never be able to use Metamorphosis. To deal
        with this character, combo her and use speed
        to reach her. Never take your eyes off her.

        Typically played as an opportunist playing
        effective trapping and keep away, then coming
        in for a combo. Take advantage of her floats
        and avoid her swords with air dashes. Spiral 
        may enhance her qualities, note this.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Storm: The supreme ruler of the elements is highly
       dangerous. She is fast, can trap and deals
       good damage. Try to match her speed dashes and
       combo her when possible. Soul eraser will also
       be useful. Watch out because Storm is a combo
       force.

       Typically played dangerously aggressive with
       super fast and confusing air dashes. She is
       good damage output and variety. Use air dashes
       to avoid her, get her during times of delay.
       Keep in mind that she is extremely powerful and
       confusing.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Strider Hiryu: The most dangerous pixie will certainly
               cause serious problems. He is extremely
               fast and has teleports. Blocking is the
               way, push blocking is better. Try to
               match him in his insane combos and use
               soul eraser when he's vulnerable. Keep
               your eyes on this combo dictionary.

               Typically played aggressively and it
               could mean serious damage when he does
               connect combos. Super jumping will be
               useful in avoiding him. Make him attack
               her by poking with soul fists. When he
               does lag, that will be the best to 
               combo him.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Thanos: Mighty and fast for his size, he could be a
        challenge. He can be fast, but lacks variety.
        Take advantage of that and his lags. Soul
        eraser and darkness illusion have a good
        chance for connection. Basically, combo him
        to death, Morrigan is far more faster.

        Typically played aggressively in order to make
        use of his speed and power. Use soul fist to
        poke at him and combo his failed dashing move.
        Use his large size to combo him effectively,
        watch out for his supers that have variety.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Tron Bonne: She may have a mech to cause heavy damage
            but she has lag too. Use the air dashes to
            get to her and wait for her famous lag
            move that will have her comboed to death.
            Soul eraser will be extremely useful. 
            Tron can dash in the air, take note of it.

            Typically played overly aggressive. She is
            is strong and has enhanced defence. Dashes
            are a must to avoid and attack her. Tron
            is large due to her mech, use this to
            combo her. Connect soul eraser when ever
            possible.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Venom: A powerful and quick character that can cause
       significant damage to Morrigan's game. Watch
       out for his effective venom fang. Don't try
       to dash because he has range. Combo him as much
       as possible and use soul eraser at all times.

       Typically played to overwhelm and chip. He is
       very strong and can be extremely hard to catch
       off guard. Super jump to get to him, air dashes
       are not recommended. Keep guard for his venom
       fang. Combo him during his lags, let him do
       the attacking. Use soul fist to inhibit him.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

War Machine: The mobile rocket silo that may lag at
             critical times. Mainly watch for his 
             rockets and vulnerability. Combos are
             effective against him as well as soul
             eraser.

             Typically played as keep away with his
             missiles. Ground soul fists will be eaten
             by the rockets, air soul fists are very
             effective for poking. Use any dash to get
             in for a chance to combo, you may need to
             do some extra work.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Wolverine: Both Wolverines are pixies that must be
           kept away at all times. Soul fists will do
           the trick. Due to his lack of range, the 
           soul eraser will be so useful.

           Typically played aggressively and is mash
           friendly. It is very easy to avoid him as
           well as attack. Take advantage of his lag
           and connect soul eraser when appropriate.
           Frustrate him with soul fists.

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Zangief: The powerful russian that can make vector
         drain look useless. He is quicker than before
         and can be scary. Try to not combo him, just
         use attacks that are out of his grabbing
         range.

         Typically played aggressively with no choice
         but to throw. Keep him away with strategic
         soul fists. Use soul eraser when possible. It
         is particularly effective against his metal 
         form. Never try to combo him.
        
