Marvel Vs. Capcom: Clash Of The Super Heroes EX Edition

Marvel Vs. Capcom: Clash Of The Super Heroes EX Edition

13.10.2013 11:03:05
Lilith FAQ
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(or simply Lilith)
MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher
version 1.0
Dec. 5, 1999

this faq is copyright 1999-2000 Joseph Christopher

by reading this faq you agree that I, the author, am not in any way
liable for any harm that anybody thinks came from reading this faq

* Blonde Morrigans are what I like best, second would be the original
green haired babe, her other colors, maybe, but in her Lilith Mode?
I don't think so. Make-ups are supposed to enhance one's appearance,
doesn't it? So why did it make Morrigan look worse? (maybe she's too
perfect she can't look any better, no?) Anyway, she should have been
a good MVC character but because of the existence of the original Morrigan,
comparisons arise, and many think she just doesn't have ANYTHING that
would top the real deal. I, for one, also think that way and advise
you to choose Morrigan's Lilith Mode only if you're an absolute expert
at Morrigan's confusing and comboing skills and using yet another player
with identical normal moves guarantees you victory. Contrary to popular
belief, however, I have observed some advantages the Lilith Mode has
over the original, namely:

1. Morrigan's Lilith Mode is a liiiittle bit faster than the original.
2. Morrigan's Lilith Mode combos a liiiittle bit easier than the original.
3. Morrigan's Lilith Mode chips, not a liiiitle, but a whoooole LOT better
than the original.
4. Morrigan's Lilith Mode's supers can still hit for max damage even when
the opponent is cornered.
5. Morrigan's Lilith Mode can, sometimes, combo her beam super from a sweep
(I'll explain why when I comment on this super)


* how to access - just finish the game once with Morrigan and Morrigan's
Lilith Mode will appear below War Machine.

Why read this guide:
I. Legend
II. General Moves
III. Normal Moves
IV. Supers
V. Combos
VI. Vs. Computer
VII. Vs. Human
VIII. Ending
IX. Credits
X. Revision History
XI. Final Words

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ __ ____ ___ ____ _ _ ____
(_ _) ( ) ( ___) / __)( ___)( \( )( _ \
_)(_ )(__ )__) ( (_-. )__) ) ( )(_) )
(____)() (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

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


dash - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
guard push - LP+MP+HP (while blocking)
taunt - press select
call helper- MP+MK
tag super - D,DF,F+HP+HK
team work - D,DB,B+HP+HK

* let me explain a few things about some of the general moves:
* first of all, in the PSX version, you'll have to choose only ONE partner,
either one of the conventional characters ("partner heroes") or one of
the helpers ("special heroes").

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


tag super - common to crossover fans, this move needs at least two levels
of super charged up. It will allow both fighters to execute
their respective supers at the same time, though the resting
one, in the PSX version, will no longer be left behind as if
they already "tagged"

team work - a clone of your opponent enters the screen, and after that
you can control both your fighters at the same time! (they'll
both respond to your controls.) What's more, your super gauge
is set to infinite. Yeah! This state is timed though, so use
it wisely. The length of time you stay in this state is determined
by the amount of super you have charged up when you did it.
Oh and I did say you can choose a helper as a partner right?
Well if you do, and use this move, he/she'll just enter the
screen, do his/her thing, exit, and repeat the whole process
over and over while you do YOUR thing and until the time runs
out---again one of the reasons why rammers would RULE. (cause
they'll be the ones repeating their entrances most before
time runs out).

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


* Morrigan's normal moves are identical to her Lilith Mode's and, of course,
are all picture-perfect(!) so I'll be concentrating on their descriptions
rather than their uses, which are mainly combo starters, fillers, and
enders for the low, medium, and high attacks respectively.

