,ggg, ,ggg,_,ggg,                               d8,                              
dP""Y8dP""Y88P""Y8b                             `8P                               
Yb, `88'  `88'  `88                                                               
 `"  88    88    88   d8888b   88bd88b  88bd88b  88b d888b8b   d888b8b    88bd88b 
     88    88    88  d8P' ?88  88P'  `  88P'  `  88Pd8P' ?88  d8P' ?88    88P' ?8b
     88    88    88  88b  d88 d88      d88      d88 88b  ,88b 88b  ,88b  d88   88P
     88    88    88  `?8888P'd88'     d88'     d88' `?88P'`88b`?88P'`88bd88'   88b
     88    88    88                                        )88
     88    88    Y8,                                      ,88P
     88    88    `Y8                                  `?8888P
                                                                       
MARVEL VS. CAPCOM FAQ
by Joseph Christopher <sirlordjoseph@icqmail.com>
version 1.0
Dec. 4, 1999
                                                                       
this faq is copyright 1999-2000 Joseph Christopher
                                                                       
I didn't believe there will come a time when I'll have to write something          
like this just to remind some people of what they all should be knowing            
by heart :( Anyway, here goes...                                                   
                                                                                   
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
||                                                                               ||
||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
||     site before sending in any comments, suggestions, and/or corrections.     ||
||     As for webmasters, web page contibutors, and all similar personnel,       ||
||     posting this faq on any other website requires every last sentence,       ||
||     phrase, word, and character contained within this file included and       ||
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||     preferable, though not required.                                          ||
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||  3) This faq is not to be profited from---directly, indirectly, or in         ||
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||     equal to, or greater than a cent's worth in cash, items, or services      ||
||     in exchange for part of or all the contents of this faq. On the           ||
||     other hand, by indirectly I mean using a part of or all the contents      ||
||     of this faq as a convincing factor for the purchase of another product    ||
||     thus directly or again indirectly yielding profit.                        ||
||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
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||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
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||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                   
* This society does not care if you're the dumbest vegetable on earth,             
  if you do something wrong, someone will make you pay the price! ;)               
                                                                       
* As far as I know, succubuses like Ms. Morrigan go on living by entering
  a man's dream, posing as his ultimate sexual fantasy, giving in to his
  desires, and taking or consuming his soul in the process. As a result,
  while in reality her victim is nothing but a vegetable for life, in his
  mind he will eternally have sex with no one but her. In other words,
  if you die at the hands of a Morrigan, you'll end up as one of her
  shape-shifting bats, but you wouldn't know that. Instead, she'll make
  you think your having the time of your life with her, ala "The Matrix"
  paradox. Surely that's one of those things that make you say, "Ignorance
  is BLISS!" But enough of that. My point is, you wouldn't be choosing
  the queen of seduction of you weren't, one way or another, "seduced".
  I mean, Ryu can outmatch both her specials and her supers while Gambit
  and Strider can out-combo her, right? Ironically, those two are the first
  two things anyone would answer when asked why they chose this babe of
  babes. And that, I'm afraid, and YOU should admit, is just an excuse
  for wanting to stare at her. I, however, have thought of better reasons
  to choose her so see if you agree, and then read on.....
                                                                       
1. Morrigan's set of specials and supers is a COMBINATION of most the good
   points of Ryu's three different modes.
2. Morrigan can outmatch Ryu-type combos and at the same time outmatch
   Gambit/Strider-type specials
3. Morrigan has some nice confusing tactics at her disposal
4. Morrigan has an unblockable, level 3 super,...PROJECTILE? (yeah!)
5. Morrigan is the "Queen of Blades"! (or was that Kerrigan? from Starcraft?
   ummmm....hey, never mind that! on with the faq!)
                                                                       
                                                                       
Why read this guide:
   I. Legend
  II. General Moves
 III. Normal Moves
  IV. Supers
   V. Combos
  VI. Vs. Computer
 VII. Vs. Human
VIII. Ending
  IX. Credits
   X. Revision History
  XI. Final Words
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
 _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                       
                                                                       
U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
 _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                 __  __  _____  _  _  ____  ___
                (  \/  )(  _  )( \/ )( ___)/ __)
                 )    (  )(_)(  \  /  )__) \__ \
                (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
guard push - LP+MP+HP (while blocking)
taunt      - press start
call helper- MP+MK
tag partner- HP+HK
tag super  - D,DF,F+HP+HK
team work  - D,DB,B+HP+HK
                                                                       
* let me explain a few things about some of the general moves:
                                                                       
call helper - your helper is the character you choose after you have chosen
              the two members of your team. He/she basically, when called,
              just enters the screen, does an attack, and leaves. Fighters
              available in the character select screen are not available
              as helpers and vice versa. With choosing a helper, the cursor
              goes through all the possible selections and you have to
              hit a button at the exact moment it highlights your desired
              helper. There is, however, an alternative: (to use any of
              these helpers, hold start and the corresponding button
              immediately after choosing your second fighter.)
                                                                       
