Morrigan Aensland FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 25, 2002 Everything. Version 1.1 January 27, 2002 Added Groove info etc. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Desperation Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This is an FAQ for Morrigan of which everybody just loves. Need I say more? The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. =========== II. Profile =========== Name: Morrigan Aensland Age: 323 Date of Birth: 1678 Nationality: Scotland From: Darkstalkers: The Night Warriors ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF LP= Light Punch MP= Medium Punch HP= Hard Punch LK= Light Kick MK= Medium Kick HK= Hard Kick P= Any Punch K= Any Kick PP= Two Punches Simultaneously KK= Two Kicks Simultaneously PPP= All Three Punches KKK= All Three Kicks QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) 360= Spin Joystick in Full Circle Super Jump= Tap Down, then Up or any Up direction quickly to do a further, large jump. A trail will appear behind the opponent if done correctly. Dash= Tap Forward or Back twice quickly to move quickly in that direction. Throw= When near an opponent, press either Forward or Back and Hard Punch or Hard Kick to execute a throw attack. Throw Escape= When being grabbed for a throw, Press either Forward or Back and Hard Punch or Hard Kick to escape. Evasion= Press Light Punch and Light Kick simultaneously. Depending on the groove, the character will perform an action that will evade most moves for the duration of the action. Taunt= Press Select to do a special taunt. Grooves ******* C-Groove: --------- This mode is similar to the Alpha Series as well as Capcom Groove in the original game. The character has a gauge at the bottom of the screen, which is divided into three sections, shown by a larger area as the level increases. Attacking and performing moves will increase this gauge. Depending on the Level, Different levels of Super Combos can be performed: Level 1- Super Combo Command + LP or LK Level 2- Super Combo Command + MP or MK Level 3- Super Combo Command + HP or HK The higher the level, the more powerful it usually will be. The levels are cumulative, so doing a level 2 super on with a Level 3 gauge will leave the bar with 1 level left. Dash- Tap either Forward or Back Twice quickly to do a small dash in that directly. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Air Block- Press Back whilst in the air to block. Super moves cannot be air blocked. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. A-Groove: --------- This mode is similar to the Custom Combo Groove, the V-ism from Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo Gauge, which can be filled up by attacking. At 50% full, a Level 1 Super combo can be performed. When full, a Custom Combo can be performed. Level 1- Super Combo Command + Button Level 2- Custom Combo - HP and HK Simultaneously Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a rolling dodge which can pass through most Special and Super Attacks, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. P-Groove: --------- This Groove is the most similar to the Street Fighter 3 system. It includes the Parry Command as well as a single level Super gauge which fills up when attacking. Super Combo- Super Command +Button Note that there is only one level in P-Groove, and that it will be a Level 3 combo. Parry- The Instant the opponent makes contact with a hit, Tap forward for High Attacks, and Down for low attacks. The opponent will Parry the away the opponent, leaving them open for a counterattack. The timing window has been decreased significantly though, making it harder to perform. Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Small Jump- Tap Up, or any Up Directional to do a small jump. S-Groove: --------- This groove is similar to the Extra mode from the King of Fighters series, as well as the original SNK-Groove from the Original Capcom vs. SNK. The Super Gauge is filled by Charging, Pressing the HP and HK simultaneously. The Character will begin charging up their powers and their gauge will start increasing. Note that the character cannot move or perform any attacks whilst doing this. When the Bar is full, the character is slightly stronger as well as being able to do a Level 1 Super Combo. Note that the bar will start decreasing once it reaches the maximum and the opportunity to perform Super combos will end when the bar is empty. When the Character takes enough damage, the Vitality Gauge will begin flashing. At this point the Character can do unlimited Level 1 Super moves, and if the Super Gauge is also full, a Level 3, MAX Super Combo. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Dodge- Press LP and LK simultaneously to do a quick dodge animation. The character does not move, but has the same properties as the roll. Small Jump- Tap Up, or any Up Directional to do a small jump. N-Groove: --------- This Groove is similar to the Advance Mode from the King of Fighters. The character can perform Super combos when they have 'stock.' The super Gauge is filled by attacking. When full, the Super gauge will reset but a Counter will appear in the box next to it, indicating the character now as 'stock.' The Character can perform as many Level 1 super Combos as there are number of stock. The character can 'Power MAX' by pressing HP and HK together. It will cost a single stock unit, but the character will become more powerful. In addition, MAX level moves can be performed. Run- Tap Forward or Back Twice to run towards the enemy. Safe Fall- Press All Three Punch Buttons whilst landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Small Jump- Tap Up, or any Up Directional to do a small jump. K-Groove: --------- This groove is he most similar to that of Samurai Spirits (Showdown.) the gauge fills up as the character gets hit and receives damage or performing Just Defense. When the gauge fills up, the character will be in Rage MAX mode, which allows the character to perform MAX Super combos as well as dealing more damage. Note that the bar will start decreasing once it reaches the maximum and MAX mode will end when the bar is empty. Just Defense- Tap Back right before the enemy makes contact with their hit. If done successfully, the character will take no Guard damage as well as gain some vitality. The character will also recovery sooner and be able to counterattack. