Marvel vs Capcom 2/SonSon: Difference between revisions

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[[image:sonson.jpg|right]]
{{MVC2 Character Intro|char= sonson|full=SonSon|short=SON|content=
= Introduction =
== Introduction ==
The SonSon of Marvel vs. Capcom 2 is the granddaughter of the original Sonson from Capcom's game in 1984. Here's the [http://en.wikipedia.org/wiki/SonSon Wiki page on the 80's SonSon.] In MvC2 Sonson is a great rushdown character with plenty of tricks up her sleeves to confuse or keep the pressure on, depending on one's play style. Though she isn't terribly strong, she's a lot of fun to play and get good at which is what MvC2 is all about right?
'''SonSon''' is one of the three original characters of Marvel vs. Capcom 2. She is the granddaughter of the original SonSon from the 1984 Capcom game, and carries his name on as SonSon III. Wielding the Ruyi Jingu Bang, a shapeshifting staff that she received from the her grandfather, she set out on a journey to solve the mystery of the strange disease that struck her home village.


= Colors =
'''TO-DO''': Add frame data, as well as missing sprites
First row: LP, HP, A1. Second row: LK, HK, A2.
== Gameplay ==
 
{{2 Column Flex|flex1=6|flex2=4
[[Image:Mvc2-sonson.png]]
|content1=
 
{{Content Box|content= In MvC2, SonSon is an alright assist character with plenty of pesky special moves, unique movement tools, and two-way airdash to disrupt her opponents or keep the pressure on. Though she isn't terribly strong, she can be a lot of fun to use.
= Moves List =
{{ProConTable
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.
|pros=
== Normal Moves ==
* Quick dashes and long air dash let her approach and retreat as she pleases. Her small hurtbox, Wall Walk, and Crawling specials also make her hard to pin down
*'''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.
* Heavies have great range on the ground, Shienbu projectiles and Seiten Rengeki let her play at most ranges
*'''LP''' (Crouching) - Can be tapped for 2 hit combo. Effective for aerial combo introduction.
* Her Hyper Combos can deal great damage with the right setups
*'''HP: Staff Slam''' - Overhead slam, moderate damage
* Has three helpful assists, and is a team player when both starting and ending DHCs
*'''HP (Air)''' - Spins staff for a 3 hit combo, best ending for any air combo she does
|cons=
*'''HP (Holding Forward)''' - Thrusts staff forward knocking opponents back. Relatively quick and can stop rushdowns.
* Low defense means mistakes are more fatal for her than 85% of the cast
*'''HP (Crouching): Staff Sweep''' - Sweeping attack, knocks opponents down
* Short range on her lights and mediums can lead to overreliance on heavies for poking, meaning sticking out hurtboxes often
*'''LK''' - Another 3 hit combo if tapped twice. First attack is low which can be mixed up with LP for interesting combos/cancels
* Can only truly combo into one of her Hyper Combos (Tenchi) by herself, needs assists to reach much higher damage output
*'''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 ===
Gansai Hekiretsu: f + hp
 
Two way air-dash
 
 
== Special Moves ==
{{MvC3MoveListHeader}}
{{MoveListRow | Fuusetsu Zan
| Mash p
|
| airok
}}
}}
{{MoveListRow | Shienbu
| qcf + p
|
| airok
}}
}}
{{MoveListRow | Seiten Rengeki
|content2=
| df + p
{{Content Box|content=
|
<center><youtube>pynWvmaRlvg</youtube></center>
| airok
}}
}}
{{MoveListRow | Ground Crawl
| hcf + k
|
|
}}
}}
{{MoveListRow | Wall Climb
| qcb + k
|
| Press p to jump, press k to kick.
}}
}}
{{MoveListFooter}}