      Anita      - LP+MP+HP
      Colossus   - LP+MP+MK
      Cyclops    - LP+LK+MP
      Devilot    - MP+HP
      Iceman     - MP+MK
      Jubilee    - LK+MP+HP
      Juggernaut - LP+MK
      K. Arthur  - LP+MP
      Lou        - MP
      Magneto    - LK+HP
      Michelle H.- LP+LK
      Psylocke   - MK
      Pure & Fur - LK
      Rogue      - LP+LK+MP+HP
      Saki       - HP
      Sentinel   - MP+MK+HP
      Shadow     - LP+MK+HP
      Storm      - LP+LK+HP
      Thor       - LK+MP
      Ton-pooh   - LP+HP
      U. Soldier - LP
      US Agent   - MP+HP
                                                                       
tag partner - your partner will enter the screen, attacking anything in
              front of him or her, but you probably already know that by
              now, don't you?
                                                                       
tag super - common to crossover fans, this move needs at least two levels
            of super charged up. It will allow both fighters to execute
            their respective supers at the same time, the resting one
            being left behind as if they already "tagged"
                                                                       
team work - ahh, this is new. your partner enters the screen as he would
 super      during a normal tag, but then after that you can control both
            your fighters at the same time! (they'll both respond to your
            controls.) What's more, your super gauge is set to infinite.
            Yeah! This state is timed though, so use it wisely. The length
            of time you stay in this state is determined by the amount
            of super you have charged up when you did it.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
 _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                       __  __  _____  _  _  ____  ___
                      (  \/  )(  _  )( \/ )( ___)/ __)
                       )    (  )(_)(  \  /  )__) \__ \
                      (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
* Morrigan's normal moves are all picture-perfect(!) so I'll be concentrating
  on their descriptions rather than their uses, which are mainly combo
  starters, fillers, and enders for the low, medium, and high attacks
  respectively.
                                                                       
1. LP - one of the few LPs in the game that can be comboed unto itself
        for two, and possibly three, hits. Also one of the few Ps where
        she doesn't use her shape-shifting bats to strike. 
                                                                       
   a) standing - she rests her nearer arm on her, uh, breasts (sorry, I'd
                 be using that term in this faq cause that's undeniably
                 a "big" part of what Morrigan is all about) and uses her
                 HAIR to strike at the opponent.
                                                                       
   b) crouching - this move may not be comboed unto itself, as I've said
                  with Morrigan's LPs, but it alone is already two hits!
                  She punches the opponent's knee area with her nearer
                  arm and quickly "points" with her other one for a second
                  hit
                                                                       
   c) jumping - she folds both her arms and legs and out comes a spear-
                like shape from her side. Actually, it's just her shape-
                shifting bats doing the job.
                                                                       
2. MP - these moves make some semi-creative uses, shapes, and blades again
        from her shape-shifting bats. Basic combo fillers, but nothing
        more than that.
                                                                       
   a) standing - her farther arm reaches out as far as it can by means
                 of a punch. Strips of black metal wrap her punching arm
                 and form a drill in front of it.
                                                                       
   b) crouching - from a kneeling position, she bows all the way down,
                  revealing a pair of wing-blades that are relatively
                  small but big enough to reach a not-so-close opponent.
                                                                       
   c) jumping - she crosses her arms above her head, re-opens them while
                folding her legs, and out comes a double-bladed something
                from her side. Actually, it's just her shape-shifting bats
                doing the job.
                                                                       
3. HP - high-priority spikes that come from behind her. This is the most
        her shape-shifting bats can do without much effort. Basically
        covers and protects her whole front side from any jump or dash-in.
                                                                       
   a) standing - she spreads out both her arms sideways to their fullest
                 extent, swings them back toward the opponent and, like
                 I said, high-priority spikes come out from behind her.
                 Most would point straight forward, some diagonally upward,
                 and a few diagonally downward.
                                                                       
   b) down-forward - she doesn't use spikes in this move, only a single
                     blade. This blade also comes from behind her and
                     she turns around to get it to hit the opponent. Still
                     has the damage and priority of an HP but would mostly
                     come out by mistake when what you really wanted
                     to do was launch the oppoent so be careful.
                                                                       
   c) crouching - this is what every MVC character has---a launcher. From
                  a kneeling position, she points her nearer arm upwards
                  while trying to stand up and out pops a big arrow head
                  from the ground.
                                                                       
   d) jumping - crosses her arms to cover her face, re-opens them and,
                again like I said, high-priority spikes come out from behind
                her. These, however, are different from her standing HP
                in the sense that these spikes are in curves (like the
                spike that came from the upper part of her back would end
                up pointing diagonally downwards) and form some sort of
                "metallic net" in front of her. 
                                                                       
4. LK - one of these show that she's ready to do what she does best, the
        other one shows her simply being a good fighter, and the remaining
        one just shows how happy she is with her job.
                                                                       
   a) standing - this is the part that shows her simply being a good fighter.
                 She does what looks like the famous Shotokan standing LK---
                 a weak but quick kick to the shin.
                                                                       
   b) crouching - this is what I refered to as the "remaining one" which
                  just shows how happy she is with her job. It's her nearer
                  leg that kicks the opponent's foot, and she's smiling
                  while doing it. She also has both arms spread out, and
                  both her hands are half-closed with the pinky sticking
                  out.
                                                                       
   c) jumping - I guess the one that shows she's ready to do what she does
                best (and don't tell me you don't know what that is) is
                all that's left and it's this move that shows just that.
                She just basically does a weak knee attack but the pose---
                eye candy!!
                                                                       
