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0 The Morrigan FAQ Version 1.4 by Dig it Up 0
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FAQ Navigation
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1. From Me
2. Version History
3. Morrigan's History
4. Morrigan's Appearance
5. Morrigan
6. Morrigan's Potential
7. Morrigan Analysis
8. Legend
9. Morrigan's Animation
10. Moves In Common
11. Attacking Techniques
12. Enhanced Attacking Techniques
13. Special Techniques
14. Supers
15. Morrigan Types
16. Morrigan Strategies
17. Tricks Of The Trade
18. Character Specifics
19. Combos
20. Legal Matters
21. For Your Information
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A Moment Of Your Time
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I am writing this FAQ on Morrigan to encourage and
inform players of just how good she can be. I have
used Morrigan in the past and from these experiences,
she has become my favorite character. In this FAQ I
will walk you through anything there is to know about
Morrigan and her strategies. I write this FAQ to
support her and help others at the same time. I'll
try to be as clear as possible when describing things
to you, but if you don't understand then you can
e-mail me. I hope this would be a pleasant reading
session for you, and that you could learn something
about Morrigan.
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Remember that all FAQS are written to help you, so
appreciate what's presented. FAQS take time to write
and this is because of good intentions. This Morrigan
FAQ may be lengthy, so please take note of that. Any
queries are to be sent to my e-mail with the subject:
Morrigan. Well that's it from me, have a ball reading
this and other's FAQS. Never forget that FAQS try to
present a balanced analysis of the character and that
you don't have agree with anything here. I assume
you're reading this because you'd like to use
Morrigan, enhance your skills or to have a reading
experience.
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Morrigan FAQ Version 1.0
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This was the original copy of this FAQ. It was created
on October 10, 2000. This version had a few errors in
spelling and techniques. The problem with this first
version was that it was far too descriptive. There was
also the matter of the lack of short effective combos.
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Morrigan FAQ Version 1.1
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Created on October 14, 2000. Excess information was
scrapped for more useful battle information. Added
specific character section, fixed up the moves lists
and combos.
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Morrigan FAQ Version 1.2
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Created on October 21, 2000. Made information more
accurate. Extended the character specifics, fixed
several of Morrigan's moves and attacks. There were
also spelling errors that needed correction. Modified
some of the lay out as well as information. The most
useful feature is actual damage information, it was
tested on Cable at an average damage setting.
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Morrigan FAQ Version 1.3
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Created on November 3, 2000. Modified lots of the
information. A lot more combos have been added. There
was also a need to fix some errors in design. Made
some of the information different as well as the look
of the FAQ and added new sections.
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Morrigan FAQ Version 1.4
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Created on November 25, 2000. Fixed up moves errors
which was my bad. Fixed combos and organised them
and added to them. Mended some errors in design as
well.
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Short Profile
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Name: Morrigan Aensland
Year Of Birth: 1678
Place Of Birth: Scotland
Creature: Succubus
First Appearance: Dark Stalkers
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Detailed Account
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Morrigan is a powerful kind of demon particularly
known as a succubus. A succubus is a sexually active
demon that enters the dreams of men and has sexual
intercourse with them. During that, she steals their
soul. She dwells in the Dark Realm in a castle that
is at war. Morrigan belongs to the Aensland clan that
is in conflict with the Maximoff clan. The death of
Berial saw her the opportunity to become the ruler of
Makai. Despite this great chance she declines for a
more care free life, a life that exists eternally.
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When Morrigan was born, she had immense power. In the
eyes of her father, that power was a threat to her.
So he reduced that power into half, hiding the other
half away from her. When Morrigan became an adult,
this other half of her power was able to escape and
find her. Now, Morrigan combines with her other self
called Lilith to reach the ultimate potential in her
evil powers. Morrigan also augments her power with
metamorphic bats, apparently those bats are the
souls of the men she's successfully taken. They also
form the bat wing structures, characteristic of her.
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Simply Irresistible
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Morrigan doesn't look life threatening, despite being
a demon. Though, she does have the evil intentions of
a demon. She simply looks like a gorgeous female. She
has long, straight hair that is of a pale green color.
She also has bat wing protrusions as the most notable
feature. Two small bat wings on her head, two large
ones on her lower back. Her costume is black and it
covers the lower half of her torso and lower half of
her breasts. There is also a heart shape cut from her
costume to reveal more on her stomach. There are also
different sized feathers that encrusts her costume.
Morrigan also wears carnation pink stockings that have
bat silhouettes along with her black ankle high boots.
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Morrigan The Character
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Morrigan is quite lazy during the day time. She also
prefers the night to do most of her adventuring. She
wanted to be queen of the night. Morrigan's curiosity
is never satisfied, so she jumps from the Dark Realm
to the world of humans to spend some time. As well as
her curiosity, Morrigan gets bored quite quickly and
is always searching for ways to burn time. She does
have many servants in her castle, that explains her
certain behavior, but she prefers freedom than being
a ruler of some place.
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Morrigan The Fighter
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Morrigan is one of the 56 characters in Marvel vs.
Capcom 2 that possesses some creative and unique
moves. She uses her shape shifting bats in many of
her attacks and techniques, these bats also protect
her. Morrigan has two basic special moves that can
have her compared to a shoto: her dragon punch and
her projectile. Other than this, Morrigan is utterly
and completely different from shotos and is quite a
good fighter.
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Major reforms have been made to Morrigan many times
before Marvel vs. Capcom 2 but despite these she is
still useful to have. Having the speed and mobility
along with her bats, Morrigan can be challenge to
defeat if used correctly. She has an appetite for
action, so she shows that she wants action. Her moves
can be unpredictable and she is versatile, this will
help her win the match. She is a typical strike and
retreat character. An opportunist.
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Morrigan is not the easiest character to learn and
she may not be the best in the game, but she is a
force to be dealt with. Morrigan excels in any area
or field of fighting from keep away to chipping. Most
of her power is brought out in her combos, her speed
is there so use it to get in with a combo. It may take
time to learn her, but you'll see that she is not a
waste of time.
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Ability Statistics
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Fighting Style: 8.3
Power: 6.0
Speed: 9.1
Endurance: 7.1
Versatility: 9.1
Combo Ability: 8.5
Supers: 8.0
Tier: 3
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Advantages
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1. Excellent Speed
2. Several Different Dashes
3. Very Good Combo Ability
4. Has A Decent Projectile
5. Plays Confusion
6. Air Superiority
7. All Purpose Supers
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Disadvantages
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1. Significantly Lacks Power
2. Poor Tolerance For Damage
3. One Super That Can Be Successfully Comboed Into
4. Mainly Close Range Combat
5. Certain Moves Have Lag
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Status
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U - Up
D - Down
F - Forward
B - Back
C - Crouching
S - Standing
J - Jump In
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Directional Moves
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Press U - Jump
Hold D - Crouch
Hold F - Advance
Hold B - Retreat
Hold B - Block
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Assist Requirements
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A1 - Assist Button 1
A2 - Assist Button 2
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Motion
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QCF - Quarter Circle Forward [ D, DF, F ]
QCB - Quarter Circle Back [ D, DB, B ]
HCF - Half Circle Forward [ B, DB, D, DF, F ]
HCB - Half Circle Back [ F, DF, D, DB, B ]
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Attacks
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LP - Light Punch
MP - Medium Punch
HP - Heavy Punch
LK - Light Kick
MK - Medium Kick
HK - Heavy Kick
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Conjunctions
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PP - Both Light and Heavy Punches
KK - Both Light and Heavy Kicks
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Morrigan's Entrance
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A small carpet of bats flitter on the ground and
Morrigan rises through them. At the same time,
Lilith descends from above. The bats then fly
apart and split into small groups to shape shift
into Morrigan's bat wing structures. Once the bats
are in place, Morrigan and Lilith pose with their
arm towards the sky the other folded across their
chest and turn into shining silhouettes as they
merge. Lilith's silhouette moves into Morrigan's
body and once that is done, the light fades to
reveal just Morrigan.
