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    Morrigan by JChristopher

    Version: 1.0 | Updated: 12/04/99 | Printable Version | Search Guide | Bookmark Guide

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    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       ||
    ||     unaltered. Keeping this faq as updated as it is on gamefaqs.com is        ||
    ||     preferable, though not required.                                          ||
    ||                                                                               ||
    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
    ||     whatever other way possible. By directly I mean earning less than,        ||
    ||     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.                                                 ||
    ||                                                                               ||
    ||  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.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * 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:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  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      ||
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    ||     any help it has done for you.                                             ||
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