Morrigan

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Game: Marvel vs. Capcom 2: New Age of Heroes
Character: Morrigan
Version 1.0
Created by Daniel "PhatDan81" Finch on 6/22/00
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CONTENTS

I.	Introduction
II.	Legend
III.	Regular Moves
IV.	Special Moves
V.	Supers
VI.	Combos
VII.	General Strategy
VIII.	Misc. Stuff
IX.	Legal Stuff

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I.	INTRODUCTION
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Who is Morrigan? Morrigan is one of the Darkstalkers.  She is a 
Succubus, which is a demon that seduces men and takes their souls in 
order to survive.  She was born in the late 1600's in Scotland.  She is 
a very powerful creature.  Her father feared that her power would 
eventually turn against her, so he sealed half of her power in a 
coffin.  That part of her power would turn into a being known as 
Lilith.  They later re-united into Morrigan's body in MVC.  She's 
appeared in every Darkstalkers game and was also in the first MVC.  
Many of her attacks mimic those of most Shotokans.

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II.	LEGEND
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ABBREVIATIONS

U     Up
D     Down
B     Backward
F     Forward
C     Crouching
S     Standing
J     Jump/Jumping
SJ    Super Jump/Jumping
P     Punch
K     Kick
AC    Air Combo
OTG   On The Ground; an attack being performed while the opponent is 
      lying down
LP    Light Punch      Jab
MP    Medium Punch     Strong
HP    Heavy/Hard Punch Fierce
LK    Light Kick       Short
MK    Medium Kick      Forward
HK    Heavy/Hard Kick  Roundhouse

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UNIVERSAL COMMANDS

LP + LK     Calls in second partner
HP + HK     Calls in third partner
Assist 1    Calls in second partner, who steps in and does an attack
Assist 2    Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + Assist, forces the opponent out if they get hit 
            (one HC level)
Variable Counter B, DB, D + Assist (while blocking); tags in partner 
            who jumps in and performs a designated attack
Crossover Combination	Assist 1 + Assist 2

All three characters do one specific super (Hyper Combo) then the two 
secondary characters step out and do their supers (one to three 
levels; two levels causes only two players to come out while one level 
has just the primary character do his super).

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III.	REGULAR ATTACKS
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PUNCHES
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JAB

1.	Standing

Morrigan tilts her head forward slightly and uses her hair to hit her 
opponent.  In terms of range, power and priority, it's a mostly 
standard jab.

2.	Crouching

A basic low jab, it's about as useful as most other low jabs.

3.	Jumping

She uses her bats to attack, forming a spear from her side.  This is 
her AC starter and should only be used for that.

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STRONG

1.	Standing

Morrigan extends her arm out, forming a drill where her hand is.  It 
has good range and will combo into a Shadow Blade or Silhouette Blade.

2.	Crouching

While crouching, a pair of blades in the shape of bat wings appears on 
her back.  She then bends over, using the blades to attack the 
opponent.  It has a little less range than the standing version but has 
the exact same uses.

3.	Jumping

Again, she uses her bats to attack.  They form some unusual shape, 
which is used to hit the opponent.  Use this as an AC filler.

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FIERCE

1.	Standing

Spikes appear from behind her and extend horizontally.  It's a basic 
standing HP.  It has pretty good range and will combo into some moves.  
Also use it to counter dash-ins.

2.	Crouching

A spike appears, this time from the ground as Morrigan raises her hand 
straight up.  This is her launcher attack and is also a very good anti-
air attack.  The horizontal range isn't very good but combos easily off 
any light attack.

3.	Down-Backward

Morrigan holds out a blade while crouching and spins once to make it 
hit.  I don't find it very useful, but I sometimes find myself doing 
this move instead of her launcher.

4.	Jumping

It looks much like the standing version and has about the same range.  
This is an AC finisher and also her best jump-in attack.

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KICKS
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SHORT

1.	Standing

Morrigan does a conventional shin kick.  It has the same priority as 
her S.Jab.

2.	Crouching

A basic low LK, it has the same uses as the standing version except 
this hits low.