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Normal Stance
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One of her legs is fully erect whilst the other is
slightly bent and rests on her tip toes. Her arms
are bent at 90 degrees upward so that her hands are
being displayed to the opponent. She moves her hands
in a wave like fashion that seem to indicate her
wanting a piece of the opponent or to add the wind
effect to her hair. With this stance, glitter or
colorful dust materialise and disappear accordingly
whilst rising.
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Morrigan Colors
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Light Punch: Pale Green Hair with Black Costume,
Carnation Pink Stockings and Light Skin.
Light Kick: Yellow Hair with Black Costume,
Pink Stockings and Light Skin.
Heavy Punch: Pale Pink Hair with Violet Costume,
Purple Stockings and Light Skin.
Heavy Kick: Yellow Hair with Purple Costume,
Carnation Pink Stockings and Light Skin.
Assist 1: Electric Pink Hair with Red Costume,
Blue Stockings and Tanned Skin.
Assist 2: Yellow Hair with Wine Red Costume,
Purplish Pink Stockings and Light Skin.
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Directional Dash
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Performance: 1. F, F or PP ground advance
2. B, B or B + PP ground retreat
3. U, F, F or U, PP aerial advance
Information: 1. Speed of 9.7
No damage inflicted
2. Speed of 9.7
No damage inflicted
3. Speed of 9.6
No damage inflicted
Description: 1. Bat jet boosters propel her forward.
2. Bat jet boosters propel her backward.
3. Bat jet boosters propel her diagonal.
Recommended: 1. To get in close and fast for a combo.
2. To escape opponent jump in attempts.
3. To mix it up in the air and confuse.
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Throw
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Performance: 1. F or B + HP against opponent
2. F or B + HK against opponent
3. U, F + HP against opponent aerial
Information: 1. Speed of 9.9
Damage inflicted is 16
2. Speed of 9.9
Damage inflicted is 16
3. Speed of 10.0
Damage inflicted is 16
Description: 1. Opponent is violently slammed down.
2. Opponent is thrust cross screen.
3. Opponent is slammed with her weight.
Recommended: 1. Near opponent, watch for retaliation.
2. Near opponent, watch for roll moves.
3. Surprise jump disruptor near opponent.
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Snap Back
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Performance: 1. QCF + A1 for 2nd partner
2. QCF + A2 for 3rd partner
Information: 1. Level one technique
Speed of 8.0
Damage inflicted is 10
2. Level one technique
Speed of 8.0
Damage inflicted is 10
Description: 1. Bats form several spears that thrusts
the opponent off for its 2nd partner.
2. Bats form several spears that thrusts
the opponent off for its 3rd partner.
Recommended: 1. To get rid of difficult opponent or
force heavily damaged character out.
2. To get rid of difficult opponent or
force heavily damaged character out.
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Switch
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Performance: 1. LP + LK Together for 2nd partner
2. HP + HK Together for 3rd partner
Information: 1. Speed of 9.1
Damage inflicted is 10 by 2nd partner
2. Speed of 9.1
Damage inflicted is 10 by 3rd partner
Description: 1. 2nd partner quickly enters and hits,
2nd partner replaces the active.
2. 3rd partner quickly enters and hits,
3rd partner replaces the active.
Recommended: 1. Bring out 2nd, more effective partner
or to allow active character recovery.
2. Bring out 3rd, more effective partner
or to allow active character recovery.
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Push Block
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Performance: PP when blocking anywhere
Information: Speed is 9.6
No damage inflicted
Description: Bats form 2 very large wings that
fold over to protect Morrigan. Then
a force then pushes the opponent.
Recommended: Use this to significantly reduce
the offence. Use when ever Morrigan
is under heavy combos while blocking.
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Recovery Roll
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Performance: B, DB, D + P or K
Information: Speed of 8.7
No damage inflicted
Description: Morrigan levitates whilst lying down
and quickly glides across the ground.
She then continues to levitate into
a standing position.
Recommended: Use often, as soon as Morrigan is
thrown or knocked down on the ground.
This may also be used to avoid super
moves, especially those on the ground.
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Taunt
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Performance: Hold LK then press Start
Information: Speed of 5.0
No damage inflicted
Notable recovery
Description: Morrigan relaxes on her flitting
bats and encourages the opponent to
have a go at her. Lilith also does a
pose to further emphasise the taunt.
Recommended: It's wise to perform this when the
opponent is far from you and has no
energy to pull off hyper combos.
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0 Section 11 - Attacking Techniques 0
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Light Punch Attacks
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Performance: 1. LP standing
2. D + LP crouching
3. U, LP aerial
Information: 1. Speed of 9.7
Damage inflicted is 3
2. Speed of 9.7
Damage inflicted is 6 for all hits
3. Speed of 9.7
Damage inflicted is 3
Description: 1. Her hair comes to life and strikes.
2. She does lower aiming double pokes.
3. Bats form a spear on one side.
Recommended: 1. Immediate combo set up on the ground.
2. Effective lower aiming combo set up.
3. Aerial confrontations into a combo.
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Medium Punch Attacks
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Performance: 1. LP, LP combo standing
2. D + LP, LP combo crouching
3. U, LP, LP combo aerial
Information: 1. Speed of 8.8
Damage inflicted is 6
2. Speed of 8.7
Damage inflicted is 6
3. Speed of 8.8
Damage inflicted is 6
Description: 1. Bats form an arm drill to strike.
2. Bats form two back wing blades.
3. Bats form two blades on her sides.
Recommended: 1. Performing chained ground combos.
2. Performing lower aiming attacks.
3. Performing aerial raves or jump ins.
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Heavy Punch Attacks
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Performance: 1. HP standing
2. D + HP crouching
3. U, HP aerial
Information: 1. Speed of 8.5
Damage inflicted is 12
2. Speed of 8.6
Damage inflicted is 12
1. Speed of 8.5
Damage inflicted is 12
Description: 1. Bats form horizontal spears to strike.
2. Bats form large spear head to launch.
3. Bats form an effective spherical cage.
Recommended: 1. Finishing ground combos or to poke.
2. Counter air and to set up aerial rave.
3. Disrupt jumps and to end aerial rave.
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Light Kick Attacks
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Performance: 1. LK standing
2. D + LK crouching
3. U, LK aerial
Information: 1. Speed of 9.7
Damage inflicted is 3
2. Speed of 9.7
Damage inflicted is 3
3. Speed of 9.7
Damage inflicted is 3
Description: 1. She swiftly kicks the shins once.
2. She uses her closest leg to strike.
3. She arches with her knee to hit.
Recommended: 1. Starting a ground combo close range.