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Small Jump- Tap Up, or any Up Directional to do a small jump. ================= IV. General Moves ================= Standing- ********* Light Punch- Her hair whips towards her opponent. Short ranged but fast, good for combos. Becomes arm poke up close. Medium Punch- Far reaching poke with left arm. Comes out pretty fast. Changes arms and become drill thing up close, but nothing different. Hard Punch- Morrigan's wings extend to form a series of spears. Pretty good range and coverage since it can also hit low. Up close she raises her arm and several spikes raise up from ground. Pretty fast move, but the actual attack stays around for about a game second. Light Kick- Quick short kick to the shins. Probably the shortest ranged moved she has. Comes out fast though. Medium Kick- Sticks out leg towards midsection of opponent. Slightly less range than a standing HP but pretty fast. Good as a random poke. Hard Kick- Leans backwards and raises leg in an arc, similar to a reverse axe kick. Can be used as Air counter and up close it becomes as 4 hitting series of flips. Comes out pretty fast. Jumping- ******** Light Punch- A flying punch downwards. Her wing forms a sharp spike Medium Punch- Both wings form double blades slightly in front of Morrigan. Same range as LP. Hard Punch- Her wings form a cage of tangled spiked spears. Doesn't last the entire jump though, but covers Morrigan's entire body (hehe) and has pretty good priority. Large hit range onto opponent too. Light Kick- Does a weird looking upwards kick. Good for..uh.. Medium Kick- An extended side kick, looks like a normal jump kick. Good for air countering or combo starting Hard Kick- Same as MK. Crouching- ********** Light Punch- A fast punch the crotch region. Doesn't move as fast as the other attacks though for some weird reason. Combos though. Medium Punch- Ducks forward and her wing Blades chop downwards, similar to axes. Comboes into moves though. Hard Punch- Spins around, whipping her wing behind in a form of a long scythe blade. Has quite long range and moves quite fast. Light Kick- Sticks out her leg to the side. Pretty fast and can combo into many moves. Good poke too. Medium Kick- LK attack, but she balances herself on both arms to hit slightly higher. Hard Kick- Spins around with both legs extended. Does a slight flap from her wings to stay a float but it is purely aesthetic and moves as fast as any other sweep. Has good speed and useful as a counter or poke even. ================ V. Special Moves ================ Morrigan has pretty shotokan moves, resembling Gouki a lot. Command Moves: -------------- Drill Kick - (Air, D+HK) Morrigans lower half becomes a drill and hits enemies for multiple times. Fly - (F, F) N Groove only Morrigan dashes forward and starts lifting off towards the air. Throws: ------- Shoulder Throw - (B or F+HP) Chucks opponent over shoulder. Simple enough. Thrust..Thingy - (B or F+HK) Turns her arm into a pincer and launches them across the screen. Morrigan had this as a Super move in the NGPC version. Special Moves: -------------- Soul Fist - (QCF+P) A standard projectile, Morrigan launches a flying energy bat towards her enemy. Looks similar to the "Plasmas" from "Devil May Cry." There is a slight start up where the it charges up in her hands before launching off. Punch button used determines the speed and distance traveled, where LP goes about 3/4 screen and moves the slowest, and HP goes fastest and furthest. Usual projectile rules apply here, where you should use it as a zoning tool and not too close to the enemy. It is important to remember there is a startup delay when doing this move. The CPU seems to find this move irresistible and insists on getting hit by them when you launch it. Air Soul First - (Air, QCF+P) Morrigan launches a Soul Fist at the opponent from the air. Punch button determines the speed and distance the projectile travels. Morrigan pauses in the air and gets pushed slightly back when performing this move, and is good for jumping in. Good for annoying the opponent in the air, and can be hard to avoid if opponent cannot roll or teleport. Easy to punish though if they get past the projectile. Shadow Blade - (DPM+P) Morrigan's wings form blades as she leaps forward. Her uppercut move, where height and distance moved depends on button pressed. Basic anti-air counter, and great combo ender. Has long recovery time though, so either use LP version or HP if you are certain you will hit. Vector Drain - (HCB+P) Morrigan grabs the enemy and flys into the air for a second. She flips upside down and corkscrew dives the enemy into the ground headfirst. It counts as a command throw, so it as higher priority than usual. It can grab out of a roll as well as beat most normal moves. =================================== VI. Super Moves/Desperation Attacks =================================== Valkyrie Turn - "Iku Wa Yo...Flash!" - (HCB+K, the U or D+K) Can be Done in Air Morrigan flies off screen and reappears behind the opponent. Using the directional buttons and tapping K, her lower half becomes a drill and hits the opponent multiple times. Morrigan is invincible when she flies off screen, but the move is easy to see and hard to aim, especially if opponent is in the corner. Morrigan may miss completely in that case. Good as surprise move or to do block