,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 for the PSX
by Joseph Christopher <[email protected]>
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:

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

* 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 select
call helper- MP+MK
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:
* first of all, in the PSX version, you'll have to choose only ONE partner,
 either one of the conventional characters ("partner heroes") or one of
 the helpers ("special heroes").

call helper - your helper is the character you choose after you have chosen
             the special heroes option. 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. In the PSX version, choosing a
             helper does not require much effort since the cursor is at
             your command. Beware of the time limit though, and be sure
             of who you'll choose before you enter that menu. Oh, and
             even the secret helpers are no secret no more---just press
             down on Iceman to select Shadow and down on Colossus to
             select Sentinel. One last reminder, helpers in the PSX version
             are no longer limited to a certain number of strikes so,
             in my opinion, rammers will RULE.


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, though the resting
           one, in the PSX version, will no longer be left behind as if
           they already "tagged"

team work - a clone of your opponent enters the screen, and 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.
           Oh and I did say you can choose a helper as a partner right?
           Well if you do, and use this move, he/she'll just enter the
           screen, do his/her thing, exit, and repeat the whole process
           over and over while you do YOUR thing and until the time runs
           out---again one of the reasons why rammers would RULE. (cause
           they'll be the ones repeating their entrances most before
           time runs out).

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
_)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                      __  __  _____  _  _  ____  ___
                     (  \/  )(  _  )( \/ )( ___)/ __)
                      )    (  )(_)(  \  /  )__) \__ \
                     (_/\/\_)(_____)  \/  (____)(___/


* 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.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
\  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
 \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/


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

* Morrigan can link her Soul Eraser to either her Silhouette Blade or
 her Darkness Illusion!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____      _  _  ___
( \/ )(_  _)    ( \/ )/ __)
\  /  _)(_      \  / \__ \
 \/  (____)()    \/  (___/()
      ___  _____  __  __  ____  __  __  ____  ____  ____
     / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
    ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
     \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)


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 Psylocke 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</pre><pre id="faqspan-2">
          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 ([email protected]) for info on the whats and hows of ASCII
                                   arts

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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