
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                       MORRIGAN CHARACTER FAQ GUIDE 
                 Capcom vs Snk 2: Millennium Fight 20001
                           by Tidus_Leonhart
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++	

version 2.0 11/15/01 - added a brief story about Morrigan, combos,
                       throws, completed the groove selection section,
                       added battleplan tips
version 1.5 11/13/01 - finished adding more comments, pros and cons to 
                       moves, theoretical combos
                     - revised the layout a little bit, corrected some 
                       grammar and spelling errors 
version 1.0 11/06/01 - my very first faq!



TABLE OF CONTENTS:
-Copyright
-Character Background
-Controls
-Movelist
 Basic Moves
 Special Moves 
 Super Moves
-Select your groove
-Combos
-Battleplan
-Credits


--------------------------------COPYRIGHT------------------------------------
This faq, which is the fruit of my hard work, should be used for personal 
purposes only. It cannot be reproduced, re-transmitted or rewritten without
my permission!!!. . Send me an e-mail at tidjustin@netscape.net or 
squall23_99@yahoo.com if you'd like to use any part of this faq for your own
(it should include my name in it). Rippingsomeone else's work is bad...Be good
and maybe I'll help you out.
Now on with the show....

This document is copyright; Tidus_Leonhart, 2001.
-----------------------------------------------------------------------------

============================CHARACTER BACKGROUND==============================
Well, I'm sure y'all know that Morrigan is a creature of the dark, a 
Succubus (a vampire for lust, sex, desire with no fangs), and the very first 
one at that. See, she was created to become one by Lucien/Berial (not sure with
the names) who wanted to find a companion. In the night his eyes caught a
woman with such beauty...who were being harassed by men into paying her debt.
The lady's name was Morrigan and replied that she'd rather die than pay
them. And as the first punch was coming the Lord of the Aenslaed clan, Berial 
came and finished off the men. Morrigan asked what she could do in return for 
saving her life. Berial asked her to become his 'Queen of the Night' but Morrigan
did not want to become a vampire so Berial transformed her in to the first
succubus and a direct descendant of the Aenslaed clan. He then gave her 13 bats
to protect her, and will transform into everything she desires (that should
explain her Soul Eraser from the crossover series and her sexy costume). But 
in her creation, she was to powerful and Berial feared that it will consume her
so he sealed it away. But this excess evil developed its own identity and
called itself Lilith and claimed itself to be the real succubus. However, in 
Morrigan's Darkstalkers 3 ending she and Lilith reunited, making Morrigan's
power finally complete and unimaginable.


CONTROLS
I will use standard motion notations for the moves in this faq. This is of 
course assuming that you already played a fighting game before. Here are the
semantics we will use:

U:  Up		               FB- fireball motion - D,DF,F
B:  Back	               RFB- reverse fireball - D,DB,B	 
D:  Down		       DP- dragon punch - F,D,DF 	
F:  Forward		       HCF- half circle forward - B,DB,D,DF,F 	
DB: Down-back	               HCB- half circle back - F,DF,D,DB,B
DF: Down-forward	       (air)- can be performed in the air       
P:  any punch                  2x- execute the preceeding move 2 times
K:  any kick			   e.g. FB(2x) is D,DF,F,D,DF,F
JP: jab punch                  / - or
SP: strong punch               + - execute the preceeding and proceeding 
FP: fierce punch                   commands simultaneously       
SK: short kick
FK: fierce kick
RK: roundhouse kick
c:  crouching
s:  standing
j:  jumping

MOVELIST 

Well, first and foremost Morrigan rules!!! If you're a shotokan player, 
there almost is any difference I must admit: hadouken - soulfist, 
shouryuken - shadow blade.... But that is what makes her effective. I will be
giving her moves while giving its pros and cons. 
I've been using her since Darkstalkers 1 so let me teach you what I know...


=BASIC MOVES=

STANDING:
 JP - Morrigan jabs her opponents with her hair
    - close she uses her hands to jab nice interrupt tool
 
 SP - Morrigan steps a bit forward and unleashes a quick stab at the abdomen
    - merely a poking tool due to its good range
 
 FP - Morrigan's wings transform into spikes and hit the opponent. Comes out
      slow. You won't use it much
    - close it becomes a standing uppercut
 
 SK - a swift kick that can be used to interrupt moves
 
 FK - a nice forward kick with the same range as MP
 
 RK - Morrigan bends her body back and kicks upward. This is your second
      anti-air (first is the shadow blade). It has good vertical and horizontal
      range, allowing you to hit enemies at peak jump or those who are about to
      jump. This cannot be used as a last-minute anti-air since it has a slight
      delay at start-up.
    - close it becomes a cartwheel kick that is bufferable(I have yet to confirm
      this)