2. Sneaky combo set up at a low aim.
3. Performing jump ins and air battles.
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Medium Kick Attacks
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Performance: 1. LK, LK combo standing
2. D + LK, LK combo crouching
3. U, LK, LK combo aerial
Information: 1. Speed of 8.8
Damage inflicted is 6
2. Speed of 8.6
Damage inflicted is 6
3. Speed of 8.7
Damage inflicted is 6
Description: 1. She turns and hits with her boot heel.
2. She sits and uses her leg to strike.
3. She does a typical flying kick.
Recommended: 1. Adding to a successfully set up combo.
2. Emphasising a low aiming attack.
3. Performing jump ins and aerial raves.
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Heavy Kick Attacks
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Performance: 1. HK standing
2. D + HK crouching
3. U, HK aerial
Information: 1. Speed of 8.5
Damage inflicted is 12
2. Speed of 8.3
Damage inflicted is 12
1. Speed of 8.5
Damage inflicted is 12
Description: 1. Bats blade her graceful ballet kick.
2. She levitates and spins with her legs.
3. She stretches out her leg to hit.
Recommended: 1. Counter air and enhancing combos.
2. Priority to knock down after combos.
3. Ending aerial raves and for jump ins.
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0 Section 12 - Enhanced Attacking Techniques 0
0 0
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Spear Launch
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Performance: DF + HP
Move Rating: ***
Information: Speed of 8.6
Damage inflicted is 12
Description: Bats form a large spear head as
Morrigan rises with an uppercut.
The spear launches the opponent.
Recommended: To immediately set up an aerial
combo and linking combos. Also as
counter air. It exists mainly not
to accidentally do a mysterious arc.
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Mysterious Arc
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Performance: DB + HP
Move Rating: ****
Information: Speed of 9.4
Damage inflicted is 12
Description: Bats form a large sweeping blade
in which Morrigan turns once for a
fast low aiming strike.
Recommended: Enhancing ground combos or for a swift
and damaging surprise strike. Use it
after landing or for poking safely.
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Necro Desire
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Performance: F + HK
Move Rating: *
Information: Speed of 7.0
Damage inflicted is 22 for all hits
Description: Morrigan does a 360 degree forward
flip resulting a quadruple hitting
kick combination.
Recommended: Attacking opponents getting up or
landing. It may require caution when
using this move, it can't be comboed.
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Shell Pierce
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Performance: D + HK only in air
Move Rating: ***
Information: Speed of 9.8
Damage inflicted is 12
Description: Bats form a drill around Morrigan's
legs to cover her boots with a sharp
point. She then drops rapidly.
Recommended: Surprise attacks in the air. It can
also be used to escape aerial battles.
This move can be cancelled out of.
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0 Section 13 - Special Techniques 0
0 0
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Shadow Blade
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Performance: 1. F, D, DF + HP also in air
2. F, D, DF + LP also in air
Move Rating: 1. ****
2. ***
Information: 1. Speed of 9.8
Damage inflicted is 26 terrestrial
Damage inflicted is 12 aerial
Chip damage inflicted
2. Speed of 9.9
Damage inflicted is 16 terrestrial
Damage inflicted is 10 aerial
Chip damage inflicted
Description: 1. Bats blade attacking arm. Morrigan
leaps in a large arc for 5 hits.
2. Bats blade attacking arm. Morrigan
leaps in a small arc for 1 hit.
Recommended: 1. Counter air and ending any combo with
powerful results and slow recovery.
2. Counter air and ending any combo with
weaker results and fast recovery.
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Soul Fist
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Performance: QCF + HP or LP also in air
Move Rating: ****
Information: Speed is 8.0 for heavy input
Speed is 7.5 for light input
Damage inflicted is 15 terrestrial
Damage inflicted is 14 aerial
Chip damage inflicted
Description: Morrigan throws a fire ball that
oozes a blazing aura. It can have
2 directional trends, across ground
and 45 degrees down in air. Speed
rate depends on the power input.
Recommended: Use this as the keep away weapon. It
is used to end aerial raves. The air
version can be used for retreat and
chipping. Timing may be required at
times. It has notable recovery.
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Shell Kick
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Performance: QCB + HK or LK only in air
Move Rating: ****
Information: Speed of 7.8
Damage inflicted is 9 for all hits
Damage inflicted is 3 per hit
Chip damage inflicted
Description: Morrigan is parallel to the ground
whilst her bats form a drill around
her legs to hit 3 times. It follows
the original jump trajectory.
Recommended: Use this for aerial confrontations as
she maintains this kick until she's
knocked out of it or reaches ground.
She can't block or cancel this move.
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Vector Drain
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Performance: HCB + HP or LP against opponent
Move Rating: **
Information: Speed of 9.4
Damage inflicted is 24
Unblockable move
Description: Morrigan lifts her opponent into the
the sky with her bat jet boosters.
Then inverts and spins rapidly toward
the ground to smash the opponent.
Recommended: Use this if she is extremely close to
the opponent. If she misses, she will
lose balance and be utterly open.
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Vernier Dash
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Performance: 1. D + PP only in air
2. U + PP only in air
Move Rating: 1. ****
2. ***
Information: 1. Speed of 9.2
No damage inflicted
2. Speed of 9.3
No damage inflicted
Description: 1. Bat jet boosters propel her in a U
shape directional trend to swoop.
2. Bat jet boosters propel her for a
small aerial leap.
Recommended: 1. Mainly for evasion, frustration and
to confuse.
2. To mix up aerial dashes and for some
quick strikes.
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0 Section 14 - Supers 0
0 0
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Darkness Illusion
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Performance: QCF + KK also in air
Move Rating: **
Information: Level one super
Speed of 7.6
Damage inflicted is 50 terrestrial
Damage inflicted is 49 aerial
Can be comboed off a timed soul fist
Description: Morrigan floats and uses her bat
jet boosters to ram the opponent.
If successful, she will perform an
impressive set of aerial combos
registering 30 plus hits.
Recommended: This super is not be used randomly
as it needs a connection for the
entire combo to happen. It's used
to punish mistakes. Impressive to
watch but has low priority.
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Silhouette Blade
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Performance: F, D, DF + PP
Move Rating: ****
Information: Level one super
Speed of 9.5
Damage inflicted is 43 for all hits
Can be comboed into
Chip damage inflicted
Description: Morrigan calls forth Lilith who
then performs 5 upper cuts in one
continuous wave. The wave forces
the opponent across the screen
even when blocked.
Recommended: This is the only super that can be
effectively comboed into. Morrigan
must be close to register all hits.
If blocked, Lilith pushes them away.
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Soul Eraser
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Performance: QCF + PP
Move Rating: ***
Information: Level one super
Speed of 8.8
Damage inflicted 40 plus
Can be comboed off projectiles
Chip damage inflicted
Description: Morrigan's shape shifting bats form
3 laser cannons complete with bat
wing frills. The largest cannon is
held by Morrigan, the smaller ones
rotate around her like satellites. It
then fires 3 beams in complete range.
Recommended: Mainly to punish failed attacks. It
is only to be fired at long range as
the beams travel instantly across the
entire screen. Unfortunately, the
chipping is disappointing. Sometimes,
it doesn't even chip at all.