1. LP - one of the few LPs in the game that can be comboed unto itself
for two, and possibly three, hits. Also one of the few Ps where
she doesn't use her shape-shifting bats to strike.

a) standing - she rests her nearer arm on her, uh, breasts (sorry, I'd
be using that term in this faq cause that's undeniably
a "big" part of what Morrigan and her Lilith Mode is
all about) and uses her HAIR to strike at the opponent.

b) crouching - this move may not be comboed unto itself, as I've said
with Morrigan's Lilith Mode's LPs, but it alone is already
two hits! She punches the opponent's knee area with
her nearer arm and quickly "points" with her other one
for a second hit

c) jumping - she folds both her arms and legs and out comes a spear-
like shape from her side. Actually, it's just her shape-
shifting bats doing the job.

2. MP - these moves make some semi-creative uses, shapes, and blades again
from her shape-shifting bats. Basic combo fillers, but nothing
more than that.

a) standing - her farther arm reaches out as far as it can by means
of a punch. Strips of red metal wrap her punching arm
and form a drill in front of it.

b) crouching - from a kneeling position, she bows all the way down,
revealing a pair of wing-blades that are relatively
small but big enough to reach a not-so-close opponent.

c) jumping - she crosses her arms above her head, re-opens them while
folding her legs, and out comes a double-bladed something
from her side. Actually, it's just her shape-shifting bats
doing the job.

3. HP - high-priority spikes that come from behind her. This is the most
her shape-shifting bats can do without much effort. Basically
covers and protects her whole front side from any jump or dash-in.

a) standing - she spreads out both her arms sideways to their fullest
extent, swings them back toward the opponent and, like
I said, high-priority spikes come out from behind her.
Most would point straight forward, some diagonally upward,
and a few diagonally downward.

b) down-forward - she doesn't use spikes in this move, only a single
blade. This blade also comes from behind her and
she turns around to get it to hit the opponent. Still
has the damage and priority of an HP but would mostly
come out by mistake when what you really wanted
to do was launch the oppoent so be careful.

c) crouching - this is what every MVC character has---a launcher. From
a kneeling position, she points her nearer arm upwards
while trying to stand up and out pops a big arrow head
from the ground.

d) jumping - crosses her arms to cover her face, re-opens them and,
again like I said, high-priority spikes come out from behind
her. These, however, are different from her standing HP
in the sense that these spikes are in curves (like the
spike that came from the upper part of her back would end
up pointing diagonally downwards) and form some sort of
"metallic net" in front of her.

4. LK - one of these show that she's ready to do what she does best, the
other one shows her simply being a good fighter, and the remaining
one just shows how happy she is with her job.

a) standing - this is the part that shows her simply being a good fighter.
She does what looks like the famous Shotokan standing LK---
a weak but quick kick to the shin.

b) crouching - this is what I refered to as the "remaining one" which
just shows how happy she is with her job. It's her nearer
leg that kicks the opponent's foot, and she's smiling
while doing it. She also has both arms spread out, and
both her hands are half-closed with the pinky sticking
out.

c) jumping - I guess the one that shows she's ready to do what she does
best (and don't tell me you don't know what that is) is
all that's left and it's this move that shows just that.
She just basically does a weak knee attack but the pose---
eye candy!!

5. MK - just like the LKs, where one shows she's ready to do what she does
best and another shows how happy she is with her job. This time,
however, two attacks show how good a fighter(kicker) she is.

a) standing - this is, like the standing LK, the part that shows her
simply being a good fighter. She does what looks like
the famous Joudan Sokutou Geri by Ryu, but of course this
is a lot less damaging since it's only a normal move.

b) crouching - she's definitely ready to...rumble when she does this
move, wherein from a kneeling position she slides her
farther leg towards her opponent without the heel ever
leaving the ground. Her butt slides a little with it
too. And her breasts become a little obvious.

c) jumping - remember me saying there were two attacks that showed how
good a fighter(kicker) she is? Well, this is the second one.
In this move, she covers her whole chest area (ow, shucks)
with her arms as if embracing herself and then delivers
a horizontal kick that yields some nice reach.

d) down (mid-air) - she experiences a feeling of "lightness" as she
turns around, spreads out both her arms and straightens
out both her legs. Strips of red metal wrap her
whole lower body and form a drill in front of her
toes. And all this while she slowly glides diagonally
downwards and try to hit the opponent.