5. MK - just like the LKs, where one shows she's ready to do what she does
        best and another shows how happy she is with her job. This time,
        however, two attacks show how good a fighter(kicker) she is.
                                                                       
   a) standing - this is, like the standing LK, the part that shows her
                 simply being a good fighter. She does what looks like
                 the famous Joudan Sokutou Geri by Ryu, but of course this
                 is a lot less damaging since it's only a normal move.
                                                                       
   b) crouching - she's definitely ready to...rumble when she does this
                  move, wherein from a kneeling position she slides her
                  farther leg towards her opponent without the heel ever
                  leaving the ground. Her butt slides a little with it
                  too. And her breasts become a little obvious.
                                                                       
   c) jumping - remember me saying there were two attacks that showed how
                good a fighter(kicker) she is? Well, this is the second one.
                In this move, she covers her whole chest area (ow, shucks)
                with her arms as if embracing herself and then delivers
                a horizontal kick that yields some nice reach.
                                                                       
   d) down (mid-air) - she experiences a feeling of "lightness" as she
                       turns around, spreads out both her arms and straightens
                       out both her legs. Strips of black metal wrap her
                       whole lower body and form a drill in front of her
                       toes. And all this while she slowly glides diagonally
                       downwards and try to hit the opponent.
                                                                       
6. HK - just like the MKs, where two attacks show how good a fighter(kicker)
        she is and another shows a feeling of "lightness". This time, however,
        none show she's ready to rumble but in its place one shows how
        well she know her ballet(!)
                                                                       
   a) standing - experienced MVC players should have already guessed, this
                 is the move that features Morrigan's ballet skills ;)
                 She raises both her arms and stretches her nearer leg
                 backwards until the foot reaches the back of her shoulder.
                 She then swings this whole leg forward in a near 360degree
                 arc without folding the knee, bending back and reaching
                 the ground with both arms in the process. Get it? Oh,
                 and a black metallic blade comes slashing with her foot.
                                                                       
   b) forward - she folds one leg bakwards and straightens the other one
                forward (kinda like a splits K) Then she does a forward
                flip, making her hit with the straightened leg first followed
                by a switch in the positions of her legs, and the other
                leg, now straightened, will follow up. Each leg hits
                twice for a total of four hits!
                                                                       
   c) crouching - she turns around, floats(!), and stretches both her legs
                  out to knock an opponent of his feet. Definitely shows
                  the "light" feeling within her. You'll also notice her
                  resting her chin on one arm and her breasts on the other.
                                                                       
   d) jumping - just like the jumping MK, this move shows how good a fighter
                (kicker) she is. In this move, she turns her naked back
                on you (ow, shucks) and then delivers a horizontal kick
                that yields some nice reach.
                                                                       
   e) down (mid-air) - unlike the MK version, this move doesn't show a
                       feeling of gaiety cause she really looks serious
                       while doing it. Instead, it shows how good a fighter
                       she is as she faces YOU, crosses her arms above
                       her head, glows, and does a stomp, or rather, drill
                       kick at the opponent. (yup, black metallic strips
                       also cover her whole lower body like in the MK)
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
 _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                 __  __  _____  _  _  ____  ___
                (  \/  )(  _  )( \/ )( ___)/ __)
                 )    (  )(_)(  \  /  )__) \__ \
                (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
1) Soul Fist - D,DF,F+P
                                                                       
        If done on the ground, has a very similar size and range to that
   of Ryu's Hadouken but if done in mid-air, will be coupled with the
   strategic angle of Ryu's Akuma Mode's Zankuu Hadouken. This is one
   of the easiest moves to go cheap at since it works a lot like X-men
   COTA's Psylocke and her Psi-Blast with the ability to be repeatedly,
   and I mean REPEATEDLY done in mid-air until your opponent does something
   about it. Don't use this move except as a combo ender cause it's really
   cheap.
                                                                       
2) Shadow Blade - F,D,DF+P
                                                                       
        Has the speed of Ryu's Shoryuken while acquiring the multi-hitting
   and damaging properties of the Akuma Mode's Gou Shoryuken. If done
   in mid-air, would definitely mimic the only mid-air Shoryuken in Ryu's
   arsenal, and that would be available in his Ken Mode. Also only for
   combos cause the recovery, as with any Shoryuken-type move, makes you
   regret ever doing it in the first place.
                                                                       
3) Vector Drain - F,DF,D,DB,B+P
                                                                       
        Similar to Zangief's spinning pile driver, but a lot less damaging
   while a lot easier to execute. Recovery is just as lame and range is
   a little shorter. The only main difference is the way she does it. She
   wouldn't be caught in such an unbecoming position (like what Zangief
   does) now, would she? Now way! She won't use both arms and legs to hold
   the opponent in place, only her hands. She then flies via bat-jets,
   "inverts" with the opponent, and only starts spinning on the way down---
   cool!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
 \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
  \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                       
                                                                       