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0 Section 15 - Morrigan Types 0
0 0
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Anti Air Morrigan
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Partner Assist: Shadow Blade
Variable Counter: Shadow Blade
Variable Combination: Silhouette Blade
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Projectile Morrigan
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Partner Assist: Soul Fist
Variable Counter: Soul Fist
Variable Combination: Soul Eraser
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Balance Morrigan
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Partner Assist: Soul Fist
Variable Counter: Shadow Blade
Variable Combination: Silhouette Blade
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General
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Morrigan has a good overall game because she has
elements of a pixie and a keep away. To use her
effectively, her dashes must be learnt. Her
dashes are good for rush ins to start a combo and
good for evasion tactics. She is relatively a close
range fighter so get in there with her dashes and
use keep away as an alternative. Combos are
extremely important if you want damage to be done.
The only way you can do this is to be aggressive
but hard to get. When your enemy chases you, the
vernier swoop is the way to go in the air. Come to
think of it, Morrigan is probably the only character
in the Marvel vs. Capcom 2 universe gifted with 3
different air dashes. 5 different dashes all in all.
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Try not to use soul fist all the time because it
may leave a cheap impression of Morrigan when she's
so much more. Only use soul fist to destroy other
fire balls or when finishing a combo. Try to connect
the soul eraser as much as possible as it does the
most damage. Her other supers are for impressing
the audience. As of jump ins, shell kick will do
the trick but be careful because it does lose out to
terrestrial attacks. Take advantage of her air
superiority and make it rain soul fists when they
become cheap.
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Characters Of Concern
1. Magneto
2. Storm
3. Dr.Doom
4. Blackheart
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Beamers
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Never attempt a ground soul fist against these
because the beam will simply eat it and hit you
during your recovery. Chuck some air soul fists,
except against Ice Man. In aerial battles, use
shell pierce to quickly avoid beams performed in
the air. The bottom line is to use dashes to get
into striking range and combo them into a launcher
and into a smash down to earth attack. Don't be
afraid to block beams because this is far better
than losing more health because it connected. It
is recommended that Morrigan has a beamer for an
assistant.
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Beamers Of Concern
1. Ice Man
2. Cable
3. Iron Man
4. Cyclops
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Pixies
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Morrigan can tangle with the best in pixies, because
she too has pixie elements. When they are heavily
attacking you, push block. Use soul fists and
standing hard punches to prevent dash ins and
advances. Remember that pixies are extremely quick
so keep a watch out. It is recommended that Morrigan
has an anti air assistant to further discourage jump
ins. The bottom line is don't try to retaliate when
they are attacking you, just push block and attack
them after. When they use a lag attack next to her,
use vector drain to get it into their thick skulls
to stay away.
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Pixies Of Concern
1. Strider Hiryu
2. Cammy
3. Jill
4. Spider Man
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Power Houses
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This can be a challenge for Morrigan because she has
limited strength and damage dealing attacks. Try to
keep them away from her until they lag and then strike
with a soul eraser. If you control Morrigan to be
exceedingly aggressive, try to launch them as much as
you can. If you do manage to launch them, you can't
miss an aerial rave because power houses are big
targets. Soul eraser and even darkness illusion will
connect during their lag times, keep this in mind when
fighting these titans. One more thing is that Morrigan
takes above average damage so block, block, block.
Have a beamer as an assistant.
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Power Houses Of Concern
1. Sentinel
2. Juggernaut
3. Colossus
4. Hulk
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Shotos
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Fire ball wars erupt when battling these. Basically
try to catch them after their failed attempt of a
dragon punch. Be careful because shotos may catch
her, in her dashes. Shotos, especially Ryu fire
horizontally travelling air fire balls whilst
Morrigan's has a different direction. Watch out for
this because of the lag she has after performing air
soul fists. Be especially careful of horizontal air
beams that Ryu has. You can also attack them after
a hurricane kick miss, launch them into the air and
go from there. Have a beamer to destroy their
projectiles.
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Shotos Of Concern
1. Ken
2. Ryu
3. Sakura
4. Akuma
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Abyss
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Abyss is easy for Morrigan. In his first form, Abyss
may be armored but very slow. Morrigan can combo
into him like crazy. The only condition is to use
the powerful shadow blade when butchering his hyde.
Shadow blade will take her to his opposite direction
and save her from block damage. As it progresses,
she will build up her hyper combo bar that will be
needed for Abyss' second form.
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Abyss is easy for Morrigan. In his second form, Abyss
is a green slime that does nothing but flame, laser
and bubble. Since Morrigan has a beam super, this is
far too easy for her. Use soul eraser when ever you
have enough levels, it will eat through him. If Abyss
resorts to his bubble technique, soul fist in the air
until they all pop. Never try to combo him, just use
soul fists and soul erasers.
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Abyss is easy for Morrigan. In his third form, Abyss
is red lava. He does strike under, across and direct.
Save up for a soul eraser and unload it on him. This
is Abyss' most vulnerable form, so use heavy punches
and kicks. Use no other super than soul eraser,
don't try and combo him and always block.
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0 Section 17 - Tricks Of The Trade 0
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Shell Pierce Trick
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Shell pierce, wait until she floats to the point where
a soul fist can be fired into the enemy. You may have
to time this one as responses to shell pierce vary.
Use when: 1. Opponent's hyper combo gauge is empty.
2. Shell pierce connects.
3. Shell pierce is blocked.
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Shell Kick Trick
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Shell pierce, time the rapid drop correctly and cancel
into a shell kick. The shell kick will be dropping
vertically and rapidly for free chipping.
Use when: 1. Directly above opponent.
2. Surprise chipping is desired.
3. Mixing up shell kick attacks.
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Shell Kick Aiming
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Perform any aerial dash, then select an appropriate
time to use a shell kick. The shell kick will cover
areas not accessible in a normal jump. It will serve
for chipping and punishing poor blocking skills.
Use when: 1. Opponent's hyper combo gauge is empty.
2. Making dashes more dangerous for them.
3. Aiming shell kicks at various paces.
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Soul Fist Timing
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When throwing aerial soul fists, vary its power input
so that the speed of the soul fist varies too. Heavy
input makes it go fast, light input makes it slow. If
timed right, the opponent will be landing on aerial
soul fists and taking its chip damage.
Use when: 1. Trying to connect a soul fist.
2. Trying to chip using soul fists.
3. Assists are being performed.
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Soul Fist Cover
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In the air, throw a soul fist with its trajectory
directly for the opponent. While soul fist moves
towards the opponent, use the normal air dash. Soul
fist will support her, the dash will get you close
enough to hit high or low depending on how they're
blocking.
Use when: 1. Applying pressure.
2. Confuse and chip.
3. Trying to connect a combo.
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Raining Soul Fists
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Super jump into the air in the vicinity where aerial
soul fists can chip at the opponent. Throw out air
soul fists like there's no tomorrow. Select when to
vernier dash swoop higher into the air and throw out
more soul fists.
Use when: 1. Opponent becomes cheap.
2. Avoid horizontal supers and beams.
3. Immense chipping and inhibiting.
4. When Blackheart is not there.
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Launch Or Chip
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Use the launcher, if it fails, throw out a fast soul
fist to compensate for the missed launch or any move
for that matter.
Use when: 1. Launches are blocked.