*'''Fusetsuzan''' (Press P rapidly)(Also air) - Spins staff quickly in circular motion for 3 hits. This move is very conditional. Just depends on your playstyle honestly. Since you can rush down by spamming LP, it actually is quite useful in that respect, but unless you have a turbo controller, you won't be using this move that often. Pretty impractical to spam HP to get this off because it leaves you open for juggling.
== Character Summary ==
*'''Shienbu''' - (QCF+P...LP and HP are slow and fast respectively.)(Also air)- Sonson blows 3 floating monkeys that have 2 doing diagonally up and down and one going straight. Great move to counter projectiles like Hadoukens or things of that sort. It also blocks Omega Red's coils and cancels out Blackheart's demons. In short it stops all of singular projectiles.
{{3 Column Flex
*'''Seitenrengeki''' - (Z motion F or Shoryuken motion + P...LP,HP = short and high respectively)(also air) - Anti-air attack that sends Sonson flying in the air spinning her staff. Does 3 hits and is great for cancels or finishing out a ground or air combo. Can be risky if opponent blocks the high version as you cannot block while falling down.
|content1=
*'''Wall Walk''' - (QCB+K...press K for flying kick or P for cancel) - Sonson runs a lap around the screen onto the other side if you let her. This move is somewhat useful, good for avoiding beams or any horizontal techniques. Great for closing distance against runners or projectile spammers.
{{Content Box|header= Command Normals and Special Moves|content=
*'''Kinginnokoro''' - (HCB+P) - Sucks opponent into gord then Sonson cooks them and the gord blows up. It's a throw technique and mainly used for lulz. Since it's a blockable throw it's quite impractical as it leaves you open for retaliation. You can combo into it, but there's no real reason to use it. It could be used to throw your opponent off for a bit, but it all depends.
;Gansai Hekiretsu
*'''Hofuku-Zenshin''' (HCF+K) - Dodging technique. Sonson crawls on the ground to avoid all damage for about 1.5 seconds give or take. Not very practical as it doesn't get you very far like Capt. America's dodge does or even Akuma's. Only application could be if you find yourself in a corner getting pounded.
*6HP
 
;Shienbu (Air OK)
== Super Moves ==
*{{qcf}}+{{p}}
{{MvC3MoveListHeader}}
;Seiten Rengeki (Air OK)
{{MoveListRow | Tenchi-Tsuken
*{{dp}}+{{p}}
| qcf + lp + hp
;Kingin no Hisago
|
*{{hcb}}+{{p}}
| airok
;Fuusetsu Zan (Air OK)
*Mash P
;Wall Walk
*{{qcb}}+{{k}}
;Hofuku Zenshin
*{{hcf}}+{{k}}
}}
}}
{{MoveListRow | POW
|content2=
| qcf + lk + hk
{{Content Box|header=Hyper Combos|content=
|
;Tenchi Tsuukan (Air OK)
|
*{{qcf}}+{{lp}}{{hp}}
;En'Ou
*{{qcb}}+{{lp}}{{hp}}
;POW
*{{qcf}}+{{lk}}{{hk}}
}}
}}
{{MoveListRow | En'ou
|content3=
| qcb + lp + hp
{{Content Box|header=Assist Types|content=
|
;Type α - Heal Type
| Use joystick to move, lp to punch, hp to uppcut, k to breathe fire (and aim u and d ).
*Assist: Healing Peach pickup
*Counter: {{lp}} Fuusetsu Zan
*Combination: THC En'Ou*
;Type β - Projectile Type
*Assist: {{hp}} Shienbu
*Counter: {{lp}} Shienbu
*Combination: THC En'Ou*
;Type γ - Anti-air Type
*Assist: {{hp}} Seiten Rengeki
*Counter: {{lp}} Seiten Rengeki
*Combination: Tenchi Tsuukan
}}
}}
{{MoveListRow | THC En'ou
| [[file:a1.png]] + [[file:a2.png]]
|
| Auto-monkey done during the "A" and "B" THCs
}}
}}


{{MoveListFooter}}
== Moves List ==
 
=== Assists ===
{{MoveData
|image=
|caption= Type α
|name= Heal Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Alpha Counter is LP Fuusestu Zan. Team Hyper Combo super is THC En'Ou. SonSon pulls out a peach pickup that heals some of the point character's red health on contact. Heal assists can be nice when starting out, or if your team gives you enough situations where you can call it to keep whoever's out front healthy. Once SonSon comes out, she'll wait behind you for about two seconds, which means she's technically in harms way until you either take it from her or take too long to get it and she leaves.
 