3.	Jumping

A conventional knee attack, it's used as an AC filler

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FORWARD

1.	Standing

A basic standing MK, she turns around and extends her leg out.  It has 
the same range and priority as a S.Strong.

2.	Crouching

While crouching, Morrigan extends her leg out, hitting the opponent 
with the bottom of her foot.

3.	Jumping

Basically the same as the crouching version, it's used as an AC filler 
and to combo into her AC finisher.

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ROUNDHOUSE

1.	Standing

Morrigan bends back while swinging her leg way up.  Despite its 
appearance it is not a launcher.  It has the same uses and range as her 
S.Fierce.

2.	Forward

Morrigan does a forward flip while extending one leg out, doing a 
multi-hitting kick.  It can't be comboed into and doesn't combo into 
any moves.  I don't know what its uses are.  It does have a slight 
recovery, so be careful when you do choose to use this move.

3.	Crouching

This is Morrigan's knockdown attack.  Morrigan positions her body 
parallel to the ground while extending both legs out and turns her 
body.

4.	Jumping

Same as a J.Forward, except this has better range and is an AC 
finisher.

5.	Down (in air, Shell Pierce)

Morrigan positions her body at a 90-degree angle and forms a drill 
where her legs are.  This is used as a surprise attack.  Since it has 
very little horizontal range it can't be used to finish AC's.  It also 
can't be used as a jump-in attack since you can't do anything after she 
bounces off her opponent until she lands.  Watch out for the recovery 
delay.

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IV.	SPECIAL MOVES
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A (*) means that the move can be done in the air.
A (A) means that the move can only be done in the air
A (H) means that the move can be cancelled into a super.
A (h) means that the move can be cancelled into a super only if it 
doesn't connect.

AIR DASH U, F or D + 2P

Morrigan's can do an air dash in three different directions.  Either 
pressing forward or holding the joystick neutral causes her to do a 
mostly horizontal dash while going slightly downward.  Pressing D+2P 
will cause her to do a 45-degree angle downward dash.  Pressing U+2P 
causes her to travel upward slightly while dashing forward.  There are 
many uses for her air dashes that are explained in Section VII (General 
Strategy). 

SOUL FIST (*)(H) D, DF, F + P

Morrigan does a Hadouken-like move, except the fireball travels much 
slower and can only be comboed into in the air.  When done in the air, 
the fireball travels downward at a 45-degree angle.  While super 
jumping, you can throw these out infinitely, but I really don't 
recommend doing that.  Be careful about doing this move because the 
recovery time isn't that great.

SHADOW BLADE (*)(H) F, D, DF + p

This is Morrigan's dragon punch.  It's a mostly standard, multi-hitting 
dragon punch.  It's easy to combo into and is a good AC finisher.  It 
hits once in the air.  Use the jab version for anti-air and for 
surprises.  Use the fierce version when you're absolutely sure it will 
connect, like in a combo.  Just like all other dragon punches, you will 
be severely punished if it's blocked or it misses, so be careful when 
to use it.

VECTOR DRAIN (h) F, DF, D, DB, B + P

This is a grab that cannot be blocked.  It rivals Zangief's Spinning 
Pile Driver, except it does less damage, has less range and is not as 
suspected.  Morrigan grabs her opponent, then takes them high into the 
sky.  She then turns over with them and spins around rapidly, doing a 
good amount of damage.  It has very short range and I'm not sure if 
this can be comboed into.  Use this only for punishing mistakes.  If it 
misses, Morrigan will be standing there for a second trying to maintain 
her balance, unable to do anything.

SHELL KICK (A) D, DB, B + K

Morrigan does a horizontal version of her Shell Pierce.  This is her 
D+MK move from the first MVC.  It hits multiple times and can be used 
as an AC finisher or as a jump-in attack.  This loses out to almost any 
ground attack, so be careful about when you use this move.

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V.	SUPERS (HYPER COMBOS)
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For some reason that I can't imagine, Morrigan no longer has her 
Eternal Slumber super.  Oh well.