2. Convenient chipping is desired.
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Darkness Illusion Skies
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Perform a chained combo that eventually launches the
opponent into the air. When performing the air combo,
don't end it with a heavy punch or kick or soul fist.
Instead, if she's close enough, do darkness illusion.
Use when: 1. Close enough in an air combo.
2. Close enough in a jump in.
3. Air comboing in corners.
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0 Section 18 - Character Specifics 0
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The Versus Section
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Akuma: Takes damage like there's no tomorrow, but he
can be dangerous with hurricane kicks. Soul
eraser during his lag and note his fire balls
are thrown 45 degrees down in the air.
Typically played aggressively and will try
to hurricane kick into his fire ball super.
Be patient and block, wait for the lags in his
moves. Try not to dash frequently and always
use soul eraser.
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Amingo: A big target but can be really tricky because
of his weird game. Block his combos and soul
fist him when ever you can. Soul eraser will
also do well against him.
Typically played by releasing many of his
small cactus friends. Use air dash to avoid
them. Amingo can combo very well, so block
his attacks and wait for an opening. Use
soul eraser or silhouette blade as supers.
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Anakaris: Don't think that he's slow, because he can
combo like Strider. And that is really
dangerous. Try to get near him and combo.
He takes lots of damage, take advantage of
that. Soul eraser will be needed as well.
Typically played aggressively due to his
confusing moves. He does float and will
abuse coffin drops and idle hands. Air
dashing will be useful, wait for lag and
combo him. Use soul eraser for a super.
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B.B.Hood: A highly destructive character that must
be comboed to death. Try to perform air
soul fists and use her dashes to get near
her. Beware of cool hunting.
Typically played as a constant jumper due
to her double jump ability. Attempts many
missiles and close range combat. This is all
for her mega gun super that chips very well.
Use soul fists as she needs to charge for
missiles, combo her constantly and note
that she is small. Always use soul eraser.
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Blackheart: A very powerful keep away and anti air
character. Never air dash because of
his high priority inferno. And never
air soul fist too. Mainly try to combo
him, you may have to do extra work.
Typically played defensively as keep away
and will throw out infernos and demons.
Don't let the demons get you as it may
set up for his rising hell super. Never
air dash or use projectiles, jump to him
and combo. Soul eraser is effective.
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Cable: A beamer with a bad reputation, even though
he has the beam, Morrigan can air dash to get
near him. Combo him to death and fire aerial
soul fists. Soul eraser may beat his hyper
viper beam to the punch.
Typically played as a poker with his powerful
beams. These beams will also be abused in the
air building up to his laser super. He is
vulnerable on the ground while beaming. Air
dash over his terrestrial lasers and combo.
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Cammy: A dangerously versatile pixie that can be
difficult to get despite Morrigan's speed.
Fire soul fists when appropriate and don't
forget to combo her to death.
Typically played for close range combat that
will lead to her launch and her kicks to flip
super. Air dash will be very useful to escape
and attack. Soul eraser will be extremely
damaging to her lags. Try to combo her when
she's open.
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Captain America: An impressively balanced character
who is powerful in strength. Watch
out for his versatile shield and
soul eraser when he lags. Try to
apply pressure on him at all times.
Typically played aggressively for his
power, he will throw the shield many
times. Use air dashes to get close
to him, don't worry about evading.
He has enough move lags for a strike.
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Captain Commando: Very inhibiting with his captain
fire move. Try to keep air dashes
to minimum, block his combos and
throw air soul fists. Attempt to
combo him during his openings. Be
careful of his captain storm.
Typically played extremely fast and
aggressively. Calling forth his
friends. Don't air dash at all if he
is aggressive and anti air happy.
He can be challenge, try to use soul
eraser as many times possible.
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Charlie: Lacks a good keep away but can be hard to
take out and has strength. Try to air dash
when ever he lags and combo him to the grave.
Typically played aggressively for his power.
He will build up to his projectile super that
is slow, apply pressure and poke with soul
fists as he needs to charge. Soul eraser will
be instrumental in his defeat.
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Chun Li: Disregard the rumors about her because she
can be highly dangerous with her combos.
Air soul fists will poke at her and when
appropriate, combo her.
Typically played using her enhanced jumps.
She will use anti air attacks, be careful
when dashing. She is easy to avoid and has
close range supers. Use soul eraser when
the opportunity arises.
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Colossus: Play keep away with him when he has super
armor, other than that take advantage of
his lag. But watch out for his strength.
Soul eraser will come in handy as he is a
large character.
Typically played offensively with the aim
for a super armor power up. It's very easy
to avoid him and attack him, just use a
dash. You may have to do extra time with
him as he is a tough cookie.
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Cyclops: A beamer than can present a challenge as he
is powerful and has an effective beam that
can be fired anywhere. Use air dash with
care and combo him. Soul eraser may prove
useful at times.
Typically played defensively for his beams.
It is easy to get close to him, but never
have projectile wars for Morrigan will never
win. Once close, wait for an opening and use
combos to drain his health. Note that his
beams can be fired in many directions.
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Dan: As comic as he can be, he can be dangerous in the
right hands. Don't laugh at his projectiles, take
advantage of it. Soul eraser when he performs the
premium sign. Basically combo him to death.
Typically played offensively due to his lack of a
decent fire ball. Use air dashes to easily avoid
him and attack him. He does have some lags that
can be utilised, other than that, he shouldn't be
much of a problem.
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Dhalsim: A long range character that may be a floater
but is of concern. Watch out of his teleport
and throwing skills. When he's open, combo
him extensively.
Typically played defensively with yoga fires
or flames. He will teleport for an attack.
It may be difficult to dash without getting
hit, try jumping instead. Soul eraser will
prove useful for a fire bug player as it has
lag.
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Dr.Doom: One word describes this character. Scary. He
has insane range and keep away. Try to use
soul eraser when ever you can. Combo at him.
Note his beam hits once, so soul fist him.
Typically played to trap, he can easily be
avoided by super jumps and air dashes. He is
large, so it won't be hard to combo him. Any
dash will get her close. Watch out for his
power and anti air properties.
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Felicia: A combo weapon that his highly quick. But
her lack of strength reduces the threat.
Combo with her and push block, use aerial
dashes to dazzle this potential danger.
Typically played aggressively to apply a
sense of overwhelm. Air dashes will help in
escape and soul fist will help in poking.
Some of her moves have lag, take advantage
of that. Soul eraser will prove very useful
as Felicia lacks decent defence as well.
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Gambit: A card slinging character that can confuse.
Watch out for royal flush and his other card
tricks. Combo him and try to use soul eraser
during his lags.
Typically played with an aim to use the glitch
when he has the advantage. He will use his
cards many times, keep air dashing to get
close and combo him. He may jump around at
times, but most of his staff moves have lag.
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Guile: The character that can often give Morrigan
serious problems. His sonic hurricane and
somersault can really inhibit her. Try to
dash during his lag, note that sonic boom
needs to charge, and combo him.
Typically played with his projectiles into a
somersault kick. It may be risky to dash when
he has this anti air attack. Try to poke him
with soul fist, and when he misses a sonic
hurricane, soul eraser will take care of him.
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Hayato: His sword has insane reach and he's really
a character not to be underestimated. Take
advantage of his lags and use soul eraser
when appropriate.