Something to keep in mind is that even though she isn't tall, the peach itself has to be touched for the heal to trigger, and lots of characters can crouch under its collision. Backdashing or using a move that sends you backwards automatically can help you reach her sooner.
}}
}}<br>
{{MoveData
|image=
|caption= Type β
|name= Projectile Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= HP Shienbu. Alpha Counter is LP Shienbu. Team Hyper Combo super is En'Ou. Three hits of chip can be useful in a pinch, and the projectiles' unique angle can provide a unique defense against fireballs. They also don't travel very fast, so you can run in behind them and hit-confirm off of lows (or overheads with the right setup).
}}
}}<br>
{{MoveData
|image=
|caption= Type γ
|name= Anti-air Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= HP Seiten Rengeki. Alpha Counter is LP Seiten Rengeki. Team Hyper Combo super is Tenchi Tsuukan. A fantastic anti-air thanks to its speed, damage, travel distance and angle, and slight disjoint. She comes out in front of you too, so it has more horizontal range than some other popular anti-airs which can be helpful against assists. The knockback hitstun it has also lends well into air combos or special moves/supers that can hit at super jump height.
}}
}}<br>
 
=== Normal Moves ===
-When grounded, SonSon has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning she can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 
==== Ground Normals ====
 
{{MoveData
|image=
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A quick poke with her staff with a small hitbox in front of her. Shorter reach than 2LP, so you may opt for that instead.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A two hit attack with hitboxes that extend forwards and upwards some. Avoidable combo filler since she can combo lights into her three HPs, but can be useful for blockstrings with or buying time for assists before special cancelling.
}}
}}<br>


*'''Tenchi-Tsuken''' (QCF+PP)(Also air) - Sonson throws her staff up and it comes down 20 times bigger for good damage. So easy to execute and the extra staff hit when she throws it in the air ensures connection when canceling into this super.
{{MoveData
*'''Enou''' (QCB+PP...K for Fire breath) - Sonson turns into a giant ape and is able to do a fire attack and a punch that does decent damage. Though you can still take damage it's an alright move to use to keep the pressure on.
|image=
*'''POW''' (QCF+KK) - Sonson says POW and it floats across screen. If it hits your enemy will be turned into a random fruit and be eaten. Probably the most useless and impractical Super Sonson has. Simply because POW is so easy to block and when block it leaves her open for a good 5 seconds. Just stick to the first two supers for a fighting strategy.
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= One of SonSon's best buttons. She leans forwards and grows her staff to strike with a large and slightly disjointed slam. It's on the fast side for a heavy, and the hitbox is huge and the very tip (the yellow part) of the staff is disjointed. One of her key OTG options.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Similar to 5LP, if its hitbox were lower vertically. Despite the animation, not a low attack.
}}
}}<br>


== Assist Moves ==
{{MoveData
{{MvC2CharacterAssists
|image=
  | Heal: Life-Up Peach || Hyper En'ou | [[file:lp.png]] Fuusetsu Zan | Gives a fruit for health. Can be useful if you are using another character as a main, but not very smart to spam. If you don't take the fruit right away she stays on screen as an easy target.
|caption=
  | Projectile: [[file:hp.png]] Shienbu || Hyper En'ou | [[file:lp.png]] Shienbu | Good to use as the monkeys fly so slow and you can follow up or combo them into a sweep kick. Can also be used as cannon fodder for projectiles as mentioned before.
|name= Medium Kick
  | Anti-Air: [[file:hp.png]] Seiten Rengeki || Tenchi Tsuukan | [[file:lp.png]] Seiten Rengeki | Probably her best assist because she has such range when coming out. She jumps out right in front of your point character. Good for getting air combos going or making space for long range combat.
|linkname= 5MK
}}
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=  
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Like 5MP, another two hit attack but with hitboxes that extend higher and farther. Similar reasons to use both this and 5MP, but the second attack's hitbox here is very tall and slightly disjointed at the top (which 3HP takes great advantage of)
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
  |Adv. Pushblock= 
|description= SonSon grows and plants her staff into the floor, using it as a pivot for a spinning kick. Slower than 5HP, but with considerably farther range. Once she plants the staff into the ground, her actual collision moves forwards until her feet touch the ground again, so there's a window before the active frames where cancelling into a special or super puts her closer to her opponent than normal.
}}
}}<br>
 