CROUCHING:
 JP - a quick punch. If you hold it for half a second, it becomes two JPs 
      (Yes,it is comboable)
 
 SP - Morrigan uses her 2 wings in a downward thrust, chainable 
 
 FP - a quick sweep using her wings, doesn't knockdown though but great range 
      and can be used to end ground chains
 
 SK - a short range foot jab, chainable
 
 FK - offers more range than c.SK chainable
 
 RK - a long range sweep using her two legs

JUMPING:
 JP - Morrigan uses one of her wings to poke down. Great air poking tool
 
 SP - an air version of her c.SP, you won't use this much
 
 FP - Morrigan's wings transform into spikes that envelop her like a ball.
      Great for cross-ups, nice air priority
  
 SK - Morrigan merely sticks a leg upward, not very useful
 
 FK - Morrigan kicks out forward, great cross-up material and nice air to air 
      priority
 
 RK - a strong kick from the side, long range and comes out fast
   
THROWS:
 when near the opponent,
 F/B+FP - Morrigan body slams the opponent into the other side
 F/B+RK - One of her supers in Darkstalkers 3. Her wings or bats, I should say,
          transform into a vine thingy and push the opponent far into the wall

=SPECIAL MOVES=

SOULFIST - FB+P (air)
Your standard fireball. Take note that the JP soulfist will dissipate when
it reaches about 3/4 of the screen. You can also do this in the air so you
can fireball foes out of the air with this. This is good if your enemies 
have no air move. However, unlike Akuma, Morrigan stays in the air when she 
executes the move; she doesn't fall down to where the fireball is so you 
can't combo afterwards. The ground soulfist cannot be "two-in-oned" from
ground attacks unlike the shotokans, e.g. the classic c.FK into the 
hadouken. After a soulfist (preferably a JP), you can chase it using the run
ability to close in on your opponent who's blocking from far away. 

SHADOW BLADE - DP+P
Okay an uppercut move, what more can you ask? This means you can do the
hadouken-shouryken trap everybody's fond of. This move has shouryken 
priority and is fast. The vertical and horizontal range are very good.
Use this as your main anti-air. Use the JP shadow blade coz it's safer 
and if your opponent is in C-groove. My brother says that it is faster than
a shouryuken but I'm not that sure. Since it is a dragon punch type of move,
it is a very effective last minute anti-air.

VECTOR DRAIN - HCB+P
Basically a grab move with nice damage. She carries you into the air 
and slams you down! If you've played a grappler you can abuse this. Do 
this when you see your opponent roll and they'll be sorry alright. Also 
since it's a grab move you can "hide" its execution w/ a basic move. How?
Jump in with a FK and as you land execute the move, ala Zangief. Many players
get fooled by this since they're expecting you to combo afterwards. However,
don't do this if your opponent KNOWS how to THROW. Since you must kick high 
in the example to give you time to execute the Vector Drain, expert throwers
will THROW you when you land. Other than that you won't use this very often.
It also leaves you open if it doesn't connect so be careful.

SHELL KICK - D+RK (air only)
This is not really a special move but its a nice poke move nonetheless.
If I'm not mistaken, this does 3-hits to an enemy on the ground but its
difficult to combo afterwards coz it pushes the enemy away. Use this in
air-to-air battles and most likely you'll win. Also, Morrigan will quickly 
fall to the ground while this move is going on.


=SUPER MOVES=

Valkyrie Turn - HCB+K (press SK for near, FK for middle, RK far, then 
                press K when she reappears)
Don't let the easy execution fool you. This has got to be the most unused 
super ever. She flies across the screen and comes back drilling the enemy
with the Shell Kick. Sounds nice but the enemy can dragon punch her into
oblivion. The enemy could always predict where Morrigan is going to land
or appear, making her vulnerable to most attacks. Don't know why Capcom did
this to her...In Darkstalkers 3 this was her main super move...If you do
connect you can combo afterwards but you have to time it right or you'll 
get nailed. Don't ever, ever do this against grooves with counterattacks,
but the damage is minimal anyway. Good guard damage though.

Super Soul Fist - FB(2x)+P (air)
Nuff said. A big soul fist. I haven't found a combo for this yet. Inform
me and you'll get credit. The only use I have for this now is when your
foe dares to become open. You can do this in the air too. Feign a jump-in
and do this. They'll probably anti-air so they'll eat the soulfist. Take 
note that the air SSF launches at a 45-degree angle, to hit enemies
closer to you, you must execute it going up from a jump or going down. 