6. HK - just like the MKs, where two attacks show how good a fighter(kicker)
she is and another shows a feeling of "lightness". This time, however,
none show she's ready to rumble but in its place one shows how
well she know her ballet(!)

a) standing - experienced MVC players should have already guessed, this
is the move that features Morrigan's Lilith Mode's ballet
skills ;) She raises both her arms and stretches her
nearer leg backwards until the foot reaches the back
of her shoulder. She then swings this whole leg forward
in a near 360degree arc without folding the knee, bending
back and reaching the ground with both arms in the process.
Get it? Oh, and a red metallic blade comes slashing with
her foot.

b) forward - she folds one leg bakwards and straightens the other one
forward (kinda like a splits K) Then she does a forward
flip, making her hit with the straightened leg first followed
by a switch in the positions of her legs, and the other
leg, now straightened, will follow up. Each leg hits
twice for a total of four hits!

c) crouching - she turns around, floats(!), and stretches both her legs
out to knock an opponent of his feet. Definitely shows
the "light" feeling within her. You'll also notice her
resting her chin on one arm and her breasts on the other.

d) jumping - just like the jumping MK, this move shows how good a fighter
(kicker) she is. In this move, she turns her naked back
on you (ow, shucks) and then delivers a horizontal kick
that yields some nice reach.

e) down (mid-air) - unlike the MK version, this move doesn't show a
feeling of gaiety cause she really looks serious
while doing it. Instead, it shows how good a fighter
she is as she faces YOU, crosses her arms above
her head, glows, and does a stomp, or rather, drill
kick at the opponent. (yup, red metallic strips
also cover her whole lower body like in the MK)

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


1) Soul Flash - D,DF,F+P

If done on the ground has a very similar size and range to that
of Ryu's Ken Mode's Hadouken but if done in mid-air, will also be coupled
with its strategic angle. This move works a lot like X-men COTA's Psylocke
and her Psi-Blast with the ability to be repeatedly, and I mean REPEATEDLY
done in mid-air until your opponent does something about it. But it
ain't cheap cause you can't trap opponent's with, it's just like a
long range punch. Still, don't use this move except as a combo ender
cause relying on it will make you predictable.

2) Shining Blade - F,D,DF+P

Has the speed of Ryu's Shoryuken while acquiring the multi-hitting
and damaging properties of the Akuma Mode's Gou Shoryuken. If it could
be done in mid-air, would definitely mimic the only mid-air Shoryuken
in Ryu's arsenal, and that would be available in his Ken Mode, but it
CAN'T! so cancel any air combos you mat be planning with this move.
Also only for combos cause the recovery, as with any Shoryuken-type
move, makes you regret ever doing it in the first place.

3) Vector Drain - F,DF,D,DB,B+P

Similar to Zangief's spinning pile driver, but a lot less damaging
while a lot easier to execute. Recovery is just as lame and range is
a little shorter. The only main difference is the way she does it. She
wouldn't be caught in such an unbecoming position (like what Zangief
does) now, would she? Now way! She won't use both arms and legs to hold
the opponent in place, only her hands. She then flies via bat-jets,
"inverts" with the opponent, and only starts spinning on the way down---
cool!

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


1) Brilliant Shower - D,DF,F+2P

This is the REAL potential of her shape-shifting bats unleashed!
They'll all glow and fly towards the opponent, bursting on impact and
dealing some damage in the process. It does a minimum of 20+ hits (as far
as I've seen) and that can be increased to 30+ if you mash the buttons
while she's at it. Cannot be done in mid-air unlike Ryu's Shinkuu Hadouken,
but would cover more vertical range. See anyone who can't move for the
moment? DO IT NOW!!! Added note: This super CAN be comboed from a D+HK,
but you'll have random(or rather little) success since the bats come
out at random and you need the first two to four bats to come out low
for the whole super to connect. I usually wouldn't recommend that combo
unless the opponent has little life left, where chipping would prove
most useful.

