Marvel vs Capcom 2/SonSon/Strategy: Difference between revisions

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m (im gonna go over her buttons like i did with jin, but this was already on her page so ill use it as a base)
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= Moves List =
== Strategy ==
Sonson has 6 special attacks and 3 Supers, pretty standard like many characters, but her staff gives her pretty decent range and she attacks quickly with kick attacks as well. Her normals make it easy to cancel into specials and supers as they are mostly multi-hit.
SonSon's six special moves and three Hyper Combos give her a longer movelist than most characters, and her staff gives her pretty great range and she attacks quickly even without it. Her normals make it easy to cancel into specials and supers as some are multi-hits. For starters, I want to break down her moves and their main use cases, to help build a rough gameplan draft you can use. I'll be using less objective wording here, and with as many options as SonSon has, knowing when to use each one can make or break a match.
== Normal Moves ==
 
= Assist Choice =
 
'''Heal''': SonSon's Expansion assist .
 
'''Projectile''': SonSon's Anti-air assist is Expansion's only competition, as its invincibility, quick speed, explosive power, range, and defensive properties thanks to the armor hurtboxes can break you out of tight situations. It's not as useful in combos or on offense, but as a counter-zoning measure or on more defensive/zoning teams it can prove its worth since it sends the opponent high up and away. Another point Anti-air has over Expansion is that its THC is Blodia Punch, which is far more useful since it cooperates with other supers, unlike Cyclone.
 
'''Anti-air''': SonSon's .
 
People tend to pick either Y, as its great traits are more immediately useful.
 
= Normals =
=== Lights ===
 
*'''LP''': Staff Rush - Can be tapped twice for 3 hit combo. Hands down the best starter for any combo/canceling technique and also her fastest.
*'''LP''': Staff Rush - Can be tapped twice for 3 hit combo. Hands down the best starter for any combo/canceling technique and also her fastest.
*'''LP''' (Crouching) - Can be tapped for 2 hit combo. Effective for aerial combo introduction.
*'''LP''' (Crouching) - Can be tapped for 2 hit combo. Effective for aerial combo introduction.
*'''LK''' - Another 3 hit combo if tapped twice. First attack is low which can be mixed up with LP for interesting combos/cancels
=== Mediums ===
.
=== Heavies ===
*'''HP: Staff Slam''' - Overhead slam, moderate damage
*'''HP: Staff Slam''' - Overhead slam, moderate damage
*'''HP (Air)''' - Spins staff for a 3 hit combo, best ending for any air combo she does
*'''HP (Air)''' - Spins staff for a 3 hit combo, best ending for any air combo she does
*'''HP (Holding Forward)''' - Thrusts staff forward knocking opponents back. Relatively quick and can stop rushdowns.
*'''HP (Holding Forward)''' - Thrusts staff forward knocking opponents back. Relatively quick and can stop rushdowns.
*'''HP (Crouching): Staff Sweep''' - Sweeping attack, knocks opponents down
*'''HP (Crouching): Staff Sweep''' - Sweeping attack, knocks opponents down
*'''LK''' - Another 3 hit combo if tapped twice. First attack is low which can be mixed up with LP for interesting combos/cancels
*'''HK: Staff Swing''' - Swings on staff and kicks opponent. Moderate damage, but risky because it takes a lot of frames to complete.
*'''HK: Staff Swing''' - Swings on staff and kicks opponent. Moderate damage, but risky because it takes a lot of frames to complete.
*'''HK (Air)''' - Two footed kick downwards, good air to ground combo starter. Lower frames compared to air HP.  
*'''HK (Air)''' - Two footed kick downwards, good air to ground combo starter. Lower frames compared to air HP.  


== General Gameplan ==
 
=== Command Normals ===
 
.
 
 
=== Throws ===
 
.
 
 
= Specials =
=== S ===
 
.
 
 
=== S ===
 
.
 
 
=== S ===
 
.
 
 
=== S ===
 
.
 
 
=== S ===
 
.
 
 
=== S ===
 
.
 
 
= Hypers =
 
 
= Strategies =


'''*Offensive and Defensive Balance is key!''' - It's good to lay on the pressure in the beginning or towards the middle of the match, but if you openly attack at every chance you get, your opponent will read for holes in your defense. What you want to do is be inconsistent to throw your opponent off his/her game so they cannot predict your movements as much. It's an easy pitfall to get stuck in since SonSon can attack so fast and so often, but if your opponent is blocking 3/4s of the attacks and catching you on your broken defense, what's the point? On the other side of the spectrum, blocking too much will get you killed for sure. Once you're in the corner you will get assist spammed to hell and back since SonSon cannot get out of the corner easily nor does she have a wide radial attack for clearing space as other characters do. Kinggo could be a saving grace, but that move is very conditional since it can be blocked.
'''*Offensive and Defensive Balance is key!''' - It's good to lay on the pressure in the beginning or towards the middle of the match, but if you openly attack at every chance you get, your opponent will read for holes in your defense. What you want to do is be inconsistent to throw your opponent off his/her game so they cannot predict your movements as much. It's an easy pitfall to get stuck in since SonSon can attack so fast and so often, but if your opponent is blocking 3/4s of the attacks and catching you on your broken defense, what's the point? On the other side of the spectrum, blocking too much will get you killed for sure. Once you're in the corner you will get assist spammed to hell and back since SonSon cannot get out of the corner easily nor does she have a wide radial attack for clearing space as other characters do. Kinggo could be a saving grace, but that move is very conditional since it can be blocked.


Here are some simple combos and basic movement strategy to adopt.