Cardinal Blade - FB(2x)+K
Aahh...at last, a super you're going to exploit for eternity! Think of a
shinryuken that you don't need to mash the buttons (8-Hits automatic), with
better horizontal range, little startup time too. Basically a maxed shadow
blade, this super has dragon punch priority and can be used as an anti-air.
When you don't have a super, shadow blade, if you do, cardinal blade! Watch
your enemies scream when they can't jump at you.

Darkness Illusion - JP,JP,F,SK,FP (air)(can only be done in Lvl 3)
When I first saw this, in Darkstalkers 1, I was astounded; two Morrigans 
appear from both sides of your enemy and beat the hell outta your victim
for 27-Hits! Since it's a Lvl3 super, it inflicts vicious damage on your
opponent (not to mention psychological damage on the player). Did I mention
that it goes fullscreen now? The good thing with this is that it's comboable!
(we'll get into that later). IMO this is her best super and I use it all the
time in combos. Master this and you've mastered Morrigan. It's also rumored
to go through projectiles...hehehe....


====SELECT YOUR GROOVE====
Here I'm going to include my opinions on the grooves when played with Morrigan,
starting with what I use. The final decision will be up to you:

			*****N-GROOVE*****
Well, IMHO, Morrigan thrives in N-groove. If you've played Darkstalkers 3
you can apply your techniques in this groove. Why? Have you forgotten that
Morrigan has jet boosters (besides the fact she's got wings)? This means you
can fly!!! Morrigan's run in N causes her to fly diagonally into the air.
This would quicken your pace quite a bit but the HOPS (small jumps) in N will
let you dominate. Why again you might ask? You can mix up flying then hopping
then cross-upping then comboing then hopping then cross-upping...get the 
picture? Cool huh!? Plus you can roll in N to play in close quarters. If you
get tired hoppin' around, rest by doing the soulfist-shadow blade trap. 
Cool huh!? Another benefit is that it only takes two stocks to do the Darkness
Illusion as opposed to three(C-groove)so if you can combo the DI, you'll be
unstoppable.

		       *****C-GROOVE*****
However, if you don't like the mobility options use C-groove. Air-blocking
is definitely a plus. But the edge will be in canceling supers, basically
level 2 into level 1. Try a level 2 cardinal blade into a level 1 super
soulfist as an example. The drawback would be the loss of the run ability,
though it may be slow, could be vital in positioning your next attacks. 
You'll have the dash which is like a run with sweep distance, but you can 
imitate this in N by running for just 1 second.

		       *****A-GROOVE*****
Morrigan in A-Groove is weak. Since this groove relies on the Custom Combo
System, I have yet to see a combo wherein Morrigan dishes out decent damage.
Much like the shotos, she's got weak combos here, due to the fact that her 
moves and supers have little potential in custom comboing. However, the best
I've seen is combo 8 below w/c does half of a life meter's damage (Morrigan
and the victim are in ratio 2), unlike Rugal, whose potential in this groove 
is limitless, and averages about more than half of a life meter's damage.
Maybe I have yet to discover one...

		      *****P-GROOVE*****
Like what other FAQs are trying to explain, in which I also agree, P is FOR
EXPERTS ONLY. The power of this groove depends on your ability to parry.
I've already seen a SF3rd Strike player struggle at parrying in CvSNK2.
Parrying gives you an 'extra frame' wherein you can counter the attack
of the opponent, allowing you to virtually shadow blade anybody. Just 
remember that an aggressive player is no match against a Morrigan who knows
how to parry.

		       *****S-GROOVE*****
Using Morrigan in S-Groove will be very different with N. The outstanding
deviation will be the dodge feature exclusive to S. You cannot fly and roll
but you can dodge instead! I believe that dodging is invincible to everything 
except to throws (much like rolling). If your gameplay constantly relies on
having a super move at your disposal then you will loose Morrigan's aggresive
edge here, though charging up your meter can force your opponent to make
stupid mistakes. But when your life flashes red (how dare you!), she can 
become very deadly since super moves in S are the strongest damage-wise,  
she can cardinal blade the opponent anytime plus if you can charge up and do 
the DI, it will connect for lots of damage too. Come-back maneuvers will be 
very abused here.