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0                                                     0
0                 Section 19 - Combos                 0
0                                                     0
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Playful Sexuality

0 o8o8o8o8o8o8o8o8o8o8o8

  1. C [ LP, HK ]
  2. C [ LP ], S [ HP ]
  3. C [ LP ], S [ HK ]
  4. C [ LP ], Mysterious Arc
  5. Mysterious Arc, C [ HK ]
  6. C [ LK ], S [ HK ]
  7. C [ LK ], S [ HP ]
  8. C [ LP, LP, HK ]
  9. C [ LP, LP, HP ]
 10. C [ LP, LP ], Mysterious Arc
 11. C [ LK, LK, HK ]
 12. C [ LK, LK ], S [ HK ]
 13. C [ LK, LK ], S [ HP ]
 14. C [ LK, LK ], Mysterious Arc
 15. S [ LP, LP, HP ]
 16. S [ LP, LK, HP ]
 17. S [ LK, LK, HP ]
 18. S [ LP, LP, HK ]
 19. S [ LP, LK, HK ]
 20. S [ LK, LK, HK ]

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Body Language

0 o8o8o8o8o8o8o8o8o8o8o8  

 21. C [ LP, LP ], S [ HP ]
 22. C [ LP, LK ], S [ HP ]
 23. C [ LK, LK ], S [ HP ]
 24. C [ LK, LP ], S [ HP ]
 25. C [ LP, LP ], S [ HK ]
 26. C [ LP, LK ], S [ HK ]
 27. C [ LK, LK ], S [ HK ]
 28. C [ LK, LP ], S [ HK ]
 29. C [ LP ], S [ LP, HP ]
 30. C [ LP ], S [ LK, HP ]
 31. C [ LK ], S [ LP, HP ]
 32. C [ LK ], S [ LK, HP ]
 33. C [ LP ], S [ LP, HK ]
 34. C [ LP ], S [ LK, HK ]
 35. C [ LK ], S [ LP, HK ]
 36. C [ LK ], S [ LK, HK ]
 37. S [ LP, LP ], Shadow Blade
 38. S [ LP ], C [ LP ], Shadow Blade
 39. J [ Shell Kick ], Shadow Blade
 40. J [ Shell Kick ], C [ HK ]

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Fantasies

0 o8o8o8o8o8o8o8o8o8o8o8

 41. C [ HP ], U, LP, LP, HP
 42. C [ HP ], U, LK, LP, HP
 43. C [ HP ], U, LK, LK, HP
 44. C [ HP ], U, LP, LP, HK
 45. C [ HP ], U, LK, LP, HK
 46. C [ HP ], U, LK, LK, HK
 47. C [ HP ], U, LP, LP, Soul Fist
 48. C [ HP ], U, LK, LP, Soul Fist
 49. C [ HP ], U, LK, LK, Soul Fist
 50. C [ HP ], U, LP, LP, Shadow Blade
 51. C [ HP ], U, LK, LP, Shadow Blade
 52. C [ HP ], U, LK, LK, Shadow Blade
 53. C [ HP ], U, LP, LP, Shell Kick
 54. C [ HP ], U, LK, LP, Shell Kick
 55. C [ HP ], U, LK, LK, Shell Kick

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Seduction

0 o8o8o8o8o8o8o8o8o8o8o8     

 56. C [ LP, HP ], U, LP, LP, HP
 57. C [ LP, HP ], U, LK, LK, HP
 58. C [ LK, HP ], U, LP, LP, HP
 59. C [ LK, HP ], U, LK, LK, HP
 60. C [ LP, HP ], U, LP, LP, HK
 61. C [ LP, HP ], U, LK, LK, HK
 62. C [ LK, HP ], U, LP, LP, HK
 63. C [ LK, HP ], U, LK, LK, HK
 64. C [ LP, HP ], U, LP, LP, Soul Fist
 65. C [ LP, HP ], U, LK, LK, Soul Fist
 66. C [ LK, HP ], U, LP, LP, Soul Fist
 67. C [ LK, HP ], U, LK, LK, Soul Fist
 68. C [ LP, HP ], U, LP, LP, Shadow Blade
 69. C [ LP, HP ], U, LK, LK, Shadow Blade
 70. C [ LK, HP ], U, LP, LP, Shadow Blade
 71. C [ LK, HP ], U, LK, LK, Shadow Blade
 72. C [ LP, HP ], U, LP, LP, Shell Kick
 73. C [ LP, HP ], U, LK, LK, Shell Kick
 74. C [ LK, HP ], U, LP, LP, Shell Kick
 75. C [ LK, HP ], U, LK, LK, Shell Kick