SOUL ERASER D, DF, F + 2P

Morrigan's bats turn into laser cannons.  Morrigan then holds one and 
two other ones orbit around her.  They all fire beams straight ahead.  
It has pretty good range and starts up reasonably fast.  It won't combo 
off anything, except some assist attacks but it acts as a good mistake 
punisher.  It does very good damage and block damage.  Be aware that 
the center beam does the most damage.  Also be aware that there is a 
slight recovery delay to it, so be careful.

SILHOUETTE BLADE F, D, DF + 2P

Morrigan does a super version of her Shadow Blade, except she uses 
Lillith to do a series of uppercuts.  It starts up fast and can be 
comboed into, unlike her other two supers.  It also pushes the opponent 
away safely if it's blocked.  Use this in combos or as an anti-dash-in 
attack.

DARKNESS ILLUSION (*) D, DF, F + 2K

Morrigan travels forward slowly across the screen slightly above the 
ground and when she hits the opponent, Lilith appears on the other side 
as a mirror image and do a beat-down on the helpless opponent.  They 
then launch the opponent upwards while following them up, then give 
them another beat-down in the air.  They then finish off by doing a 
brutal kick that knocks the opponent to the ground.  

You can OTG afterwards.  This is strictly a mistake punisher.  It can't 
be comboed into in the air or on the ground in any way.  Plus, it has a 
bad recovery delay that will leave you wide open if it's blocked.

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VI.	COMBOS
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MAGIC SERIES

Zigzag, anywhere on the screen
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Launcher          C.Fierce
Knockdown         C.Roundhouse
Strikes           None
Snapback          S.Fierce
AC Finishers      SJ.Fierce, SJ.Roundhouse, Shell Kick, Soul Fist, 
                  Shadow Blade, Fierce Air Throw
Assists                 Variable Counter  Crossover Combination
  A  Shadow Blade       Shadow Blade      Silhouette Blade
  B  Soul Fist          Soul Fist         Soul Fist
  C  Soul Fist          Soul Fist         Silhouette Blade

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After a jump-in attack connects, it may be necessary to dash in 
afterwards, then continue the combo accordingly.  J.Fierce may be 
replaced with Shell Kick or J.Short, J.Forward.  S.Fierce may be 
replaced with S.Roundhouse.  Combos 1, 2, 9 and 10 may begin with a 
jump-in attack.

1.	S.Jab, Shadow Blade
2.	S.Jab, S.Short, Shadow Blade
3.	J.Fierce, S.Jab, S.Short, S.Strong, Shadow Blade
4.	J.Fierce, S.Jab, S.Short, S.Forward, Shadow Blade
5.	J.Fierce, S.Jab, S.Fierce, Shadow Blade
6.	J.Fierce, S.Jab, S.Short, S.Strong, Silhouette Blade
7.	J.Fierce, C.Short, C.Forward, Silhouette Blade
8.	J.Fierce, S.Jab, S.Fierce, Silhouette Blade
9.	In Corner: S.Jab, S.Fierce, S.Roundhouse, Silhouette Blade
10.	S.Jab, S.Short, S.Strong, S.Forward, S.Fierce
11.	S.Jab, S.Short, S.Strong, S.Forward, C.Roundhouse
12.	Soul Fist, Soul Eraser
13.	Soul Fist, Darkness Illusion
14.	J.Fierce, C.Short, C.Forward, C.Roundhouse, Silhouette Blade (OTG)
15.	J.Fierce, C.Jab, C.Short, C.Fierce, SJ (Jab, Short, Strong, 
    Forward, [AC Finisher])
16.	Opponent Jumps In: C.Fierce, SJ (Jab, Short, Strong, Forward, 
    Shadow Blade)
17.	Darkness Illusion, C.Short (OTG), C.Fierce, SJ (Jab, Short, Strong, 
    Forward, Shadow Blade)
18.	Soul Fist, Darkness Illusion, C.Short (OTG), C.Fierce, SJ (Jab, 
    Short, Strong, Forward, Shadow Blade)

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TEAM HYPER COMBOS

Soul Eraser should be the most used super for THC's.  Silhouette Blade 
may also be used, but mostly as a THC ender.  Darkness Illusion is used 
as a THC starter.