2) Splendor Love - F,D,DF+2P

Morrigan seems to be too tired to execute this super, so she calls
on Lilith, (or is it Lilith's Morrigan Mode?) and SHE does the uppercutting.
How? She lets Morrigan take hold of her in a similar way to the Vector
Drain, spreads out one of her wings, and they both float while repeatedly
dealing damage to the opponent. But, unlike the Silhouette Blade, you
cannot combo this super from anything so use this only as an anti-air.
But, again, it does a liiiitle more damage than the said super.

3) Luminous Illusion - D,DF,F+2K

As if one bombshell beating you up wasn't enough, now there are
TWO of them! In this move, Morrigan's Lilith Mode glides toward the
opponent, and if she connects, another Morrigan in the same mode will
appear behind the victim, and they both will get to do a near twenty-hit
combo which would register as 30+ since there are two of them. You
can do this super in mid-air, but it can't be comboed from an air combo.

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


Universal Jump-in: HP - yes, that's all you should do to start a jump-in
combo. You may want to do a LK-> MK-> HK combo
to start a jump-in but, can the LK really hit the
opponent before he does something else?

* a jump-in you MAY add while a dash-in you MUST add to any of these combos:

1. MP-> HP-> Soul Flash
2. MK-> HK-> Soul Flash
3. LP-> LK-> Shining Blade
4. LP-> MP-> Shining Blade
5. LK-> MK-> Shining Blade
6. D+LP(two-hit)-> D+LK-> D+MK-> D+HP-> UF-> LP-> LK-> MP-> MK-> Soul Fist
7. D+LP(two-hit)-> D+LK-> D+MP-> D+MK-> D+HK-> Brilliant Shower

* Morrigan's Lilith Mode can link her Luminous Illusion from either Brilliant
Shower or Splendor Love!

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


Well, pull off all the combos I just taught you! If you block all day,
computer opponents will most likely do a dumb attack that'd leave them
open for a combo that ends in a super! If, however, they walk forward
for no reason, they're planning to throw you so do what you want to counter
that! Simple enough?

Oh, yeah, how to beat Onslaught:
First, cool-looking form: all you have to do is block and release a multitude
of standing HPs whenever he's finished doing
a special move.

Second, cheap@$$ form: jump and HP his face until you're all charged up
for a super then Brilliant Shower his face and
make his neck crack! Block right after your every
move to avoid his eye beams.

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


*Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers.

1. Use Psylocke as a helper - You may replace her, but make sure the
replacement pretty much does the same thing---
RAM the opponent! You can always do a Brilliant
Shower for major damage afterwards.

2. Play a mix-up game - Morrigan's Lilith Mode can't just combo and hope
that her opponent opens up somewhere during her
moves because she can only do short range combos
and they don't even confuse that much. Here's
what you can do:

Dash-> D+LK, after that,...

a) D+HP - only if he doesn't block. Launches him in mid-air.

a.1) U-> LP-> LK-> MP-> MK-> Soul Flash

a.2) Dash-> D+HP - will confuse him into blocking the wrong way when
he falls back to the ground

a.2.1) Dash-> D+HP - will again confuse him into blocking the wrong
way when he falls back to the ground

a.2.2) D+HP - will confuse him into blocking the wrong way when
he falls back to the ground in case he's already got
the hang of your strategy.

a.2.3) U-> LP-> LK-> MP-> MK-> Soul Flash

b) D+MK - may be done even if he blocks or doesn't block. Added combo
filler.

b.1) D+HK-> Brilliant Shower - may be done even if he blocks doesn't
block or even when he's at the middle
of the screen

b.2) Vector Drain - used to confuse opponents who block all day. Not
to be used much as it can be considered cheap
if you win almost entirely by it.