{{MoveData
|image=
|caption= The Pool cue
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon points her staff straight forwards while low to the ground. Despite the animation, not a low attack. The hitbox is both longer and lower down than 5LP and 5LK. Also has more reach than 2LK, so this is your longest reaching light at the cost of one more startup frame.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon smacks her free hand against the floor. Made of two hitboxes, one slightly above the floor and a longer one on the floor two frames later where her hand is disjointed.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon makes the staff bigger for a nice-sized sweep. Like with 5HP, the tip is disjointed.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon pokes with her tail. Her fastest light at frame 3, and only low-hitting light.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Pops up
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon does an upward kick while crouched down that pops up on hit. The hitbox on it is about as tall as she is, and her foot is fully disjointed with some extra disjoint up to where her knee is. Can be used for tricky setups and resets with the right sequences.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon does a hopping backwards kick upwards with her staff for balance. Her foot has a slight disjoint around her hurtbox, but no high profile despite being completely in the air. Reaches decently far both forwards and upwards for a launcher.
}}
}}<br>
 
==== Air Normals ====
-When in the Normal Jump state, SonSon has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning she can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 
{{MoveData
|image=
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon sticks her staff in front of her at a downward 45 degree angle. Hits farther out than j.LK.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The second hit of 5MP, but in the air. Just as ordinary as its grounded counterpart, mainly used as filler in air combos.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Flying Screen trigger
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon stretches out forwards and spins her staff in her palm like a pinwheel for three hits. During Super Jump state, j.HP can trigger Flying Screen on its own thanks to the multiple hits granting the hit count condition for FS to apply. Despite how long the staff spins, j.HP doesn't have many active frames, so while you ''could'' try to meaty overhead with it.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon does a little kick upwards, similar to 2MK. Unfortunately, the hitbox is MUCH smaller. On the other hand, the hitbox placement is higher than j.LK's, and it's active for a short while.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon does a split-like kick, but only the front leg has a hitbox at the end of it.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Flying Screen trigger
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon turns around and does a backflip-kick. As a single hit, it can be preferred over j.HP in terms of combo scaling for both air combos and jump-ins. The hitbox is only at the bottom of the move, but there's an added hurtbox in front of her that's pretty tall.
}}
}}<br>
 
==== Command Normals ====
{{MoveData
|image=
|caption=
|name= Gansai Hekiretsu
|linkname=
|input= 6HP
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon makes the staff extend far in front of her, covering a half-screen length of space with the trademark tip-disjoint on her other grounded HPs. She holds the pose for a while, and that whole time there's an extended hurtbox which puts her at ample range to get clipped by anything. Can hit OTG at a distance with ease, but mind the decrease in damage compared to 5HP and 5HK. Like 5HP, 6HP can be cancelled into from her other normals, and cancelled into her HKs.
}}
}}<br>
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with the second hit of 5MK, with identical hitboxes.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon jumps on top of her opponent, scratching them twice then knocking them down. The direction used determines which way she falls afterwards. 6 leaves her closer to them and 4 puts her at a safer distance.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon grabs hold of the opponent and uses her staff to send them flying for a knockdown in either direction.
}}
  }}<br>
 
{{MoveData
|image=
|caption=
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
  |Adv. Pushblock= 
|description= Identical to her grounded HP throw, but the direction used doesn't influence anything, instead, she keeps whatever momentum she had before the throw.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with j.MK. Stubby range, but not terrible thanks to the angle.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= Shares sprites with 5HP. Nice range at the cost of startup.
}}
}}
 
=== Special Moves ===
{{MoveData
|image=
|caption=
|name= Shienbu
|linkname= Special Move Name
|input= 236{{p}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= SonSon pulls some of her hair and blows it, creating three floating monkeys. One goes straight while the other two go 45 degrees diagonally for a second before swapping angles with each other. Shienbu is a great move to counter projectiles like one-hit fireballs, and each monkey deals a hit of chip. Since the monkeys have hurtboxes, they can also block other 'objects' like Omega Red's coils and Blackheart's demons. The button used determines their travel speed: LP goes slow enough that she can dash in front of them, while HP sends them at a faster speed.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Seiten Rengeki
|linkname= Special Move Name
|input= 623{{p}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Multi-hit anti-air attack that sends SonSon flying in the air while spinning her staff, and her claim to fame. Seiten Rengeki is her go-to for cancels during combos, both when finishing out a ground or air combo, and with meter she can cancel into Tenchi. LP sends her about a jump's height off of the ground and hits twice, while HP sends her much higher and adds a third hit to the end.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= Kingin no Hisago
|linkname= Special Move Name
|input= 63214{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= SonSon uses a gourd as a vacuum to suck in an opponent. It's a hitgrab, meaning it's blockable. If blocked, whiffed entirely, or it hits but isn't able to transition into the second part of the move (for example, if it hits an assist, or if it hits OTG), SonSon will do a vulnerable confused animation.
 