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Fore Play

0 o8o8o8o8o8o8o8o8o8o8o8       

 76. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK, HP
 77. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK, HP 
 78. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK, HK
 79. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK, HK
 80. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK, 
     Soul Fist
 81. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK, 
     Soul Fist
 82. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK, 
     Shadow Blade
 83. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK, 
     Shadow Blade
 84. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK, 
     Shell Kick
 85. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK, 
     Shell Kick
 86. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK, HP
 87. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK, HP 
 88. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK, HK
 89. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK, HK
 90. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK, 
     Soul Fist
 91. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK, 
     Soul Fist
 92. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK, 
     Shadow Blade
 93. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK, 
     Shadow Blade
 94. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK, 
     Shell Kick
 95. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK, 
     Shell Kick

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Stimulation

0 o8o8o8o8o8o8o8o8o8o8o8    

 96. J [ Shell Kick ], C [ HP ], U, LP, LP, HP
 97. J [ Shell Kick ], C [ HP ], U, LK, LK, HP
 98. J [ Shell Kick ], C [ HP ], U, LP, LP, HK
 99. J [ Shell Kick ], C [ HP ], U, LK, LK, HK
100. J [ Shell Kick ], C [ HP ], U, LP, LP, 
     Soul Fist
101. J [ Shell Kick ], C [ HP ], U, LK, LK, 
     Soul Fist
102. J [ Shell Kick ], C [ HP ], U, LP, LP,
     Shadow Blade
103. J [ Shell Kick ], C [ HP ], U, LK, LK,
     Shadow Blade
104. J [ Shell Kick ], C [ HP ], U, LP, LP,
     Shell Kick
105. J [ Shell Kick ], C [ HP ], U, LK, LK,
     Shell Kick

0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0

Ultimate Climax

0 o8o8o8o8o8o8o8o8o8o8o8      

106. S [ LP, LP ], Silhouette Blade
107. J [ Shell Kick ], Silhouette Blade
108. J [ LK, LK ], S [ LP, LP ], Silhouette Blade
109. Soul Fist, Darkness Illusion
110. Soul Fist, Soul Eraser

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0                                                     0
0               Section 20 - Legal Matters            0
0                                                     0
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Copy Right

0 o8o8o8o8o8o8o8o8o8o8o8

This Morrigan FAQ V1.4 is copyright (c) 2000 by 
Dig it Up. No part of this FAQ is to be reproduced, 
copied or sold, in any way, shape or form. This FAQ 
must not be taken or displayed without written, 
expressed permission from the author which is Dig it 
Up. Morrigan and Lilith are Capcom property as well 
as Marvel vs. Capcom 2 and its characters.

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0                                                     0
0            Section 21 - For Your Information        0
0                                                     0
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Acknowledgments

0 o8o8o8o8o8o8o8o8o8o8o8

To contact me or ask about this FAQ, e-mail to 
dig_it_up@hotmail.com - Hate mail, comments and 
questions are all welcome.

I'd also like to thank GameFAQS for such a creative 
site and for those on the message board who support 
Morrigan.

Thanks to Strider HiryuuX for his recommendations.
Those have proved to be extremely helpful.

Thanks to stuc2k and Zohar Metatron for supporting
Morrigan on the Message Board.

That's it! Hopefully you found this to be a useful 
FAQ. Happy Gaming

Dig it Up - That's Right! I heard that on the made 
up news on my pretend TV

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