1) Soul Eraser - D,DF,F+2P
                                                                       
        This is the REAL potential of her shape-shifting bats unleashed!
   Most of them morph into some sort of portable laser cannon while two
   groups form mini-satellite versions and all give maximum output in the
   form of a beam of pure energy. It does a minimum of 20+ hits (as far
   as I've seen) and that can be increased to 30+ if you mash the buttons
   while she's at it. Cannot be done in mid-air unlike Ryu's Shinkuu Hadouken,
   but would cover more vertical range. See anyone who can't move for the
   moment? DO IT NOW!!!
                                                                       
2) Silhouette Blade - F,D,DF+2P
                                                                       
        Morrigan seems to be too tired to execute this super, so she calls
   on Lilith, and SHE does the uppercutting. How? She pops up from the
   ground, does her version of the Shadow Blade, and vanishes in mid-air,
   only to re-appear from the ground. And she repeats it a lot of times,
   each time rising a little higher than before. This is her only super
   that can usefully be comboed from anything so use this accordingly.
                                                                       
3) Darkness Illusion - D,DF,F+2K
                                                                       
        As if one bombshell beating you up wasn't enough, now there are
   TWO of them! In this move, Morrigan glides toward the opponent, and
   if she connects, another Morrigan will appear behind the victim, and
   they both will get to do a near twenty-hit combo which would register
   as 30+ since there are two of them. You can do this super in mid-air,
   but it can't be comboed from an air combo.
                                                                       
4) Eternal Slumber - LP,MK,B,MP,HK
                                                                       
        WOW! Arguably the coolest (or is it hottest?) move in all video
   game history! The first thing Morrigan does is her second best pose
   in the game (wherein both her legs and neck are fully stretched and
   folded backwards, almost making her breasts come out, and one arm is
   between her legs while the other is on her lips). Then Lilith and her
   big, BIG behind comes out to embrace her, a large pink heart materializes
   from nowhere (though I think it's from Morrigan's "flying kiss"), and
   it moves in a wave-like manner toward the opponent. This projectile
   is UNBLOCKABLE and if it connects, will cover the whole screen with
   a pink curtain and four small red hearts, and all you can see are the
   shadows of Morrigan doing her thing with whoever the opponent is. When
   the curtain re-opens, she is in her BEST pose in the game (a naughty
   pose that makes her look like she totally enjoyed what she has done),
   and the opponent is left lying on the ground---very, very tired. You
   like it? Refer to my vs. human strategies to be able to use this super
   effectively and my last section for what those shadows try to show.
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
 \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
  \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                       
                                                                       
Universal Jump-in: HP - yes, that's all you should do to start a jump-in
                        combo. You may want to do a LK-> MK-> HK combo
                        to start a jump-in but, can the LK really hit the
                        opponent before he does something else?
                                                                       
* a jump-in you MAY add while a dash-in you MUST add to any of these combos:
                                                                       
1. LP-> LK-> Shadow Blade
2. LP-> MP-> Shadow Blade
3. LK-> MK-> Shadow Blade
4. D+LP(two-hit)-> D+LK-> D+MK-> D+HP-> UF-> LP-> LK-> MP-> MK-> Soul Fist
5. D+LP(two-hit)-> D+LK-> D+MK-> D+HP-> UF-> LP-> LK-> MP-> MK-> Shadow Blade
6. MP-> HP-> Silhouette Blade
7. MK-> HK-> Silhouette Blade
8. D+LP(two-hit)-> D+LK-> D+MP-> D+MK-> D+HK-> Silhouette Blade
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____      _  _  ___
( \/ )(_  _)    ( \/ )/ __)
 \  /  _)(_      \  / \__ \
  \/  (____)()    \/  (___/()
       ___  _____  __  __  ____  __  __  ____  ____  ____
      / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
     ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
      \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                       
                                                                       
Well, pull off all the combos I just taught you! If you block all day,
computer opponents will most likely do a dumb attack that'd leave them
open for a combo that ends in a super! If, however, they walk forward
for no reason, they're planning to throw you so do what you want to counter
that! Simple enough?
                                                                       
Oh, yeah, how to beat Onslaught:
First, cool-looking form: all you have to do is block and release a multitude
                          of standing HPs whenever he's finished doing
                          a special move.
                                                                       
Second, cheap@$$ form: jump and HP his face until you're all charged up
                       for a super then Soul Eraser his face and make his
                       neck crack! Block right after your every move to
                       avoid his eye beams.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
 \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
  \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                       
                                                                       
*Well, there won't be any universal rules for fighting against humans cause
 no two humans think identically. There are, however, general rules that
 could apply to at most 80% of your encounters with human challengers.
                                                                       
1. Use Colossus as a helper - You may replace him, but make sure the
                              replacement pretty much does the same thing---
                              RAM the opponent! You can always do a Soul
                              Eraser, or better yet an Eternal Slumber
                              (in corner to make sure) for major damage
                              afterwards.
                                                                       
2. Play a mix-up game - Morrigan can't just combo and hope that her opponent
                        opens up somewhere during her moves because she
                        can only do short range combos and they don't
                        even confuse that much. Here's what you can do:
                                                                       
