
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                       MORRIGAN CHARACTER FAQ GUIDE 
               Capcom vs Snk 2: Mark of the Millennium
                           by Tidus_Leonhart
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version 1.0 11/6/01



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



--------------------------------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!!! I am very lenient. Send me an e-mail at 
tidjustin@netscape.com 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). Ripping
someone 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.
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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
SP: strong punch
FP: fierce punch
SK: short kick
FK: fierce kick
RK: roundhouse kick
c:  crouching
s:  standing

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 poking 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. Nice anti-air, good 
      range too.

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.MP, you won't use this much
 FP - Morrigan's wings transform into spikes that envelope her like a ball.
      Great for cross-ups and 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 
      priority
 RK - a strong kick from the side, long range and comes out fast 


====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.

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.

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. Many players get 
fooled by this since they're expecting you to combo afterwards. 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.


====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. 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.

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, 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! 
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.


====SELECT YOUR 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 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.

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 2into level 1. Try a level 2 cardinal blade into a level 1 super
soulfist as an example.


=====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)
    - a nice push away combo when blocked as well, had this since
      Darkstalkers 3

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

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

6. (C-groove) jump-in deep RK, Lv2 Cardinal Blade, cancel into 
    Lv1 Super Soulfist/Soulfist

7. (A-groove) when the opponent jumps at you, activate custom combo mode
   then do a shadow blade 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...:) 

----->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.
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.
 
------------>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

And God of course