damage though. Soul Phoenix - "Iku Wa Yo.. Soul Fist!" -(QCF, QCF+P) Can be Done in Air Morrigan launches a really big Soul Fist. Behaves as super projectile where it overrides other projectiles. Good for beating projectile happy opponents or used in combos. Great surprise move in air too, meeting the opponent in the air and unleashing a full super onto them. Also do it onto airborne opponents since you can't air block supers. Cardinal Blade - "Kimochii Deshou!" - (QCF, QCF+K) Morrigan does a super version of her Shadow Blade. She only does one uppercut and number of hits as well as distance and height depends on level. Full level goes half screen. Perfect air counter as wells basic counter or surprise move. Does lots of damage too. It has a long recovery time so the opponent can also inflict the same world of hurt you wanted to inflict on them. Darkness Illusion - "Oshioki Yo!" - (LP, LP, F, LK, HP) Can be Done in Air Lv 3. and Max Morrigan flies full screen towards her opponent. Upon connection, a mirror image of Morrigan appears and beats the hell out of the opponent. Does 27 hits total, which I can't figure out since they both do the same number of hits. The air version looks different but other than that, this move is also unblockable. It can be seen a mile away and can be stopped by a simple LP. Try to aim it so it counters or when the opponent is just getting up. It can be comboed into however, but since the button commands need to be inputted extremely quickly, can be difficult. Does about 50% damage. Since it glides above the ground, it can travel over ground projectiles such as the Yama Barai. ================== VII. General Notes ================== Morrigan is still powerful in this game. She can be pretty cheap and good at keep away too. Her supers are pretty much the same, except for the slightly changed Cardinal Blade. ================ VIII. Strategies ================ Morrigan's game is pretty similar to Ryu or Ken, but with a slightly different twist. She is very good at keep away and her air projectile can piss opponents off a lot. Versus; Shotokans (Gouki,Ken,Ryu) ------------------------- Most of them still rely on the fireball/dragon punch trap. With the onset of rolling however, their game now includes some offense to counter rolling. It is harder to have a fireball battle due to the start up with the Soul Fist, but since it travels slightly faster, you can gain the upper hand. A good tactic is to jump towards them and lure them into countering. Launch an air fireball or even her super. I have gotten quite a few Perfect victories and pissed of opponents in arcades, so I recommend you have some sort of weapon nearby. The vector drain is a good surprise to pull at times too. Geese Howard ------------ Battle of Keep-away characters. Jumping towards Geese is somewhat safe. You can fool your opponent into doing a Gedan Nage but sock them a soul fist or a super. Their raging storm can still be deadly and cancels out Morrigan's air supers, so save your gauge for later. Geese can Deadly rave through the Soul Fist as well, so try to stay in air when he is close and has a full gauge. Rock Howard ----------- Pretty tough fight. He can go either full defense or full offense, so it can be hard at times. Stick to the air soul fists. He also has his own Deadly Rave as well as Raging storm so the same warnings apply. Another danger is the Shine Knuckle. It is fast as hell and can counter anything anywhere. Force him into going defensive and make him whiff his Crack counters. Terry Bogard ------------ He is a very well balanced character. He is pretty slow, oddly enough so try to outspeed him. Morrigan can use her pokes (hehe) up close or play keep away from full screen. Limit air time when he has a gauge though, since the Power Geyser is pretty nasty and covers his entire front. Kusanagi Kyo ------------ Not as hard as the others. Soul Fist air and land. Repeat. Again. Don't forget to rinse. Don't get too close though since he can RED kick over the Soul Fists as well as combo all day long. Yagami Iori ----------- Yikes. He can Ya Otome under the Soul Fist, so keep those to a minimum. The air version should be okay, but if he decide to jump with his HK you will always lose out. Furthermore he can wait till you can to Ya Otome once again. Up close his combos are powerful and can tear Morrigan apart. Stick to Hit and run tactics. ========== IX. Combos ========== Coming soon . . . ============= X. Miscellany ============= Win Quote: ---------- "I didn't have the heart to destroy you.." "I find this place is full of fantasies. Everything looks so attractive!" "I could let you live, but that would only make me as weak as you..." "You don't need to feel ashamed. There is no one who is not fascinated by me!" (got that right!) "I grow tired of your feeble attempts to fight me..." Special Intros: --------------- -vs Vega: Vega spins around and chucks a rose. -vs Benimaru: blows a heart into the air. He zaps his hair up. Go figure. Comments: --------- -Who doesn't love her win poses?? -For hose who do not know, a succubus is a demon that has sexual intercourse with sleeping men and steals their souls or spirits. According to Scottish mythology that is. -Geez her sprite is like 10 years old already! Replace it! ===================== XI. Notes and Credits ===================== -Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All Characters mentioned relating to the game are as such property of Capcom. -Vocal Speech for "Darkness Illusion" and "Cardinal Blade" referenced from Kibagami's "Vocal Translation FAQ" for "Capcom vs SNK 2" hosted on Gamefaqs.com -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for CvS 2 sessions and whipping me back then. In the game, Perverts. -N.H; Morrigan maybe a Succubus but you captured my soul away with ease. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com