    Dash-> D+LK, after that,...
                                                                       
    a) D+HP - only if he doesn't block. Launches him in mid-air.
                                                                       
    a.1) U-> LP-> LK-> MP-> MK-> Shadow Blade
                                                                       
    a.2) Dash-> D+HP - will confuse him into blocking the wrong way when
                       he falls back to the ground
                                                                       
    a.2.1) Dash-> D+HP - will again confuse him into blocking the wrong
                         way when he falls back to the ground
                                                                       
    a.2.2) D+HP - will confuse him into blocking the wrong way when
                  he falls back to the ground in case he's already got
                  the hang of your strategy.
                                                                       
    a.2.3) U-> LP-> LK-> MP-> MK-> Shadow Blade
                                                                       
    b) D+MK - may be done even if he blocks or doesn't block. Added combo
              filler.
                                                                       
    b.1) D+HK-> Silhouette Blade - only if he doesn't block or when he's
                                   at the middle of the screen
                                                                       
    b.2) Vector Drain - used to confuse opponents who block all day. Not
                        to be used much as it can be considered cheap
                        if you win almost entirely by it.
                                                                       
    b.3) throw - easier and a little faster to execute so do it when you
                 weren't able to act quickly. Also not to be used much
                 as it can be considered cheap if you win almost entirely
                 by it.
                                                                       
    b.4) Dash-> D+LK - only if blocked. Repeat mix-up game.
                                                                       
    c) walk forward - make him guess what you'll be doing next and if
                      you predict right, either:
                                                                       
    c.1) Vector Drain - remove the D+MK part to further confuse. It's
                        used to confuse opponents who block all day. Not
                        to be used much as it can be considered cheap
                        if you win almost entirely by it.
                                                                       
    c.2) throw - remove the D+MK part to further confuse. It's easier
                 and a little faster to execute so do it when you weren't
                 able to act quickly. Also not to be used much as it can
                 be considered cheap if you win almost entirely by it.
                                                                       
    c.3) D+LK - start the whole strategy all over again for those who
                are already keen observers and can retaliate when they
                see a throw coming. Adding this to your options would
                give 'em a sure fire headache.
                                                                       
    d) summon Colossus/any rammer - only when guard pushed because your
                                    opponent will usually dash afterwards.
                                    Connect with a Soul Eraser for major
                                    damage.
                                                                       
* you can always jump to D+MK or super jump to D+HK anywhere between
  these confuser strategies to further confuse. It's a bit more risky,
  but, if done sparingly, can lure opponents to execute dumb supers that
  leave them WIDE open for an Eternal Slumber! Added note: when in mid-air
  and a little close to above the opponent's head, tap 3P to dash for
  the opponent, D+3P to do same but suddenly fake it and "hop" over his
  head, and U+3P to do the "hop" without dashing for the opponent first.
                                                                       
3. Abuse the priority of your Jumping HP
                                                                       
        Whenever you just don't know what to do, or whenever every attack
   of yours ends up being countered, pull yourself together while buying
   time using a ton of HPs while repeatedly super jumping. Not only will
   your supers get charged up in no time, you'll also be quite sure it'll
   take some time before he could think of a way to stop you, and by that
   time you've already thought of a way to stop HIM!
                                                                       
4. Know which super to use
                                                                       
        Don't always rely on the Soul Eraser to retaliate on the mistakes
   of an opponent. It's slow execution time can make you regret doing
   it because most likely the opponent can still save his own hide by
   blocking. Use the Soul Eraser only if your opponent did a super that's
   so far from you and have 1% chance of ever landing a hit. The Soul
   Eraser is also applicable in times when you have super jumped from
   the opponent's beam super and landed behind him/her. Otherwise, on
   situations that enabled you to block a super or better yet a tag move,
   use the Darkness Illusion which definitely comes out faster. Use the
   Silhouette Blade whenever you detect a dashing super come your way.
                                                                       
5. If you were Morrigan, which super would prefer to do most of the time?
                                                                       
        Dammit, did you really have to think first? Her ETERNAL SLUMBER,
   what else!? It's THE super that succubuses like Morrigan are made of!
   Many have underestimated this super simply because no one has ever
   used it effectively. But I have already landed a good number of these
   even on expert opponents and the key, in my opinion, is to never think
   of your opponents to be so dumb as to block it. You definitely CAN'T
   use this as a confuser cause it comes out slow and a simple jump can
   evade it while any other projectile can counter it. When you CAN do
   it is, after... 
                                                                       
   a) evading a super - notice I said EVADING and not blocking! Use another
                        super after blocking an opponent's since this
                        super is way too slow for that job. By evading
                        I mean you super jumped even BEFORE he did the
                        code for his super and there's just no way he
                        can recover without you landing on the other side
                        and taunting thrice.
                                                                       
   b) connecting with a helper - especially effective with rammers and
                                 an absolute success in corners. Just 
                                 practice doing it immediately after hitting
                                 MP+MK for the helper.
                                                                       
   c) guard-pushing a combo machine - in this case you'll have to PREDICT
                                      his next move instead of using your
                                      reflexes to counter it. No time to
                                      think---do the code immediately
                                      after hitting the 3P for the guard-
                                      push.
                                                                       
   d) KOing the first chracter - dash-in to make sure the opponent's back
                                 is turned on you as he enters the screen
                                 and then do it! The only thing he could
                                 do is a double jump and that is possible
                                 only IF he detected that super come his
                                 way and only IF he has a double jump.
                                                                       
   e) blocking the entrance of the second charcter in a team work super
                                                                       
              Hahahahaha! Do this and watch the look on your opponent's
      face as he desperately tries to mash the buttons in a futile effort
      to stop you from "doing it" with his teammate! (hoooh, I'm out of
      breath!) And my, how time flies! ;) After you're done, super jump
      to make sure he won't be having anymore use for his "infinite" super
      meter and so he'll have to charge up again from scratch. (yeeheheh)
                                                                       
