MARVEL VS. CAPCOM FAQ for the PSX
by Joseph Christopher
version 1.0
Dec. 4, 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
* As far as I know, succubuses like Ms. Morrigan go on living by entering
a man's dream, posing as his ultimate sexual fantasy, giving in to his
desires, and taking or consuming his soul in the process. As a result,
while in reality her victim is nothing but a vegetable for life, in his
mind he will eternally have sex with no one but her. In other words,
if you die at the hands of a Morrigan, you'll end up as one of her
shape-shifting bats, but you wouldn't know that. Instead, she'll make
you think your having the time of your life with her, ala "The Matrix"
paradox. Surely that's one of those things that make you say, "Ignorance
is BLISS!" But enough of that. My point is, you wouldn't be choosing
the queen of seduction of you weren't, one way or another, "seduced".
I mean, Ryu can outmatch both her specials and her supers while Gambit
and Strider can out-combo her, right? Ironically, those two are the first
two things anyone would answer when asked why they chose this babe of
babes. And that, I'm afraid, and YOU should admit, is just an excuse
for wanting to stare at her. I, however, have thought of better reasons
to choose her so see if you agree, and then read on.....
1. Morrigan's set of specials and supers is a COMBINATION of most the good
points of Ryu's three different modes.
2. Morrigan can outmatch Ryu-type combos and at the same time outmatch
Gambit/Strider-type specials
3. Morrigan has some nice confusing tactics at her disposal
4. Morrigan has an unblockable, level 3 super,...PROJECTILE? (yeah!)
5. Morrigan is the "Queen of Blades"! (or was that Kerrigan? from Starcraft?
ummmm....hey, never mind that! on with the faq!)
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
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 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 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 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 black 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 black 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 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 black 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, black metallic strips
also cover her whole lower body like in the MK)
If done on the ground, has a very similar size and range to that
of Ryu's Hadouken but if done in mid-air, will be coupled with the
strategic angle of Ryu's Akuma Mode's Zankuu Hadouken. This is one
of the easiest moves to go cheap at since it 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. Don't use this move except as a combo ender cause it's really
cheap.
2) Shadow 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 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. 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!
This is the REAL potential of her shape-shifting bats unleashed!
Most of them morph into some sort of portable laser cannon while two
groups form mini-satellite versions and all give maximum output in the
form of a beam of pure energy. 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!!!
2) Silhouette Blade - F,D,DF+2P
Morrigan seems to be too tired to execute this super, so she calls
on Lilith, and SHE does the uppercutting. How? She pops up from the
ground, does her version of the Shadow Blade, and vanishes in mid-air,
only to re-appear from the ground. And she repeats it a lot of times,
each time rising a little higher than before. This is her only super
that can usefully be comboed from anything so use this accordingly.
3) Darkness 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 glides toward the opponent, and
if she connects, another Morrigan 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.
4) Eternal Slumber - LP,MK,B,MP,HK
WOW! Arguably the coolest (or is it hottest?) move in all video
game history! The first thing Morrigan does is her second best pose
in the game (wherein both her legs and neck are fully stretched and
folded backwards, almost making her breasts come out, and one arm is
between her legs while the other is on her lips). Then Lilith and her
big, BIG behind comes out to embrace her, a large pink heart materializes
from nowhere (though I think it's from Morrigan's "flying kiss"), and
it moves in a wave-like manner toward the opponent. This projectile
is UNBLOCKABLE and if it connects, will cover the whole screen with
a pink curtain and four small red hearts, and all you can see are the
shadows of Morrigan doing her thing with whoever the opponent is. When
the curtain re-opens, she is in her BEST pose in the game (a naughty
pose that makes her look like she totally enjoyed what she has done),
and the opponent is left lying on the ground---very, very tired. You
like it? Refer to my vs. human strategies to be able to use this super
effectively.
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:
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 Soul Eraser 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 him, but make sure the
replacement pretty much does the same thing---
RAM the opponent! You can always do a Soul
Eraser, or better yet an Eternal Slumber
(in corner to make sure) for major damage
afterwards.
2. Play a mix-up game - Morrigan 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-> Shadow Blade
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-> Shadow Blade
b) D+MK - may be done even if he blocks or doesn't block. Added combo
filler.
b.1) D+HK-> Silhouette Blade - only if he doesn't block or 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 an Eternal Slumber! 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 Soul Eraser 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 Soul Eraser only if your opponent did a super that's
so far from you and have 1% chance of ever landing a hit. The Soul
Eraser 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 Darkness Illusion which definitely comes out faster. Use the
Silhouette Blade whenever you detect a dashing super come your way.
5. If you were Morrigan, which super would prefer to do most of the time?
Dammit, did you really have to think first? Her ETERNAL SLUMBER,
what else!? It's THE super that succubuses like Morrigan are made of!