When Kingin no Hisago hits, she tosses the gourd into a pot to cook them, but the gourd blows both itself and her up (only visually) despite her attempt to fan. It can be cancelled into, but not out of, so kara or whiff cancelling into a super won't save her. It has a good chunk of active frames, and it's fully disjointed. If the game thinks she's too close to the corner on hit, she'll turn around as she starts the second part of the move, and Tech Rolling will put the opponent back into the corner.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= Fuusetsu Zan
|linkname= Special Move Name
|input= Mash {{p}} air ok
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= If you mash the punch buttons fast enough, SonSon will point her staff around in a circular mixing motion in front of her. Fuusetsu Zan is more disjointed than her other attacks, but the hitstun is too low for super cancels to combo by herself. The first four hitboxes are at the top of the circle, then two are at the bottom, then one more at the top.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= Wall Walk
|linkname= Special Move Name
|input= 214{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= SonSon walks backwards until she reaches the screen edge behind her, and once she reaches it she'll walk up the side, then across the ceiling, and finally down the other wall she was originally facing. This move is useful when input normally, as it's good for disengaging on block avoiding beams or any horizontal techniques, and if pre-emptive enough can be used as an approach option.
 
The magic of Wall Walk comes from its two follow-up options in ~P and ~K. The P follow-up will cause SonSon to drop from the wall or ceiling in Super Jump state, which lets her both press buttons on the way down and cancel any air specials into supers. The K followup has SonSon perform an ''until-landing overhead'' kick off of the wall or ceiling in the direction of whichever wall she's farther from (so as she passes the timer at the top of the screen, pressing K will make her kick backwards to the wall she walked up). The buttons used don't change anything about the followups.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= Hofuku Zenshin / Crawling
|linkname= Special Move Name
|input= 41236{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= SonSon's unique dodging technique where she crawls along the ground to avoid attacks for about a second. Hofuku makes Sonson's hurtbox incredibly low to the ground for its entire moving duration, and at the very end she gets a high profile hurtbox as she hops back to idling. While it doesn't go very far and can't be special cancelled into from normals, Hofuku still has very strong use cases. Its short startup can get her out of sticky situations faster than some of her other tools, and the entire crawling part of the move can be cancelled into any normal.
}}
}}<br>
 
 
 
=== Hyper Combos ===
 
{{MoveData
|image=
|caption=
|name= Tenchi Tsuukan
|linkname= Hyper Combo Name
|input= 236+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon throws her staff up with a hitbox, then it comes down 20 times bigger about 1/4 screen ahead of her for good damage. The extra staff hit when she throws it upwards can ensure the main part connects as a combo, but a fast enough super cancel from a grounded or aerial Seiten Rengeki can keep the combo going without it. Comboing Seiten into Tenchi is SonSon's main source of damage, especially when solo.
}}
}}<br>
 
 
{{MoveData
|image=
|caption= The full moon is out!
|name= En'Ou / Monkey King
|linkname= Hyper Combo Name
|input= 214+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon channels a mystic power to become the Monkey King for a few seconds! Use joystick to move back and forth, LP punches downwards, HP uppercuts, and the K buttons breathe aimable fire. She can't combo into this super solo, but the fire breath does some chip and can reach fullscreen at the right angles. On hit, the fire pops up for until-knockdown hitstun, so a sweeping motion from down to up can grant decent damage if it manages to hit them. '''Use En'Ou with caution.''' Opponents that know how to abuse its Super Armor can quickly make you regret going beast mode.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= POW
|linkname= Hyper Combo Name
|input= 236+{{lk}}{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= SonSon winds up for a bit, then says 'POW!' and waits as the word floats across the screen. If it hits, your enemy will be turned into one of three giant fruits (visually different) and then she'll eat it in a matter of seconds. While POW can seem odd or niche initially, during combos it can be a very potent super.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= *THC En'Ou / Monkey King
|linkname= Hyper Combo Name
|input= A1+A2 with at least 1 bar
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= An automatic fire-breathing version of En'Ou exclusive to Team Hyper Combos when SonSon has either A or B assists chosen. If SonSon's on point with only one bar, pressing both assists buttons lets her spend it on this, if for some reason you ever want to.
}}
}}<br>