6. Character-specific strategies:
                                                                       
Captain America - if there's anyone who could match your air HP priority,
                  it's him. His jumping HP does a lot more damage, reaches
                  further, and all that without having to sacrifice
                  execution time. Don't be the first one to super jump,
                  as he would most likely meet you in the air with the
                  accursed HP. Stay on the ground, dash forward and back
                  and lure him to miss a standing HP cause that's when
                  you pour out your Soul Eraser. Use a confuser's
                  strategy and counter his dashing supers with a Silhouette
                  Blade to the face!
                                                                       
Captain Commando - ahh...this captain must be dealt with in a rather
                   opposite manner than the first one. With this captain,
                   ALWAYS super jump and air block to avoid getting hit
                   by the heavily damaging Captain Corridor or the Captain
                   Sword super. Being able to block these would mean a
                   free Soul Eraser for you. DON'T use a confuser's
                   game with this captain because he'll just Captain Corridor
                   you out of it.
                                                                       
Chunli - two problems: avoiding her launcher when you're air-borne and
         avoiding her low combo to Lightning K super when you're on dry
         land. Two solutions: never be the first to super jump and if
         you ever will, hit the HP button rapidly during the whole air
         trip. Second, use your dash to low combo to Silhouette Blade
         to match Chunli's, and so we're back to a fair match. It's just
         a matter of "sleight of wrist" now...
                                                                       
Gambit - just avoid his cheappy infinite and you'll be fine. That's the
         only thing he can do to beat you so if you've mastered the art
         of avoiding it, and everything he can do set you up for it,
         (like a launcher, a ramming helper, or a throw in the corner)
         then you'll be fine. He can be a good confuser but has his options
         limited to low attacks and throws so show-off YOUR confusing
         skills and win! He may use a rain of Kinetic Cards as a chip
         away strategy but that can easily be countered: Just dash right
         below him, super jump, and meet him in mid-air with a Darkness
         Illusion.
                                                                       
Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
       Then attack, attack, attack! He'll be wide open after just about
       ANYTHING he does so it's time to combo a dashing D+LK-> D+MK->
       Silhouette Blade. Air combos will also work on him fine, just remember
       to hit him once before launching otherwise he won't budge. Hulk
       is big, but remember that all your supers('cept the Darkness Illusion)
       make bigger look dumber rather than stronger.
                                                                       
Jin - obviously cannot even dream of having Hulk's reach, but would definitely
      be faster. Other than that, Jin would have all of Hulk's advantages
      and disadvantages as well. He'll pack power with his attacks, especially
      if he's all yellow! That doesn't give him much of an upperhand,
      though, as his attacks have a lame recovery time and could easily
      be punished by a ground combo to Silhouette Blade. Use the same
      strategies you would on a Hulk user, and watch out for that hurricane
      super whenever you jump!
                                                                       
Megaman - two words: Keep Away. No, that's not how to beat him, I told
          you never to use Morrigan's fireballs! That's the NES freak's
          cheapy strategy! Let him use his X buster all he wants, while
          you constantly super jump and HP all the way. There'll be four
          kinds of Megaman users, and only two will you find challenging.
          The first one just hammers away with a stream of X busters that's
          easy to jump over and punish with a combo. The second one will
          always charge up his X buster and use it as part of an air combo.
          Just dash back and forth to confuse him into giving up that
          hold then welcome his fireball with a dash back to Soul Eraser!
          The third Megaman user would be using a rammer as a helper,
          slide kick you, and hope that you'll retaliate with a combo
          as he summons his helper afterwards. He'll surely get hit,
          but you'll be punished by his helper as well, giving him enough
          time for a Hyper Megaman super. Just don't counter the slide
          kick and wait for him to run out of helpers, THEN attack! The
          fourth, most challenging one would be a Megaman that X busters
          low, then X busters high, then low, then high, then you lose
          your sanity---WRONG!! Fight on! Block his low X busters and
          dash forward when he does the high one. Eventually you'd be
          near him. Time to use your confusing skills. If he manages to
          escape, which would only be possible via super jump, wait for
          him on the ground and then juggle with my D+HP strategy! By
          the way, don't worry bout his supers, just block and Soul Eraser
          afterwards.
                                                                       
Morrigan - will fight like you do, being a good confuser and all that.
           She will, however, (if she didn't read this faq, heh)have her
           options limited to low attacks and throws so show-off YOUR
           confusing skills and win! If she does something you won't,
           namely raining you with air fireballs, Dash in and bury your
           foot in her...uh...midsection with a Darkness Illusion or make
           use of my D+HP strategy if you don't have the extra charged
           super bar
                                                                       
Ryu - If he's using strategies found in my Ryu faq, then may the best
      confuser win! If he's not, you're in for a cheapy fireball game.
      Again, you'd be needing your invaluable jumping HP to chrage up
      your super and Soul Eraser his fireball wherever he may be.
                                                                       