1: 1st partner's super, 2: 2nd partner's super, 3: 3rd patner's super

A.	1. (Morrigan) Soul Eraser 2. Any beam super, Captain Storm, Venom 
Web, Weapon X, Head Crush, Blodia Vulcan, Cajun Explosion, Maximum 
Spider or Crossfire Blitz (Charlie's version); if close or in 
corner: any rushing super, any dragon punch super, Omega Destroyer, 
Gamma Wave, Gamma Quake, Gamma Crush (in corner), Fatal Claw, Death 
Bite, Ultimate Web Throw, Final Justice, War Destroyer (in corner), 
Blodia Punch, Saotome Cyclone (in corner), Kikou-Shou, Shinkuu-
Tatsumaki Senpuu Kyaku (in corner), Shinkuu-Gadouken (in corner), 
Shinryuken (in corner), Shinkuu-Hadouken (Sakura's version) or 
Midare Zakura 3. Third partner's super

B.	1. Any beam super, any rushing super, any dragon punch super, any 
   lightning super, Venom Web, Weapon X, Fatal Claw, Gamma Crush, Gamma  
   Quake, Shippu-Jinrai Kyaku, Captain Sword, Rush Drill, Beat Plane, 
   Blodia Punch, Blodia Vulcan, Shinkuu-Tatsumaki Senpuu Kyaku, Kikou-
   Shou, Final Atomic Buster, Final Justice or Shinkuu-Gadouken 2. 
   (Morrigan) Soul Eraser 3. Any beam super, Captain Storm, Venom Web, 
   Weapon X, Head Crush, Blodia Vulcan, Cajun Explosion, Maximum Spider 
   or Crossfire Blitz (Charlie's version); if close or in corner: any 
   rushing super, any dragon punch super, Omega Destroyer, Gamma Wave, 
   Gamma Quake, Gamma Crush (in corner), Fatal Claw, Death Bite, 
   Ultimate Web Throw, Final Justice, War Destroyer (in corner), Blodia 
   Punch, Saotome Cyclone (in corner), Kikou-Shou, Shinkuu-Tatsumaki 
   Senpuu Kyaku (in corner), Shinkuu-Gadouken (in corner), Shinryuken 
   (in corner), Shinkuu-Hadouken (Sakura's version) or Midare Zakura

C.	(Morrigan) Silhouette Blade 2. Captain Sword, Venom Web, Fatal Claw, 
   Omega Destroyer, Mega Optic Blast, Super Optic Blast, Blodia Vulcan, 
   Gamma Wave, Cajun Explosion or Magnetic Shock Wave 3. Third 
   partner's super

D.	1. Any rushing super, any dragon punch super, Shinkuu-Gadouken, 
   Gamma Quake, Gamma Crush, Venom Web, Fatal Claw, Weapon X, Rush 
   Drill, Final Atomic Buster or Final Justice 2. (Morrigan) Silhouette 
   Blade 3. Captain Sword, Venom Web, Fatal Claw, Omega Destroyer, Mega 
   Optic Blast, Super Optic Blast, Blodia Vulcan, Gamma Wave, Cajun 
   Explosion or Magnetic Shock Wave

E.	(Morrigan) Darkness Illusion 2. (while opponent is in air) Any 
   vertical super, Cajun Explosion, Omega Destroyer, Captain Sword, 
   Super Optic Blast, Shinkuu-Hadouken (Sakura's version) 3. Third 
   partner's super

F.	1. Any dragon punch super, any rushing super or any beam super (if 
   close or in corner) 2. (Morrigan) Darkness Illusion 3. (while 
   opponent is in air) Any vertical super, Cajun Explosion, Omega 
   Destroyer, Captain Sword, Super Optic Blast, Shinkuu-Hadouken 
   (Sakura's version)

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VII.	GENERAL STRATEGY
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Morrigan is one of the most versatile characters in the game.  Her air 
combos do decent damage, her ground combos are simple but effective and 
her supers do very good damage.  She's easy to learn and fun to use.  
However don't expect to win by throwing out air Soul Fists every chance 
you get.  This is very lame and every character has a way of countering 
this.  Besides, she plays much better near her opponents than she does 
from far away.