= The Basics =
Alrighty then, time for some basic strategy to keep SonSon on top of things and in control for the most part:


'''*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.
== Other ==


*LP,LP,Seit
{{MoveData
*LP, F+HP, Seit
|image=
*cLP,cLP,cLK,cHK - LP, LK, LP, HP - Does about a quarter+ HP damage if you can continue the combo in the air.
|caption=
*LP,LP,cHP,Shienbu (Monkeys)
|name= Airdash
*LP,LP,cHP,Shienbu (Monkeys), POW
|linkname=
*LP,LP,cHK,LP,Fusets - Safety combo. You can block from the Fusets if the combo fails somehow.
|input= 66 / 44
If you're dealing with a runner you can use the Shienbu (Monkeys) then airdash into LP, LP...<insert combo>.
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= aaaaoi
}}
}}<br>


= Advanced Strategy =
=== Taunt ===
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:
{{MoveData
|image=
|caption=
|name= Taunt
|linkname= Hyper Combo Name
|input=
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= go, go!
}}
}}<br>


*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.
= Colors =
First row: LP, HP, A1. Second row: LK, HK, A2.


= Final Thoughts =
[[Image:Mvc2-sonson.png]]
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.


--[[User:Yeyzor|Yeyzor]] 05:57, 9 July 2010 (UTC)yeyzor


[[Category:Marvel Vs. Capcom 2]]
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 11:51, 27 July 2024

Introduction

SonSon is one of the three original characters of Marvel vs. Capcom 2. She is the granddaughter of the original SonSon from the 1984 Capcom game, and carries his name on as SonSon III. Wielding the Ruyi Jingu Bang, a shapeshifting staff that she received from the her grandfather, she set out on a journey to solve the mystery of the strange disease that struck her home village.

TO-DO: Add frame data, as well as missing sprites

Gameplay

In MvC2, SonSon is an alright assist character with plenty of pesky special moves, unique movement tools, and two-way airdash to disrupt her opponents or keep the pressure on. Though she isn't terribly strong, she can be a lot of fun to use.

Strengths Weaknesses
  • Quick dashes and long air dash let her approach and retreat as she pleases. Her small hurtbox, Wall Walk, and Crawling specials also make her hard to pin down
  • Heavies have great range on the ground, Shienbu projectiles and Seiten Rengeki let her play at most ranges
  • Her Hyper Combos can deal great damage with the right setups
  • Has three helpful assists, and is a team player when both starting and ending DHCs
  • Low defense means mistakes are more fatal for her than 85% of the cast
  • Short range on her lights and mediums can lead to overreliance on heavies for poking, meaning sticking out hurtboxes often
  • Can only truly combo into one of her Hyper Combos (Tenchi) by herself, needs assists to reach much higher damage output
MVC2 sonson art.png

Character Summary

Command Normals and Special Moves

Gansai Hekiretsu
  • 6HP
Shienbu (Air OK)
  • Qcf.png+P.png
Seiten Rengeki (Air OK)
  • Dp.png+P.png
Kingin no Hisago
  • Hcb.png+P.png
Fuusetsu Zan (Air OK)
  • Mash P
Wall Walk
  • Qcb.png+K.png
Hofuku Zenshin
  • Hcf.png+K.png
Hyper Combos

Tenchi Tsuukan (Air OK)
  • Qcf.png+Lp.pngHp.png
En'Ou
  • Qcb.png+Lp.pngHp.png
POW
  • Qcf.png+Lk.pngHk.png
Assist Types