Typically played offensively with his slash
moves that have severe lag. It is easy to
take advantage of that, plus he comes to you.
His sword moves may chip, but he is risking
his own health. You can dash to avoid him.
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Hulk: A power house character that can be too large
and reasonably quick to avoid. His gamma crush
can catch her off guard. Combo him, but focus
on triggering a soul eraser against his might.
Typically played totally offensive with his
clap move. Watch out for his rock lifting wave
as it eats soul fists. His dashes will get her
during her dash. Take advantage of his lags, you
may even be able to connect a darkness illusion.
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Ice Man: The character that can be disastrous to
fight. He takes no block damage and has his
ice beam. Shell kick him to chip because
soul fist and soul eraser will be utterly
useless. Try to air dash and combo him. Be
extremely aggressive or he'll chip you.
Typically played cheaply with his ice beam
and turtling. Use with care, the air dashes
to get close. Never let him get away or he'll
use ice beam again. Apply pressure and get
him during his lags. Soul eraser may have a
50% chance of damage.
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Iron Man: His beams can render soul fists useless. Try
aerial soul fists and dash for a combo. Be
prepared to super jump over his proton
cannon. Take advantage of his lag moves.
Typically played long range with his multi
hitting beams that chip. Use an air dash to
get close and ensure that he doesn't use his
beam super. Soul eraser will be very useful
as he does have some major lag. You may also
find that he can be really be durable.
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Jill: A well decorated pixie that can combo remarkably
well. Watch out for her undead helpers and use
vector drain when she dashes too close. Just be
cautious around her because she is highly mean.
If the opportunity comes, combo her extensively.
Typically played aggressively with the aid of
her zombies. She will chase and combo well. Use
air dash to confuse her and to get to her. Soul
fists will also help dramatically in keep away.
Combo her when ever she dash lags and use soul
eraser at those times as well.
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Jin: Highly dangerous as he possesses insane power
for a guy his size. Never air dash unless when
it's safe because of his blodia vulcan. Combo
him when he lags. When he goes into desperation
soul fist for keep away.
Typically played aggressively due to his normal
chipping capabilities. Air dashing may be risky
because of his anti air properties. Play keep
away and combo on his many lags. Soul eraser
will be needed as Jin has enhanced defence.
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Juggernaut: Morrigan's nightmare comes to life in
Juggernaut. She will have to do over time
with him because he is far too powerful.
Get him during his lags and when safe,
pull a soul eraser or even a darkness
illusion. He's very, very dangerous.
Typically played aggressively to confine
and with the aim of the glitch into
dashing super. He cannot be avoided unless
super jumps are used. Try to launch him
and combo as it can be dangerous on the
ground. Play keep away for chipping.
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Ken: Don't expect him to be easy because he is very
fast and has damaging combos. His hurricane kick
is different and he is generally a challenge to
swat. Use soul eraser for his failed supers.
Typically played aggressively with his high
priority and damaging hurricane kick. Air dashes
will be useful in avoiding him and attacking
him. Most of his supers take timing to connect
and take advantage of his delays.
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Kobun: A tiny terror that can be hard to hit. Watch
out for his chip and run tactics. Soul eraser
will take care of him. Her satellite bat laser
will make his size useless.
Typically played as a chipper with all his
other friend servbots. Soul fists will be large
enough to hit him and soul eraser will not miss
on the count of his crouching. He will combo
and use air dash to avoid him. Take advantage
of his low damage output.
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M.Bison: There was a reason why he is called a mean
boss. He can really do a number on her with
his psycho crusher. Try and match him in
confusion and take advantage of his lags.
Using soul eraser may be risky against him.
Typically played aggressively with his
psycho crusher and psycho energy ball. He
will apply the pressure and it won't be
easy to avoid him. Super jumping will suffice
and combos during his lags will be his down
fall.
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Magneto: A combo encyclopedia that is very hard to
catch, let alone defeat. His beam hits once
so don't worry about not using soul fists.
He's quick all right, but Morrigan's dashes
can usually get to him. Use soul eraser at
a far, never use it against magnetic tempest.
Typically played extremely aggressively with
his deadly combos. Hyper grav will be used
into his shock wave super. Mainly aims for
combos, it will be hard to avoid him. Try
to wait for a lag and combo him. Note that
he is very, very dangerous.
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Marrow: Highly confusing and irregular attacks make
her a problem. She is fast and can really
confuse. No matter, Morrigan is also quick
to get in with extensive combos. Try using
soul eraser when ever possible.
Typically played aggressively flinging her
bones to inhibit movement. She is a close
range fighter, be prepared to take the load
of confusing moves and combo her back during
times of failed attempts.
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Mega Man: A smaller character that can be very
annoying to defeat. His hard punch fire
ball makes soul fist useless, but not the
aerial ones. He can be caught when he lags
after a super such as drill rush.
Typically played as an opportunist keep away.
Meaning, he plays keep away and comes in to
to combo and then runs again. Air dashing is
useful in getting near him. Combo him when
possible and note that all of his supers
have slow start ups.
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Morrigan: She'll be using the same strategy, she can
be hard to get. Wait for her to do a soul
fist and then perform a soul eraser. If
you've learned her well, she should be
predictable, but still threatening.
Typically played as an opportunist that can
be really fast and unpredictable. Soul fist
will be primary for poking and dashing in
for a combo. It may take some time trying
to catch her, just wait for the moment.
Soul eraser will be very useful.
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Omega Red: Is very, very deadly because of his long
range attacks and his insane combos. Try
to not air dash because he can grab you.
Be as close to him as possible to take
advantage of his lags.
Typically played as a poker with his coils
that go in different directions. He has
enhanced defence, so you may need to work
for a win. Never air dash against him,
super jumping will be sufficient. Soul
eraser will be extremely useful for damage.
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Psylocke: A pixie that can play keep away and anti air
spells trouble for Morrigan. She's fast,
tricky and a combo force. Try to tangle
and match her combo ability. Get her when
she lags, since she lacks power like
Morrigan, it should be a good tussle.
Typically played as an opportunist with
keep away and combos. Morrigan has better
mobility that will be important in out
classing this character. Note that Psylocke
has jump enhancements but is lacking in
strength. Soul eraser will take care of her
during her recoveries.
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Rogue: If any character is predictable yet highly
dangerous, it is Rogue. She will be all over
her, so push block to inhibit power drains.
Mix up the aerial dashes and combo her to death.
Typically played so aggressively it's not safe.
Watch out for her offence, push block is very
important. Use air dashes to avoid her power
stealing and get her during her severe delays.
Soul eraser will be instrumental in her defeat.
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Roll: A small assassin that can be a challenge to
combo due to her small size. Use soul eraser
when possible, take her down during her lag
moves. Roll is lacking in offence and defence
so take advantage of that.
Typically played as an opportunist because she
is disadvantaged. Watch out for her projectiles
and size. She can be aggressive and can combo
well. She does have some notable lag for a small
character, so soul eraser will take care of her.
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Ruby Heart: The character than can take Morrigan down
in the air due to her quick dashes and
capture techniques. Try to take her during
times of lag. She can dash anywhere, take
note of that. Use soul eraser when the
time comes.
Typically played aggressively with her
dashes, she is pretty strong and has a
variety of strange moves. Most importantly
she takes away air dashing on the screen.
To avoid her, super jump and then dash.