When playing close, mix up your jump-ins, high attacks, low attacks, 
launcher attack and Soul Fists.  Occasionally try to get next to your 
opponent and do a Vector Drain.  If your opponent blocks a C.Fierce, 
cancel into a Soul Fist afterwards.  Also throw out a jab Shadow Blade 
occasionally to surprise your opponent or to counter jump-ins.  Use the 
fierce version in combos or if you're absolutely sure that it will 
connect.  It is very easy for Morrigan to get close to her opponent.  
Just use any dash.

Try to focus on connecting her air combos and supers as much as 
possible.  Her air combos are easy to do and do decent damage.  Her 
supers do very good damage and her Silhouette Blade can be comboed into 
off of any medium or heavy attack.  Even if it's blocked, it will push 
the opponent away, leaving you safe.

The other two supers are for punishing mistakes, however you can use 
Soul Eraser against an opponent will very little life left to finish 
them off.  It also connects off some assist attacks.  Don't throw this 
out at random right next to your opponent.  The recovery time is long 
enough for the opponent to punish you with a quick super or a nasty 
combo.

Never throw a Darkness Illusion out at random.  If it's blocked, she'll 
bounce off the opponent, and she'll be wide open for attack while she's 
coming back down to the ground.  Use it only when you're absolutely 
sure that it will connect.  If it connects, you can OTG immediately 
afterwards.

Morrigan fights well in aerial confrontations.  J/SJ.Fierce should be 
the most-used attack for aerial confrontations.  For opponents that are 
below you, use Soul Fist, Shell Kick or J/SJ.Roundhouse.  You can use 
Shell Pierce for opponents that are directly below you in the air.  
Shell Pierce is mostly used to hit an opponent who is in the midst of a 
beam super or a projectile attack.  You can throw it out ocassionally 
to surprise an opponent also, but don't do it so much you become 
predictable and get punished after it's blocked.

Use C.Fierce or jab Shadow Blade to counter jump-ins.  They both are 
equally reliable.  If you connect a C.Fierce, you can do an air combo 
afterwards.  Jab Shadow Blade is also good because it pushes your 
opponent away far enough for Morrigan to recover safely.

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VIII.	MISC. STUFF
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ADVANTAGES AND DISADVANTAGES

ADVANTAGES

1.	Good versatility
2.	High-priority special moves
3.	High-priority air combos
4.	High-damaging supers
5.	Good speed
6.	Good combinability
7.	Plays well offensively and defensively
8.	Can do air dashes in different directions
9.	Easy to learn
10.	Fun to play

DISADVANTAGES

1.	Recovery delays on most of her special moves
2.	Recovery delays on two of her supers
3.	Can combo into only one of her supers effectively
4.	Short range
5.	Takes hits poorly
6.	Ineffective projectile attack
7.	No longer has her Eternal Slumber super

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SPECIAL FEATURES

I already mentioned them earlier but I'll put it here for the hell of 
it.  Morrigan can do an air dash, just press up, down or forward then 
both punch buttons.  She can dash slightly upwards by pressing up then 
both punch buttons.  She'll dash forward and slightly downwards by 
pressing forward then both punch buttons.  She'll do a 45-degree angle 
downward dash by pressing down then both punch buttons.  Any of her air 
dashes can be cancelled by doing an attack.
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Any comments, questions or suggestions?  E-mail me at dan@finch.com.
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ACKNOWLEDGEMENTS

KMegura for info about Morrigan's air dashes
Capcom for making such a cool game

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IX.	LEGAL STUFF
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This FAQ is copyright (C) 2000 by Daniel Finch.  No part of this FAQ 
may be reproduced or redistributed in any way, shape or form.  It 
cannot be displayed publicly or on the Internet in its original, 
unedited, unaltered format.  It may not be used in any publications 
whatsoever.  Any commercial, Internet or any other public use of this 
document is prohibited without written permission from the author, 
Daniel Finch.  Any type of profit from this FAQ is also prohibited as 
well as any promotional use of this FAQ.  Morrigan, Lilith and Marvel 
vs. Capcom 2: New Age of Heroes are registered trademarks of Capcom.