Type α - Heal Type
  • Assist: Healing Peach pickup
  • Counter: Lp.png Fuusetsu Zan
  • Combination: THC En'Ou*
Type β - Projectile Type
  • Assist: Hp.png Shienbu
  • Counter: Lp.png Shienbu
  • Combination: THC En'Ou*
Type γ - Anti-air Type
  • Assist: Hp.png Seiten Rengeki
  • Counter: Lp.png Seiten Rengeki
  • Combination: Tenchi Tsuukan

Moves List

Assists

Heal Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Alpha Counter is LP Fuusestu Zan. Team Hyper Combo super is THC En'Ou. SonSon pulls out a peach pickup that heals some of the point character's red health on contact. Heal assists can be nice when starting out, or if your team gives you enough situations where you can call it to keep whoever's out front healthy. Once SonSon comes out, she'll wait behind you for about two seconds, which means she's technically in harms way until you either take it from her or take too long to get it and she leaves.

Something to keep in mind is that even though she isn't tall, the peach itself has to be touched for the heal to trigger, and lots of characters can crouch under its collision. Backdashing or using a move that sends you backwards automatically can help you reach her sooner.


Projectile Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Shienbu. Alpha Counter is LP Shienbu. Team Hyper Combo super is En'Ou. Three hits of chip can be useful in a pinch, and the projectiles' unique angle can provide a unique defense against fireballs. They also don't travel very fast, so you can run in behind them and hit-confirm off of lows (or overheads with the right setup).


Anti-air Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Seiten Rengeki. Alpha Counter is LP Seiten Rengeki. Team Hyper Combo super is Tenchi Tsuukan. A fantastic anti-air thanks to its speed, damage, travel distance and angle, and slight disjoint. She comes out in front of you too, so it has more horizontal range than some other popular anti-airs which can be helpful against assists. The knockback hitstun it has also lends well into air combos or special moves/supers that can hit at super jump height.


Normal Moves

-When grounded, SonSon has the Hunter type Magic Series, meaning she can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A quick poke with her staff with a small hitbox in front of her. Shorter reach than 2LP, so you may opt for that instead.


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A two hit attack with hitboxes that extend forwards and upwards some. Avoidable combo filler since she can combo lights into her three HPs, but can be useful for blockstrings with or buying time for assists before special cancelling.


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

One of SonSon's best buttons. She leans forwards and grows her staff to strike with a large and slightly disjointed slam. It's on the fast side for a heavy, and the hitbox is huge and the very tip (the yellow part) of the staff is disjointed. One of her key OTG options.


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Similar to 5LP, if its hitbox were lower vertically. Despite the animation, not a low attack.


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Like 5MP, another two hit attack but with hitboxes that extend higher and farther. Similar reasons to use both this and 5MP, but the second attack's hitbox here is very tall and slightly disjointed at the top (which 3HP takes great advantage of)


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon grows and plants her staff into the floor, using it as a pivot for a spinning kick. Slower than 5HP, but with considerably farther range. Once she plants the staff into the ground, her actual collision moves forwards until her feet touch the ground again, so there's a window before the active frames where cancelling into a special or super puts her closer to her opponent than normal.


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon points her staff straight forwards while low to the ground. Despite the animation, not a low attack. The hitbox is both longer and lower down than 5LP and 5LK. Also has more reach than 2LK, so this is your longest reaching light at the cost of one more startup frame.


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon smacks her free hand against the floor. Made of two hitboxes, one slightly above the floor and a longer one on the floor two frames later where her hand is disjointed.


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon makes the staff bigger for a nice-sized sweep. Like with 5HP, the tip is disjointed.


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon pokes with her tail. Her fastest light at frame 3, and only low-hitting light.


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Pops up - - - -

SonSon does an upward kick while crouched down that pops up on hit. The hitbox on it is about as tall as she is, and her foot is fully disjointed with some extra disjoint up to where her knee is. Can be used for tricky setups and resets with the right sequences.


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

SonSon does a hopping backwards kick upwards with her staff for balance. Her foot has a slight disjoint around her hurtbox, but no high profile despite being completely in the air. Reaches decently far both forwards and upwards for a launcher.


Air Normals

-When in the Normal Jump state, SonSon has the Hunter type Magic Series, meaning she can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon sticks her staff in front of her at a downward 45 degree angle. Hits farther out than j.LK.


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The second hit of 5MP, but in the air. Just as ordinary as its grounded counterpart, mainly used as filler in air combos.