Spiderman - Even his Maximum Spider has a high chance of getting countered
            by a Silhouette Blade in progress so abuse that fact to your
            advantage. Master the art of rolling and you'll be avoiding
            his Crawler Assaults forever! His Ultimate Web Throw will
            be his only super that could counter a Silhouette Blade but
            you can easily detect that. If he uses an air combo that knocks
            you down and falls right behind you as you get up, do the
            aformentioned super and make him savor the taste of a succubus
            foot. Well, not that it tastes bad but, ow shut me up! :*
                                                                       
Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
                you to STAY in the corner when pitted against this teleport
                master. That way he wouldn't be able to use an Ouroboros-
                and-teleport-behind-you strategy. But with you in the
                corner, he'll try two things: combo you like crazy, wherein
                the guard push feature would prove most useful, and chip
                away some nice damage with his robo dog, which you should
                super jump to avoid and charge up your super meter. Use
                your helper whenever he jumps for you then Soul Eraser
                afterwards. If he doesn't have a single super charged
                up yet, hell, forget all I've just said about him and
                engage in a confuser's game instead.
                                                                       
Venom - Just super jump and HP all the way and as you land, choose from
        two landing sites: as far away from him as possible to be able
        to continue super jumping and charging up your meter, or a little
        behind him so your HP could out prioritize ANYTHING he whips up
        and give you an opportunity to do a D+LK-> D+MK-> Silhouette Blade
        combo whether he blocks it or not. If he's able to block all of
        it, engage in a confuser's game but beware, he may not have an
        overhead but his throw allows him to combo you afterwards so get
        ready for that.
                                                                       
War Machine - Just block his ground combos, D+LK to combo his throw attemps,
              and do a dash in to jump and Darkness Illusion if he abuses
              his mid-air smart bombs. If he's dumb enough not to include
              his War Destroyer super in a combo, dash to Eternal Slumber
              or Soul Eraser him one moment after all his missiles are
              launched from his armor. I guarantee you the missiles will
              drop where you WERE before you dashed but you have to time
              it right, though. The Proton Cannon, if not done as an ender
              to a helper attack, would be easily detected and therefore
              super jumped from and punished with what else but a Soul
              Eraser or an Eternal Slumber if you got the charge. If your
              opponent doesn't make flaws like this, then you better stick
              to your good 'ol jumping HP to do the trick.
                                                                       
Wolverine - until recently have I thought that Wolvie users (including
            me, once) were just plain good at it but now I know Wolvie
            was just too advantaged to be defeated by a mere above average
            player. I hate to be called cheap, so now I have stopped
            using Wolverine, and started taking him as a challenge to
            defeat with my players. There'll be two things any "challenging"
            Wolvie user would do: stomp you like crazy until you open
            up for a combo to super, or dash in like crazy also until
            you open up for a combo to super! With the first strategy
            you'll again have to utilize the priority that's in your HP.
            You can also opt to surprise him with a ramming helper as
            he stomps you to get a clear opportunity for a Soul Eraser.
            For the second strategy, you'll have to assess yourself. If
            you think you can pretty much predict what he's doing, then
            combo him if he tries to throw and use the guard push otherwise.
            If he doesn't give up and still dashes in like crazy, smile
            and surprise him with an Eternal Slumber to turn his healing
            factor off for good!
                                                                       
Zangief - Just charge up the way I've been telling you since the beginning
          of this section and guard push all his attacks so that he couldn't
          link them to a grapple or worse, SUPER grapple! He'll be using
          blocks much, so you'll just have to play a risky confuser's game
          with him. Remember that in a confuser's game, you'll have to
          succeed over him in a LOT of times before you can be at an advantage.
          One successful confuser from him and you're back to where you
          started, a draw. Whenever you're charged up and can't land a
          combo, just chip away with your Soul Eraser along with its
          normal version.
                                                                       
                                                                       
6. Strategies on secret characters:
                                                                       
Golden War Machine - Just block his ground combos, super jump from his
                     throw attemps, and do a sudden dash in to jump and
                     HP if he abuses his mid-air smart bombs. If he's
                     dumb enough not to include his War Destroyer super
                     in a combo, dash and Soul Eraser him one moment after
                     all his missiles are launched from his armor. I guarantee
                     you the missiles will drop where you WERE before
                     you dashed but you have to time it right, though.
                     The Proton Cannon, if not done as an ender to a helper
                     attack, would be easily detected and therefore super
                     jumped from and punished with what else but a Soul
                     Eraser. If your opponent doesn't make flaws like
                     this, then you better stick to your good 'ol jumping
                     HP to do the trick.
                                                                       
Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                         dealt with a confuser's strategy. This time she
                         can't use a rain of fireballs to annoy you because
                         she'll only have short range ones but still beware
                         her confusing skills and counter as you see fit.
                                                                       
Orange Hulk - Block, block, block! Eventually he'll grow impatient and
              hit you. Then attack, attack, attack! He'll be wide open after
              just about ANYTHING he does so it's time to combo a dashing
              D+LK-> D+MK-> Silhouette Blade. You'll be needing this combo
              much to chip away some nice damage in case it turns out
              your opponent is a lot more patient than you are. Orange
              Hulk is big, but remember that all your supers(again, 'cept
              the Darkness Illusion) make bigger look dumber rather than
              stronger..
                                                                       
Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
       MVC is survival of the fittest and Roll, as many would say, is
       not "fit". I'd choose her over Megaman anytime but I must admit
       I find the always-give-you-a-stupid-look boy much harder to defeat.
       Refer to my Megaman strategies for dealing with her and adjust
       them according to these added notes: One, Roll's X buster CAN chip
       some block damage but it would need a down to forward motion so
       it'll come out slow. Two, you can low block against her Hyper Roll
       and you wouldn't get a bruise. And three, all her other supers
       are easy to block and Soul Eraser afterwards.
                                                                       
Shadow Lady - Chunli minus the ability to combo a super but plus the
              ability to chip away with her butt missiles. Keep an eye
              out for your life bar cause these farts can cut it down
              to half without even you noticing. Don't super jump, as
              that would mean a free chip from those accursed butt bombs.
              If she's stupid enough to do it while you're on the ground,
              it's Soul Eraser time! Anticipate her missle super and again
              use your Soul Eraser to counter. She'll also be using a
              ramming helper to easily connect with her Big Bang Laser
              so you'll have to predict when she'll use it. Knowing all
              these, engage in a confuser's game and she'll definitely
              short-circuit.
                                                                       
Venom's Carnage Mode - I really am not very observant on who takes more
                       damage than who but I definitely noticed the Carnage
                       Mode's belief in the quote, "The best defense is
                       a strong offense." (did I say it right?) Anyway,
                       Carnage Mode concentrates on speed and power, but
                       gives up stamina in return. Don't try a confuser's
                       game for him cause he's already confused!(heh)
                       Seriously though, his tremendous speed just gives
                       him the ability to jab his way out of any confusing
                       strategy you may have in mind. Let him combo you
                       like crazy, (while you block, of course), abuse
                       your guard push, and make him feel he's just another
                       big sucker for the Eternal Slumber. (it will take
                       MORE than half a life in his case, heh)
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____      ____  _  _  ____   ____  _  _   ___
( \/ )(_  _)(_  _)(_  _)    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
 \  /  _)(_  _)(_  _)(_      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
  \/  (____)(____)(____)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                       
                                                                       
Morrigan is left, once again, alone in her sanctuary, disappointed by
the fact the no one was ever strong enough to provide her with a good
challenge. She then opts to go somewhere else but before she can, Ryu
drops in and shouts, "Morrigan, wait! I have come to challenge you!"
and she replies, "Hee, hee, it will always be my pleasure." And just
when you thought you stumbled upon a secret match, it turns out he challenged
her to a game of Puzzle Fighter(!?) And you CAN'T even take control!
Aaaaargh!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _       ___  ____  ____  ____   ____  ____  ___
(_  _)( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
 _)(_  )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(____)(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                       
                                                                       
Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
                                    arts
                                                                       
Benzi Robledo (benzi@iconn.com.ph) for the helper codes
                                                                       
Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game
                                                                       
Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
 )  (      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
           _   _  ____  ___  ____  _____  ____  _  _
          ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
           ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
          (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                       
                                                                       
        none yet. suggestions, anyone?
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____      ____  ____  _  _    __    __
( \/ )(_  _)    ( ___)(_  _)( \( )  /__\  (  )
 )  (  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                       
                                                                       
Please feel free to email me if there's something about Morrigan I left
out or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.
                                                                       
Morrigan's Eternal Slumber just rocks!, and this is what her and her
opponent's shadows show during the..."event":
                                                                       
1st frame: She has her arms raised and crossed above her head, like what
           she does before her victory pose. The opponent still has a
           fair distance from her, but already he looks like he just
           received a jab.
                                                                       
2nd frame: The distance between them is breached, and she is now holding
           the opponent's sides with both her hands, as if ready to start
           the rumble.
                                                                       
3rd frame: She holds the opponent's feet and it looks as if she's trying
           to whirl him round and round.
                                                                       
4th frame: The opponent is again made to receive a jab, but this time
           it's from behind, so he's horizontally inverted, making his
           head lean toward Morrigan instead of away from her. She then
           leans over, sticks her butt out, and kisses him while trying
           to get hold of that area beneath his belt.
                                                                       
5th frame: She is in an identical pose to the one in the 1st frame but
           this time the opponent looks as if he was sweeped yet again
           horizotally inverted, making his head closer to her than his
           feet.
                                                                       
6th frame: (the BEST frame) Opponent is again horizontally inverted and
           looks like he just received a standing jab. Then you see Morrigan
           sitting ON his shoulders, squeezing his head between her legs!
           (uuuuwwwoooooaaaa!!)
                                                                       
7th frame: Again her pose is the same to the one in the first frame, and
           it's only the opponent's position---behind her and as if he
           received a knock-down blow---that makes this frame any different.
                                                                       
8th frame: Just like the seventh frame, featuring both her arms raised
           and crossed above her head. The opponent is now on the ground,
           in a similar animation to that of the seventh frame.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
And just in case you read the last part of this faq before the first,
allow me restate my legal notice...
                                                                       
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
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||                                                                               ||
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||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
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