b.3) throw - easier and a little faster to execute so do it when you
weren't able to act quickly. Also not to be used much
as it can be considered cheap if you win almost entirely
by it.

b.4) Dash-> D+LK - only if blocked. Repeat mix-up game.

c) walk forward - make him guess what you'll be doing next and if
you predict right, either:

c.1) Vector Drain - remove the D+MK part to further confuse. It's
used to confuse opponents who block all day. Not
to be used much as it can be considered cheap
if you win almost entirely by it.

c.2) throw - remove the D+MK part to further confuse. It's easier
and a little faster to execute so do it when you weren't
able to act quickly. Also not to be used much as it can
be considered cheap if you win almost entirely by it.

c.3) D+LK - start the whole strategy all over again for those who
are already keen observers and can retaliate when they
see a throw coming. Adding this to your options would
give 'em a sure fire headache.

d) summon Colossus/any rammer - only when guard pushed because your
opponent will usually dash afterwards.
Connect with a Soul Eraser for major
damage.

* you can always jump to D+MK or super jump to D+HK anywhere between
these confuser strategies to further confuse. It's a bit more risky,
but, if done sparingly, can lure opponents to execute dumb supers that
leave them WIDE open for all of yours! Added note: when in mid-air
and a little close to above the opponent's head, tap 3P to dash for
the opponent, D+3P to do same but suddenly fake it and "hop" over his
head, and U+3P to do the "hop" without dashing for the opponent first.

3. Abuse the priority of your Jumping HP

Whenever you just don't know what to do, or whenever every attack
of yours ends up being countered, pull yourself together while buying
time using a ton of HPs while repeatedly super jumping. Not only will
your supers get charged up in no time, you'll also be quite sure it'll
take some time before he could think of a way to stop you, and by that
time you've already thought of a way to stop HIM!

4. Know which super to use

Don't always rely on the Brilliant Shower to retaliate on the
mistakes of an opponent. It's slow execution time can make you regret
doing it because most likely the opponent can still save his own hide
by blocking. Use the Brilliant Shower only if your opponent did a super
that's so far from you and have 1% chance of ever landing a hit. The
Brilliant Shower is also applicable in times when you have super jumped
from the opponent's beam super and landed behind him/her. Otherwise,
on situations that enabled you to block a super or better yet a tag
move, use the Luminous Illusion which definitely comes out faster.
Use the Splendor Love whenever you detect a dashing super come your
way.

5. Character-specific strategies:

Captain America - if there's anyone who could match your air HP priority,
it's him. His jumping HP does a lot more damage, reaches
further, and all that without having to sacrifice
execution time. Don't be the first one to super jump,
as he would most likely meet you in the air with the
accursed HP. Stay on the ground, dash forward and back
and lure him to miss a standing HP cause that's when
you pour out your Brilliant Shower. Use a confuser's
strategy and counter his dashing supers with a Splendor
Love to the face! (a little anticipation is needed here,
though)

Captain Commando - ahh...this captain must be dealt with in a rather
opposite manner than the first one. With this captain,
ALWAYS super jump and air block to avoid getting hit
by the heavily damaging Captain Corridor or the Captain
Sword super. Being able to block these would mean a
free Brilliant Shower for you. DON'T use a confuser's
game with this captain because he'll just Captain Corridor
you out of it.

Chunli - two problems: avoiding her launcher when you're air-borne and
avoiding her low combo to Lightning K super when you're on dry
land. Two solutions: never be the first to super jump and if
you ever will, hit the HP button rapidly during the whole air
trip. Second, use your dash to low combo to Brilliant Shower
to match Chunli's, and so we're back to a fair match. It's just
a matter of "sleight of wrist" now...