Combos will also be important during her
dashing lags, use a super jump then dash.
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Ryu: Fire ball thrower that can have fire ball wars
with Morrigan. Try to get him during his failed
attacks, and be careful in the air as his super
hurricane kick can be dashed into. Soul eraser
will take care of him, but combo him at all
times.
Typically played on the offence with some keep
away. He does have recovery delays, take him at
those times. Morrigan does have more variety and
dashing power, use these to avoid and attack him.
Careful of his beam super, he may catch you on
the most unlikely times, like the air.
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Sabretooth: This character is large but packs a mean
set of claws. He does lag many times, so
take advantage of that. His large size
can also lean towards Morrigan's favor.
Throw lots of soul fists to keep him
away. Soul eraser will do a number on him.
Typically played very aggressively as he
can combo surprisingly well. Play evasion
and soul fist games to frustrate. Using
any air dash can be used as retreat or
attack. It won't be hard to combo him due
to his large size. Watch out for Birdie,
she advertises major delay.
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Sentinel: Morrigan's grave digger is the Sentinel. He
is far too superior for her to take. He has
range, power and durability. He makes her
combos seem useless, so try to pull off as
many soul erasers as possible. It may even
be necessary to pull Morrigan out.
Typically played aggressively long range
with his quick rocket punches. He takes
advantage of his insane power output, watch
for a flaw in this and super jump to attack.
The real damage will be done in soul eraser,
note that he may not take chipping damage.
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Shuma Gorath: Has a variety of moves that can confuse
and inhibit her from dashing. Shuma
Gorath is fortunately, relatively weak.
Be careful of his chaos dimension. Try
to combo him to death, note that he can
be tricky.
Typically played aggressively with an
impressive variety in moves. He is fast
and has range on most of attacks. To
avoid, super jump then dash. He is hard
to attack, so use soul fist to poke at
him. Soul eraser will be extremely
useful.
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Silver Samurai: Swords are his specialty, that makes
him very good at offence. His moves
have notable lag, so combo him or use
soul eraser. He can be no match if
Morrigan is hard to catch.
Typically played aggressively and has
dangerous range with his sword. To
avoid has charging chipping, super
jump and air dash. Soul fists will
agitate him more to attack, and will
present more lags for combos.
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Son Son: The monkey acrobat that can really be hard
to attack because of her small size. She's
not impossible to catch, so combo her to
death. Use soul eraser during her lag supers
and moves.
Typically played aggressively and is very
strong in the air due to her multi hitting
staff. Note that her projectile hits 3 times
which could affect the soul fists. To get at
her, use any air dash. Be attentive when
comboing at her, she can be missed.
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Spider Man: The web slinging character that can really
hurt Morrigan's aerial superiority. He too
is fast, so use her dashes to stay close
to him. Try to combo him when near and use
soul eraser for failed maximum spiders.
Typically played aggressively with keep
away. Watch out for his web swing when
considering to dash. Super jumps and air
dashes will assist in attacking and get
away. He does have recovery delays so
use soul eraser or combo him then. Use
soul fist to poke and keep away.
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Spiral: An extremely versatile character that has it
all. She has a chipping game, a close range
game and a keep away game. Watch out for her
teleports and swords. Try and match her
versatility with her air dashes. She'll
never be able to use Metamorphosis. To deal
with this character, combo her and use speed
to reach her. Never take your eyes off her.
Typically played as an opportunist playing
effective trapping and keep away, then coming
in for a combo. Take advantage of her floats
and avoid her swords with air dashes. Spiral
may enhance her qualities, note this.
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Storm: The supreme ruler of the elements is highly
dangerous. She is fast, can trap and deals
good damage. Try to match her speed dashes and
combo her when possible. Soul eraser will also
be useful. Watch out because Storm is a combo
force.
Typically played dangerously aggressive with
super fast and confusing air dashes. She is
good damage output and variety. Use air dashes
to avoid her, get her during times of delay.
Keep in mind that she is extremely powerful and
confusing.
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Strider Hiryu: The most dangerous pixie will certainly
cause serious problems. He is extremely
fast and has teleports. Blocking is the
way, push blocking is better. Try to
match him in his insane combos and use
soul eraser when he's vulnerable. Keep
your eyes on this combo dictionary.
Typically played aggressively and it
could mean serious damage when he does
connect combos. Super jumping will be
useful in avoiding him. Make him attack
her by poking with soul fists. When he
does lag, that will be the best to
combo him.
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Thanos: Mighty and fast for his size, he could be a
challenge. He can be fast, but lacks variety.
Take advantage of that and his lags. Soul
eraser and darkness illusion have a good
chance for connection. Basically, combo him
to death, Morrigan is far more faster.
Typically played aggressively in order to make
use of his speed and power. Use soul fist to
poke at him and combo his failed dashing move.
Use his large size to combo him effectively,
watch out for his supers that have variety.
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Tron Bonne: She may have a mech to cause heavy damage
but she has lag too. Use the air dashes to
get to her and wait for her famous lag
move that will have her comboed to death.
Soul eraser will be extremely useful.
Tron can dash in the air, take note of it.
Typically played overly aggressive. She is
is strong and has enhanced defence. Dashes
are a must to avoid and attack her. Tron
is large due to her mech, use this to
combo her. Connect soul eraser when ever
possible.
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Venom: A powerful and quick character that can cause
significant damage to Morrigan's game. Watch
out for his effective venom fang. Don't try
to dash because he has range. Combo him as much
as possible and use soul eraser at all times.
Typically played to overwhelm and chip. He is
very strong and can be extremely hard to catch
off guard. Super jump to get to him, air dashes
are not recommended. Keep guard for his venom
fang. Combo him during his lags, let him do
the attacking. Use soul fist to inhibit him.
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War Machine: The mobile rocket silo that may lag at
critical times. Mainly watch for his
rockets and vulnerability. Combos are
effective against him as well as soul
eraser.
Typically played as keep away with his
missiles. Ground soul fists will be eaten
by the rockets, air soul fists are very
effective for poking. Use any dash to get
in for a chance to combo, you may need to
do some extra work.
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Wolverine: Both Wolverines are pixies that must be
kept away at all times. Soul fists will do
the trick. Due to his lack of range, the
soul eraser will be so useful.
Typically played aggressively and is mash
friendly. It is very easy to avoid him as
well as attack. Take advantage of his lag
and connect soul eraser when appropriate.
Frustrate him with soul fists.
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Zangief: The powerful russian that can make vector
drain look useless. He is quicker than before
and can be scary. Try to not combo him, just
use attacks that are out of his grabbing
range.
Typically played aggressively with no choice
but to throw. Keep him away with strategic
soul fists. Use soul eraser when possible. It
is particularly effective against his metal
form. Never try to combo him.
