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    Morrigan by Dig it Up

    Version: 1.4 | Updated: 11/24/00 | Printable Version | Search This Guide

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    0     The Morrigan FAQ Version 1.4 by Dig it Up       0
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    0               Contents Of This FAQ                  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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    0                 Section 1 - From Me                 0 
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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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    0              Section 2 - Version History            0
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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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Throw
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Snap Back
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Switch
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    0                                                     0
    0          Section 11 - Attacking Techniques          0 
    0                                                     0
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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. 
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Heavy Punch Attacks
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Medium Kick Attacks
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Heavy Kick Attacks
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    0                                                     0
    0      Section 12 - Enhanced Attacking Techniques     0
    0                                                     0
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Spear Launch
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    0                                                     0
    0            Section 13 - Special Techniques          0
    0                                                     0
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Shadow Blade
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
                
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    0                                                     0
    0                 Section 14 - Supers                 0
    0                                                     0
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    0                                                     0
    0          Section 15 - Morrigan Types                0
    0                                                     0
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Anti Air Morrigan
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    Partner Assist: Shadow Blade
    
    Variable Counter: Shadow Blade
    
    Variable Combination: Silhouette Blade
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Projectile Morrigan
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    Partner Assist: Soul Fist
    
    Variable Counter: Soul Fist
     
    Variable Combination: Soul Eraser
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    Balance Morrigan
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    Partner Assist: Soul Fist
    
    Variable Counter: Shadow Blade
     
    Variable Combination: Silhouette Blade
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    0                                                     0
    0            Section 16 - Morrigan Strategies         0
    0                                                     0
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    General
    
    0 o8o8o8o8o8o8o8o8o8o8o8
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0 
    
    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.
    
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    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.
    
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    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.
    
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    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
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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
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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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0         
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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. 
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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.
            
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
    0 o8o8o8o8o8o8o8o8o8o8o8 < 0 > 8o8o8o8o8o8o8o8o8o8o8o 0
    0                                                     0
    0                 Section 19 - Combos                 0
    0                                                     0
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    0 o8o8o8o8o8o8o8o8o8o8o8       8o8o8o8o8o8o8o8o8o8o8o 0
    
    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
    
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    Fore Play
    
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     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
    
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    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
    
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    Ultimate Climax
    
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    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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    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
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    0                                                     0
    0               Section 20 - Legal Matters            0
    0                                                     0
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    Copy Right
    
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    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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    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
    
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    0                                                     0
    0            Section 21 - For Your Information        0
    0                                                     0
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    Acknowledgments
    
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    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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