Gambit - just avoid his cheappy infinite and you'll be fine. That's the
only thing he can do to beat you so if you've mastered the art
of avoiding it, and everything he can do set you up for it,
(like a launcher, a ramming helper, or a throw in the corner)
then you'll be fine. He can be a good confuser but has his options
limited to low attacks and throws so show-off YOUR confusing
skills and win! He may use a rain of Kinetic Cards as a chip
away strategy but that can easily be countered: Just dash right
below him, super jump, and meet him in mid-air with a Darkness
Illusion. Alternatively, you can use the Splendor Love---riskier,
but well worth it.

Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
Then attack, attack, attack! He'll be wide open after just about
ANYTHING he does so it's time to combo a dashing D+LK-> D+HP->
air combos which will also work on him fine, just remember to hit
him once before launching otherwise he won't budge. Hulk is big,
but remember that all your supers('cept the Luminous Illusion)
make bigger look dumber rather than stronger.

Jin - obviously cannot even dream of having Hulk's reach, but would definitely
be faster. Other than that, Jin would have all of Hulk's advantages
and disadvantages as well. He'll pack power with his attacks, especially
if he's all yellow! That doesn't give him much of an upperhand,
though, as his attacks have a lame recovery time and could easily
be punished by a ground to air combo. Use the same strategies you
would on a Hulk user, and watch out for that hurricane super whenever
you jump!

Megaman - two words: Keep Away. No, that's not how to beat him, I told
you never to use Morrigan's fireballs! That's the NES freak's
cheapy strategy! Let him use his X buster all he wants, while
you constantly super jump and HP all the way. There'll be four
kinds of Megaman users, and only two will you find challenging.
The first one just hammers away with a stream of X busters that's
easy to jump over and punish with a combo. The second one will
always charge up his X buster and use it as part of an air combo.
Just dash back and forth to confuse him into giving up that
hold then welcome his fireball with a dash back to Brilliant
Shower. The third Megaman user would be using a rammer as a
helper, slide kick you, and hope that you'll retaliate with
a combo as he summons his helper afterwards. He'll surely get
hit, but you'll be punished by his helper as well, giving him
enough time for a Hyper Megaman super. Just don't counter the
slide kick and wait for him to run out of helpers, THEN attack!
The fourth, most challenging one would be a Megaman that X busters
low, then X busters high, then low, then high, then you lose
your sanity---WRONG!! Fight on! Block his low X busters and
dash forward when he does the high one. Eventually you'd be
near him. Time to use your confusing skills. If he manages to
escape, which would only be possible via super jump, wait for
him on the ground and then juggle with my D+HP strategy! By
the way, don't worry bout his supers, just block and Brilliant
Shower afterwards.

Morrigan - will fight like you do, being a good confuser and all that.
She will, however, (if she didn't read this faq, heh)have her
options limited to low attacks and throws so show-off YOUR
confusing skills and win! If she does something you won't,
namely raining you with air fireballs, Dash in and bury your
foot or better yet Lilith's wing blade in her...uh...midsection
with a Darkness Illusion or a Splendor Love respectively or
make use of my D+HP strategy if you don't have the extra charged
super bar.

Ryu - If he's using strategies found in my Ryu faq, then may the best
confuser win! If he's not, you're in for a cheapy fireball game.
Again, you'd be needing your invaluable jumping HP to chrage up
your super and Brilliant Shower his fireball wherever he may be.

Spiderman - Even his Maximum Spider has a high chance of getting countered
by a Spledor Love in progress so abuse that fact to your advantage.
Master the art of rolling and you'll be avoiding his Crawler
Assaults forever! His Ultimate Web Throw will be his only
super that could counter a Splendor Love but you can easily
detect that. If he uses an air combo that knocks you down
and falls right behind you as you get up, do the aformentioned
super and make him savor the taste of a succubus foot. Well,
not that it tastes bad but, ow shut me up! :*

Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
you to STAY in the corner when pitted against this teleport
master. That way he wouldn't be able to use an Ouroboros-
and-teleport-behind-you strategy. But with you in the
corner, he'll try two things: combo you like crazy, wherein
the guard push feature would prove most useful, and chip
away some nice damage with his robo dog, which you should
super jump to avoid and charge up your super meter. Use
your helper whenever he jumps for you then Brilliant Shower
afterwards. If he doesn't have a single super charged
up yet, hell, forget all I've just said about him and
engage in a confuser's game instead.