                     *****K-GROOVE*****
Wouldn't it be nice if you can fill up your meter without doing anything
(well, almost)? The K-groove allows you to do this with the Just Defend 
ability which you must, and I emphasize MUST incorporate into your play.
Just Defending (blocking at the last possible moment) increases your meter
DRASTICALLY and when full its slashin' time! Since Morrigan's moves have
good priority, hitting the opponent when enraged deals massive damage. If
you're the type of player who could read/memorize your opponents attack 
pattern then this groove is good for you, you can just defend a lot and
get a full meter for free! This means Lvl 3 cardinal blades and more DIs 
from you!

=====COMBOS======

Okay, here we come to the soul of fighting games: COMBOS! One thing to 
remember with Morrigan is that she can make chains out of her punches and
kicks. Yes, that's right she's got nasty chains that won't leave you open.
Her special moves are harder to combo with though. I'll try to include 
groove dependent combos too.

1. c.SK,c.SP,c.FK,c.RK/FP (4-Hits)

2. jump-in RK, c.JP,c.JP,c.FK,c.RK (5-Hits)

3. cross-up FK/FP, c.JP,c.JP,c.SK,c.FK,c.RK (6-Hits)
    - had this since Darkstalkers 3, a nice push away combo when blocked as 
      well, practically all you'll ever need

4. jump-in FP, c.FK, Cardinal Blade (10-Hits)

5. (Lv 3 combo) cross-up FK/FP, c.JP,c.JP,F,SK,FP (30-Hits)
    -from Darkstalkers 3 as well

6. (Lv 3 combo) c.SP,s.JP,c.FP, Darkness Illusion
    - a little bit hard. I've got trouble doing it

7. (C-groove) jump-in deep RK, s.SK/c.FK, Lv2 Cardinal Blade, cancel into 
    Lv1 Super Soulfist/Soulfist

8. (A-groove) when the opponent jumps at you, activate custom combo mode
    and do a shadow blade, then cancel it into a roll(JP+SK), you'll be where 
    your opponent is falling then shadow blade him again, cancel the shadow
    blade again into the roll...you get the picture? :) Do this until the 
    meter is almost out then do a cardinal blade. 
    (13-15 Hits)
    - I've seen this at the arcades, it's very fun to watch...:) 

9. (A-groove) at the corner activate custom combo mode and shadow blade 5 
    times, s.JP, j.SP, do 4 air soulfists and do a super air soulfist
    (13-Hits)

THEORETICAL COMBOS...(may or may not be possible)

  cross-up FP, s.JP,s.SK, shadow blade(SP/FP version)
  cross-up FK, close s.RK, Darkness Illusion


----->more to come...



====BATTLEPLAN====

1. First and foremost, DO NOT PSYCHIC THE SHADOW BLADE. Yes it has great 
   range and priority but if it gets blocked, its useless. This is a common
   mistake by players with anti-air moves (Ryu, Akuma, Guile etc.) that the
   move becomes too second-nature. If your opponent jumps abuse it though.
2. Do not throw soulfists at mid-screen distance! This is your ticket into
   instant death, and don't compete with Kyosuke's Cross Cutter by the way,
   you'll lose. The game allows a long jump remember? Throw it from far away
   or when your foe is rising up. Throw soulfists at different speeds and
   try to dash in while it's still there. 
3. Exploit the air! Morrigan owns the air, mind you (N-groove). Fly around,
   confuse your opponents with the hops, rolls, and running. Mix them up and
   don't put a pattern on your attacks. Repeated tactics will definitely get
   countered eventually. Do not throw air soulfists when your opponent has 
   the run or roll ability. They'll be waiting to smack you outta the air 
   when you're about to land.
4. Tired of moving around? Play keep away! You've got a fireball and an 
   uppercut, duh! The same rules apply as with the shotokans.
5. Grab a roller. Do not be afraid to grab someone who rolls very often or 
   use the Vector Drain instead. They'll think twice, you'll see.
6. If you have the tactical recovery or safe fall ability, use them. Its 
   real purpose is on ruining your opponents timing. Wouldn't it be nice to 
   destroy your opponents jump-in timing and attack on your own? Play a
   nice little game of psychological warfare...
7. Small jumps are abusable. A Morrigan with hops can be a pain when done 
   with a FK since it can poke. Its pretty hard to effectively time 
   anti-airs during cross-ups and small jumps.  

------------>more to come...



*********CREDITS*************
Me, myself and I for creating this faq

Capcom for creating this crazy game!

SNK for the plethora of cool characters!

My arcade opponents for unconsciously training me while playing with 
them...hehehe...

My brother for being an arcade addict such as myself

My friend Carlo for praising me for writing this FAQ without even reading
it yet hehehe...thanks a lot

Gamefaqs for publishing my first ever faq!!!

And God of course