*LP,LP,Seit
*LP, F+HP, Seit
*cLP,cLP,cLK,cHK - LP, LK, LP, HP - Does about a quarter+ HP damage if you can continue the combo in the air.
*LP,LP,cHP,Shienbu (Monkeys)
*LP,LP,cHP,Shienbu (Monkeys), POW
*LP,LP,cHK,LP,Fusets - Safety combo. You can block from the Fusets if the combo fails somehow.
If you're dealing with a runner you can use the Shienbu (Monkeys) then airdash into LP, LP...<insert combo>.
= Advanced Strategy =
There really isn't much of a specific "advanced" strategy that is only for SonSon, it's applicable to all characters: play smart, capitalize on openings and human error, and anticipate.
There really isn't much of a specific "advanced" strategy that is only for SonSon, it's applicable to all characters: play smart, capitalize on openings and human error, and anticipate.


*Here are a few more advanced combos that cancel into supers:
*LP,LP,Seit,Tenchi (Giant stick attack) - Basically Seit --> Tenchi is the Bread and Butter Super cancel since you can do both in the air. This is will be your main combo of choice plain and simple.


*cLP,cLP,cLK,cHK - LP, LK, LP, Seit, Tenchi - Does pretty good damage if you can actually get it off without error. Takes practice, but if you can get this off the opponent is down to about half health give or take. The Seit throws off the momentum of the combo and if you don't cancel in time, it will be blocked along with the Tenchi.


== Against Storm ==
== Against Storm ==

Revision as of 13:05, 15 July 2024

Strategy

SonSon's six special moves and three Hyper Combos give her a longer movelist than most characters, and her staff gives her pretty great range and she attacks quickly even without it. Her normals make it easy to cancel into specials and supers as some are multi-hits. For starters, I want to break down her moves and their main use cases, to help build a rough gameplan draft you can use. I'll be using less objective wording here, and with as many options as SonSon has, knowing when to use each one can make or break a match.

Assist Choice

Heal: SonSon's Expansion assist .

Projectile: SonSon's Anti-air assist is Expansion's only competition, as its invincibility, quick speed, explosive power, range, and defensive properties thanks to the armor hurtboxes can break you out of tight situations. It's not as useful in combos or on offense, but as a counter-zoning measure or on more defensive/zoning teams it can prove its worth since it sends the opponent high up and away. Another point Anti-air has over Expansion is that its THC is Blodia Punch, which is far more useful since it cooperates with other supers, unlike Cyclone.

Anti-air: SonSon's .

People tend to pick either Y, as its great traits are more immediately useful.

Normals

Lights

  • LP: Staff Rush - Can be tapped twice for 3 hit combo. Hands down the best starter for any combo/canceling technique and also her fastest.
  • LP (Crouching) - Can be tapped for 2 hit combo. Effective for aerial combo introduction.
  • LK - Another 3 hit combo if tapped twice. First attack is low which can be mixed up with LP for interesting combos/cancels


Mediums

.


Heavies

  • HP: Staff Slam - Overhead slam, moderate damage
  • HP (Air) - Spins staff for a 3 hit combo, best ending for any air combo she does
  • HP (Holding Forward) - Thrusts staff forward knocking opponents back. Relatively quick and can stop rushdowns.
  • HP (Crouching): Staff Sweep - Sweeping attack, knocks opponents down
  • HK: Staff Swing - Swings on staff and kicks opponent. Moderate damage, but risky because it takes a lot of frames to complete.
  • HK (Air) - Two footed kick downwards, good air to ground combo starter. Lower frames compared to air HP.


Command Normals

.


Throws

.


Specials

S

.


S

.


S

.


S

.


S

.


S

.


Hypers

Strategies

*Offensive and Defensive Balance is key! - It's good to lay on the pressure in the beginning or towards the middle of the match, but if you openly attack at every chance you get, your opponent will read for holes in your defense. What you want to do is be inconsistent to throw your opponent off his/her game so they cannot predict your movements as much. It's an easy pitfall to get stuck in since SonSon can attack so fast and so often, but if your opponent is blocking 3/4s of the attacks and catching you on your broken defense, what's the point? On the other side of the spectrum, blocking too much will get you killed for sure. Once you're in the corner you will get assist spammed to hell and back since SonSon cannot get out of the corner easily nor does she have a wide radial attack for clearing space as other characters do. Kinggo could be a saving grace, but that move is very conditional since it can be blocked.


There really isn't much of a specific "advanced" strategy that is only for SonSon, it's applicable to all characters: play smart, capitalize on openings and human error, and anticipate.


Against Storm

Against Storm? You're going to die. BUT if you are trying to do something, tiger-knee monkeys are ok if she's far away. That way you can block on the way down. If you do normal jump monkeys, you are prone afterwards. Off-the-wall is also a good tool. If you predict a ground typhoon correctly, you can kick her out of it into an uppercut into super. If she's flying and typhooning in the air, that is a perfect time for you to use your pole super. Also remember that you can monkey super through her hailstorm. Even at top level play, don't expect this matchup to be fair.


Against Cable

Against Cable? You are REALLY going to die. You try ANYTHING, you are getting shot. You have to be patience and navigate the minefield to get close to him. If he does a normal shot near you, you can sweep him with down fierce. But yeah, anything you do is very punishable by Cable. You can fake a wall move by doing the wall run then pressing punch to cancel it, in order to bait out an AHVB. But that's pretty much all you have :( If you have enough energy, you could monkey-up and take an AHVB, but you can punish him after the first one and then DHC.

Final Thoughts

SonSon can be quite versatile if used correctly. There are few weaknesses she has, namely her assists aren't that strong. I've been able to rival some very very skilled Magnetos because SonSon's LP is almost as quick as his LK. If you like her then use her because the tier guides don't mean anything if the players aren't skilled.

--Yeyzor 05:57, 9 July 2010 (UTC)yeyzor