Venom - Just super jump and HP all the way and as you land, choose from
two landing sites: as far away from him as possible to be able
to continue super jumping and charging up your meter, or a little
behind him so your HP could out prioritize ANYTHING he whips up
and give you an opportunity to do a D+LK-> D+HK-> Brilliant Shower
combo whether he blocks it or not. If he's able to block all of
it, engage in a confuser's game but beware, he may not have an
overhead but his throw allows him to combo you afterwards so get
ready for that.

War Machine - Just block his ground combos, D+LK to combo his throw attemps,
and do a dash in to Splendor Love or jump and Darkness Illusion
if he abuses his mid-air smart bombs. If he's dumb enough
not to include his War Destroyer super in a combo, dash
to Luminous Illusion or Brilliant Shower him one moment
after all his missiles are launched from his armor. I guarantee
you the missiles will drop where you WERE before you dashed
but you have to time it right, though. The Proton Cannon,
if not done as an ender to a helper attack, would be easily
detected and therefore super jumped from and punished with
what else but a Brilliant Shower or a Splendor Love. If
your opponent doesn't make flaws like this, then you better
stick to your good 'ol jumping HP to do the trick.

Wolverine - until recently have I thought that Wolvie users (including
me, once) were just plain good at it but now I know Wolvie
was just too advantaged to be defeated by a mere above average
player. I hate to be called cheap, so now I have stopped
using Wolverine, and started taking him as a challenge to
defeat with my players. There'll be two things any "challenging"
Wolvie user would do: stomp you like crazy until you open
up for a combo to super, or dash in like crazy also until
you open up for a combo to super! With the first strategy
you'll again have to utilize the priority that's in your HP.
You can also opt to surprise him with a ramming helper as
he stomps you to get a clear opportunity for a Soul Eraser.
For the second strategy, you'll have to assess yourself. If
you think you can pretty much predict what he's doing, then
combo him if he tries to throw and use the guard push otherwise.
If he doesn't give up and still dashes in like crazy, smile
and surprise him with a Splendor Love to turn his healing
factor off for good!

Zangief - Just charge up the way I've been telling you since the beginning
of this section and guard push all his attacks so that he couldn't
link them to a grapple or worse, SUPER grapple! He'll be using
blocks much, so you'll just have to play a risky confuser's game
with him. Remember that in a confuser's game, you'll have to
succeed over him in a LOT of times before you can be at an advantage.
One successful confuser from him and you're back to where you
started, a draw. Whenever you're charged up and can't land a
combo, just chip away with your Brilliant Shower along with its
normal version.

6. Strategies on secret characters:

Golden War Machine - Just block his ground combos, super jump from his
throw attemps, and do a sudden dash in to D+HP->
Splendor Love if he abuses his mid-air smart bombs.
If he's dumb enough not to include his War Destroyer
super in a combo, dash and Brilliant Shower him one
moment after all his missiles are launched from his
armor. I guarantee you the missiles will drop where
you WERE before you dashed but you have to time it
right, though. The Proton Cannon, if not done as
an ender to a helper attack, would be easily detected
and therefore super jumped from and punished with
what else but a Brilliant Shower. If your opponent
doesn't make flaws like this, then you better stick
to your good 'ol jumping HP to do the trick.

Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
dealt with a confuser's strategy. This time she
can't use a rain of fireballs to annoy you because
she'll only have short range ones but still beware
her confusing skills and counter as you see fit.

Orange Hulk - Block, block, block! Eventually he'll grow impatient and
hit you. Then attack, attack, attack! He'll be wide open after
just about ANYTHING he does so it's time to combo a dashing
D+LK-> D+MK-> D+HK-> Brilliant Shower. You'll be needing
this combo much to chip away some nice damage in case it
turns out your opponent is a lot more patient than you are.
Orange Hulk is big, but remember that all your supers(again,
'cept the Luminous Illusion) make bigger look dumber rather
than stronger..

Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
MVC is survival of the fittest and Roll, as many would say, is
not "fit". I'd choose her over Megaman anytime but I must admit
I find the always-give-you-a-stupid-look boy much harder to defeat.
Refer to my Megaman strategies for dealing with her and adjust
them according to these added notes: One, Roll's X buster CAN chip
some block damage but it would need a down to forward motion so
it'll come out slow. Two, you can low block against her Hyper Roll
and you wouldn't get a bruise. And three, all her other supers
are easy to block and Brilliant Shower afterwards.

Shadow Lady - Chunli minus the ability to combo a super but plus the
ability to chip away with her butt missiles. Keep an eye
out for your life bar cause these farts can cut it down
to half without even you noticing. Don't super jump, as
that would mean a free chip from those accursed butt bombs.
If she's stupid enough to do it while you're on the ground,
it's Brilliant Shower time! Anticipate her missle super
and again use your Brilliant Shower to counter. She'll also
be using a ramming helper to easily connect with her Big
Bang Laser so you'll have to predict when she'll use it.
Knowing all these, engage in a confuser's game and she'll
definitely short-circuit.

Venom's Carnage Mode - I really am not very observant on who takes more
damage than who but I definitely noticed the Carnage
Mode's belief in the quote, "The best defense is
a strong offense." (did I say it right?) Anyway,
Carnage Mode concentrates on speed and power, but
gives up stamina in return. Don't try a confuser's
game for him cause he's already confused!(heh)
Seriously though, his tremendous speed just gives
him the ability to jab his way out of any confusing
strategy you may have in mind. Let him combo you
like crazy, (while you block, of course), abuse
your guard push, and make him feel he's just another
big sucker for the Brlliant Shower.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ ____ _ _ ____ ____ _ _ ___
( \/ )(_ _)(_ _)(_ _) ( ___)( \( )( _ \ (_ _)( \( ) / __)
\ / _)(_ _)(_ _)(_ )__) ) ( )(_) ) _)(_ ) ( ( (_-.
\/ (____)(____)(____)() (____)(_)\_)(____/ (____)(_)\_) \___/


Morrigan's Lilith Mode is actually Lilith's soul trapped in Morrigan's
body. She(Lilith) then decided that is was time for them to get everything
back to normal, and suggested a head butt, since, according to her,
it was a great bump in the head that caused this body-switch in the first
place. Morrigan flew high up and charged for Lilith. Suddenly, as both
were bracing for impact, Zangief(!) came out and joined them in their
head-butting! Morrigan was finally back in her old self and so she called
on Lilith and they left Zangief to his fate. But unknown to her, it was
ZANGIEF in Lilith's body who was flying with her and her real sis was
left on Earth in a muscle-bound oaf's body! (this is one of the funniest,
and at the same time most disturbing(?) endings I've ever seen)

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


Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
arts

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

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


none yet. suggestions, anyone?

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


Please feel free to email me if there's something about Morrigan's Lilith
Mode I left out or if you just want to comment on my work. Thank you.
If ever I revise this faq and add something you feel came from one of
your emails to me, email me again and remind me bout it so I can give
you credit. Thanks again.

Contrary to what every other faq, guide, manual etc. has ever said about
Morrigan's Lilith Mode, I declare with 100% accuracy that she DOESN'T,
I reapeat, DOESN'T deal more damage than the original Morrigan in ANY
of her moves with the Splendor Love as the only possible exception---and
even that merely does 2-3% more damage than the Silhouette Blade. The
greatest and most common misconception is that her Soul Flash does a lot
more damage than Morrigan's Soul Fist. WRONG!! Again, this is NOT true!
Even her Shining Blade does, I think, 2-3% less damage. Trust me, I've
actually played a number of times just to verify that.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

 
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