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0 0
0 Section 19 - Combos 0
0 0
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Playful Sexuality
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1. C [ LP, HK ]
2. C [ LP ], S [ HP ]
3. C [ LP ], S [ HK ]
4. C [ LP ], Mysterious Arc
5. Mysterious Arc, C [ HK ]
6. C [ LK ], S [ HK ]
7. C [ LK ], S [ HP ]
8. C [ LP, LP, HK ]
9. C [ LP, LP, HP ]
10. C [ LP, LP ], Mysterious Arc
11. C [ LK, LK, HK ]
12. C [ LK, LK ], S [ HK ]
13. C [ LK, LK ], S [ HP ]
14. C [ LK, LK ], Mysterious Arc
15. S [ LP, LP, HP ]
16. S [ LP, LK, HP ]
17. S [ LK, LK, HP ]
18. S [ LP, LP, HK ]
19. S [ LP, LK, HK ]
20. S [ LK, LK, HK ]
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Body Language
0 o8o8o8o8o8o8o8o8o8o8o8
21. C [ LP, LP ], S [ HP ]
22. C [ LP, LK ], S [ HP ]
23. C [ LK, LK ], S [ HP ]
24. C [ LK, LP ], S [ HP ]
25. C [ LP, LP ], S [ HK ]
26. C [ LP, LK ], S [ HK ]
27. C [ LK, LK ], S [ HK ]
28. C [ LK, LP ], S [ HK ]
29. C [ LP ], S [ LP, HP ]
30. C [ LP ], S [ LK, HP ]
31. C [ LK ], S [ LP, HP ]
32. C [ LK ], S [ LK, HP ]
33. C [ LP ], S [ LP, HK ]
34. C [ LP ], S [ LK, HK ]
35. C [ LK ], S [ LP, HK ]
36. C [ LK ], S [ LK, HK ]
37. S [ LP, LP ], Shadow Blade
38. S [ LP ], C [ LP ], Shadow Blade
39. J [ Shell Kick ], Shadow Blade
40. J [ Shell Kick ], C [ HK ]
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Fantasies
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41. C [ HP ], U, LP, LP, HP
42. C [ HP ], U, LK, LP, HP
43. C [ HP ], U, LK, LK, HP
44. C [ HP ], U, LP, LP, HK
45. C [ HP ], U, LK, LP, HK
46. C [ HP ], U, LK, LK, HK
47. C [ HP ], U, LP, LP, Soul Fist
48. C [ HP ], U, LK, LP, Soul Fist
49. C [ HP ], U, LK, LK, Soul Fist
50. C [ HP ], U, LP, LP, Shadow Blade
51. C [ HP ], U, LK, LP, Shadow Blade
52. C [ HP ], U, LK, LK, Shadow Blade
53. C [ HP ], U, LP, LP, Shell Kick
54. C [ HP ], U, LK, LP, Shell Kick
55. C [ HP ], U, LK, LK, Shell Kick
0 o8o8o8o8o8o8o8o8o8o8o8 8o8o8o8o8o8o8o8o8o8o8o 0
Seduction
0 o8o8o8o8o8o8o8o8o8o8o8
56. C [ LP, HP ], U, LP, LP, HP
57. C [ LP, HP ], U, LK, LK, HP
58. C [ LK, HP ], U, LP, LP, HP
59. C [ LK, HP ], U, LK, LK, HP
60. C [ LP, HP ], U, LP, LP, HK
61. C [ LP, HP ], U, LK, LK, HK
62. C [ LK, HP ], U, LP, LP, HK
63. C [ LK, HP ], U, LK, LK, HK
64. C [ LP, HP ], U, LP, LP, Soul Fist
65. C [ LP, HP ], U, LK, LK, Soul Fist
66. C [ LK, HP ], U, LP, LP, Soul Fist
67. C [ LK, HP ], U, LK, LK, Soul Fist
68. C [ LP, HP ], U, LP, LP, Shadow Blade
69. C [ LP, HP ], U, LK, LK, Shadow Blade
70. C [ LK, HP ], U, LP, LP, Shadow Blade
71. C [ LK, HP ], U, LK, LK, Shadow Blade
72. C [ LP, HP ], U, LP, LP, Shell Kick
73. C [ LP, HP ], U, LK, LK, Shell Kick
74. C [ LK, HP ], U, LP, LP, Shell Kick
75. C [ LK, HP ], U, LK, LK, Shell Kick
0 o8o8o8o8o8o8o8o8o8o8o8 8o8o8o8o8o8o8o8o8o8o8o 0
Fore Play
0 o8o8o8o8o8o8o8o8o8o8o8
76. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK, HP
77. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK, HP
78. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK, HK
79. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK, HK
80. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK,
Soul Fist
81. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK,
Soul Fist
82. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK,
Shadow Blade
83. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK,
Shadow Blade
84. J [ LP, LP ], C [ LP, HP ], U, LP, LP, LK,
Shell Kick
85. J [ LK, LK ], C [ LP, HP ], U, LP, LP, LK,
Shell Kick
86. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK, HP
87. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK, HP
88. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK, HK
89. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK, HK
90. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK,
Soul Fist
91. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK,
Soul Fist
92. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK,
Shadow Blade
93. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK,
Shadow Blade
94. J [ LP, LP ], C [ LK, HP ], U, LP, LP, LK,
Shell Kick
95. J [ LK, LK ], C [ LK, HP ], U, LP, LP, LK,
Shell Kick
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Stimulation
0 o8o8o8o8o8o8o8o8o8o8o8
96. J [ Shell Kick ], C [ HP ], U, LP, LP, HP
97. J [ Shell Kick ], C [ HP ], U, LK, LK, HP
98. J [ Shell Kick ], C [ HP ], U, LP, LP, HK
99. J [ Shell Kick ], C [ HP ], U, LK, LK, HK
100. J [ Shell Kick ], C [ HP ], U, LP, LP,
Soul Fist
101. J [ Shell Kick ], C [ HP ], U, LK, LK,
Soul Fist
102. J [ Shell Kick ], C [ HP ], U, LP, LP,
Shadow Blade
103. J [ Shell Kick ], C [ HP ], U, LK, LK,
Shadow Blade
104. J [ Shell Kick ], C [ HP ], U, LP, LP,
Shell Kick
105. J [ Shell Kick ], C [ HP ], U, LK, LK,
Shell Kick
0 o8o8o8o8o8o8o8o8o8o8o8 8o8o8o8o8o8o8o8o8o8o8o 0
Ultimate Climax
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106. S [ LP, LP ], Silhouette Blade
107. J [ Shell Kick ], Silhouette Blade
108. J [ LK, LK ], S [ LP, LP ], Silhouette Blade
109. Soul Fist, Darkness Illusion
110. Soul Fist, Soul Eraser
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0 0
0 Section 20 - Legal Matters 0
0 0
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Copy Right
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This Morrigan FAQ V1.4 is copyright (c) 2000 by
Dig it Up. No part of this FAQ is to be reproduced,
copied or sold, in any way, shape or form. This FAQ
must not be taken or displayed without written,
expressed permission from the author which is Dig it
Up. Morrigan and Lilith are Capcom property as well
as Marvel vs. Capcom 2 and its characters.
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0 0
0 Section 21 - For Your Information 0
0 0
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Acknowledgments
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To contact me or ask about this FAQ, e-mail to
[email protected] - Hate mail, comments and
questions are all welcome.
I'd also like to thank GameFAQS for such a creative
site and for those on the message board who support
Morrigan.
Thanks to Strider HiryuuX for his recommendations.
Those have proved to be extremely helpful.
Thanks to stuc2k and Zohar Metatron for supporting
Morrigan on the Message Board.
That's it! Hopefully you found this to be a useful
FAQ. Happy Gaming
Dig it Up - That's Right! I heard that on the made
up news on my pretend TV
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