Many have underestimated this super simply because no one has ever
used it effectively. But I have already landed a good number of these
even on expert opponents and the key, in my opinion, is to never think
of your opponents to be so dumb as to block it. You definitely CAN'T
use this as a confuser cause it comes out slow and a simple jump can
evade it while any other projectile can counter it. When you CAN do
it is, after...
a) evading a super - notice I said EVADING and not blocking! Use another
super after blocking an opponent's since this
super is way too slow for that job. By evading
I mean you super jumped even BEFORE he did the
code for his super and there's just no way he
can recover without you landing on the other side
and taunting thrice.
b) connecting with a helper - especially effective with rammers and
an absolute success in corners. Just
practice doing it immediately after hitting
MP+MK for the helper.
c) guard-pushing a combo machine - in this case you'll have to PREDICT
his next move instead of using your
reflexes to counter it. No time to
think---do the code immediately
after hitting the 3P for the guard-
push.
d) KOing the first chracter - dash-in to make sure the opponent's back
is turned on you as he enters the screen
and then do it! The only thing he could
do is a double jump and that is possible
only IF he detected that super come his
way and only IF he has a double jump.
e) blocking the entrance of the second charcter in a team work super
Hahahahaha! Do this and watch the look on your opponent's
face as he desperately tries to mash the buttons in a futile effort
to stop you from "doing it" with his teammate! (hoooh, I'm out of
breath!) And my, how time flies! ;) After you're done, super jump
to make sure he won't be having anymore use for his "infinite" super
meter and so he'll have to charge up again from scratch. (yeeheheh)
6. 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 Soul Eraser. Use a confuser's
strategy and counter his dashing supers with a Silhouette
Blade to the face!
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 Soul Eraser 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 Silhouette Blade
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.
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->
Silhouette Blade. Air combos 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 Darkness 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 combo to Silhouette Blade. 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 Soul Eraser!
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 Soul Eraser
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 in her...uh...midsection with a Darkness Illusion 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 Soul Eraser his fireball wherever he may be.
Spiderman - Even his Maximum Spider has a high chance of getting countered
by a Silhouette Blade 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 Silhouette Blade 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 Soul Eraser
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+MK-> Silhouette Blade
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 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 Eternal Slumber
or Soul Eraser 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 Soul
Eraser or an Eternal Slumber if you got the charge. 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 an Eternal Slumber 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 Soul Eraser 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->
Silhouete Blade 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 Eternal Slumber or Soul
Eraser 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 Soul Eraser. 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-> Silhouette Blade. 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 Darkness 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 Soul Eraser 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 Soul Eraser time! Anticipate her missle super and again
use your Soul Eraser 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 Eternal Slumber. (it will take
MORE than half a life in his case, heh)
Morrigan is left, once again, alone in her sanctuary, disappointed by
the fact the no one was ever strong enough to provide her with a good
challenge. She then opts to go somewhere else but before she can, Ryu
drops in and shouts, "Morrigan, wait! I have come to challenge you!"
and she replies, "Hee, hee, it will always be my pleasure." And just
when you thought you stumbled upon a secret match, it turns out he challenged
her to a game of Puzzle Fighter(!?) And you CAN'T even take control!
Aaaaargh!
Please feel free to email me if there's something about Morrigan 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.
Morrigan's Eternal Slumber just rocks!, and this is what her and her
opponent's shadows show during the..."event":
1st frame: She has her arms raised and crossed above her head, like what
she does before her victory pose. The opponent still has a
fair distance from her, but already he looks like he just
received a jab.
2nd frame: The distance between them is breached, and she is now holding
the opponent's sides with both her hands, as if ready to start
the rumble.
3rd frame: She holds the opponent's feet and it looks as if she's trying
to whirl him round and round.
4th frame: The opponent is again made to receive a jab, but this time
it's from behind, so he's horizontally inverted, making his
head lean toward Morrigan instead of away from her. She then
leans over, sticks her butt out, and kisses him while trying
to get hold of that area beneath his belt.
5th frame: She is in an identical pose to the one in the 1st frame but
this time the opponent looks as if he was sweeped yet again
horizotally inverted, making his head closer to her than his
feet.
6th frame: (the BEST frame) Opponent is again horizontally inverted and
looks like he just received a standing jab. Then you see Morrigan
sitting ON his shoulders, squeezing his head between her legs!
(uuuuwwwoooooaaaa!!)
7th frame: Again her pose is the same to the one in the first frame, and
it's only the opponent's position---behind her and as if he
received a knock-down blow---that makes this frame any different.
8th frame: Just like the seventh frame, featuring both her arms raised
and crossed above her head. The opponent is now on the ground,
in a similar animation to that of the seventh frame.