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen trigger - - - -

SonSon stretches out forwards and spins her staff in her palm like a pinwheel for three hits. During Super Jump state, j.HP can trigger Flying Screen on its own thanks to the multiple hits granting the hit count condition for FS to apply. Despite how long the staff spins, j.HP doesn't have many active frames, so while you could try to meaty overhead with it.


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon does a little kick upwards, similar to 2MK. Unfortunately, the hitbox is MUCH smaller. On the other hand, the hitbox placement is higher than j.LK's, and it's active for a short while.


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon does a split-like kick, but only the front leg has a hitbox at the end of it.


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Flying Screen trigger - - - -

SonSon turns around and does a backflip-kick. As a single hit, it can be preferred over j.HP in terms of combo scaling for both air combos and jump-ins. The hitbox is only at the bottom of the move, but there's an added hurtbox in front of her that's pretty tall.


Command Normals

Gansai Hekiretsu
6HP
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

SonSon makes the staff extend far in front of her, covering a half-screen length of space with the trademark tip-disjoint on her other grounded HPs. She holds the pose for a while, and that whole time there's an extended hurtbox which puts her at ample range to get clipped by anything. Can hit OTG at a distance with ease, but mind the decrease in damage compared to 5HP and 5HK. Like 5HP, 6HP can be cancelled into from her other normals, and cancelled into her HKs.


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher - - - -

Shares sprites with the second hit of 5MK, with identical hitboxes.



Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon jumps on top of her opponent, scratching them twice then knocking them down. The direction used determines which way she falls afterwards. 6 leaves her closer to them and 4 puts her at a safer distance.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon grabs hold of the opponent and uses her staff to send them flying for a knockdown in either direction.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Identical to her grounded HP throw, but the direction used doesn't influence anything, instead, she keeps whatever momentum she had before the throw.



Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with j.MK. Stubby range, but not terrible thanks to the angle.


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Shares sprites with 5HP. Nice range at the cost of startup.

Special Moves

Shienbu
236P.png (Air OK)
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon pulls some of her hair and blows it, creating three floating monkeys. One goes straight while the other two go 45 degrees diagonally for a second before swapping angles with each other. Shienbu is a great move to counter projectiles like one-hit fireballs, and each monkey deals a hit of chip. Since the monkeys have hurtboxes, they can also block other 'objects' like Omega Red's coils and Blackheart's demons. The button used determines their travel speed: LP goes slow enough that she can dash in front of them, while HP sends them at a faster speed.


Seiten Rengeki
623P.png (Air OK)
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Multi-hit anti-air attack that sends SonSon flying in the air while spinning her staff, and her claim to fame. Seiten Rengeki is her go-to for cancels during combos, both when finishing out a ground or air combo, and with meter she can cancel into Tenchi. LP sends her about a jump's height off of the ground and hits twice, while HP sends her much higher and adds a third hit to the end.



Kingin no Hisago
63214P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon uses a gourd as a vacuum to suck in an opponent. It's a hitgrab, meaning it's blockable. If blocked, whiffed entirely, or it hits but isn't able to transition into the second part of the move (for example, if it hits an assist, or if it hits OTG), SonSon will do a vulnerable confused animation.

When Kingin no Hisago hits, she tosses the gourd into a pot to cook them, but the gourd blows both itself and her up (only visually) despite her attempt to fan. It can be cancelled into, but not out of, so kara or whiff cancelling into a super won't save her. It has a good chunk of active frames, and it's fully disjointed. If the game thinks she's too close to the corner on hit, she'll turn around as she starts the second part of the move, and Tech Rolling will put the opponent back into the corner.



Fuusetsu Zan
Mash P.png air ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

If you mash the punch buttons fast enough, SonSon will point her staff around in a circular mixing motion in front of her. Fuusetsu Zan is more disjointed than her other attacks, but the hitstun is too low for super cancels to combo by herself. The first four hitboxes are at the top of the circle, then two are at the bottom, then one more at the top.



Wall Walk
214K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon walks backwards until she reaches the screen edge behind her, and once she reaches it she'll walk up the side, then across the ceiling, and finally down the other wall she was originally facing. This move is useful when input normally, as it's good for disengaging on block avoiding beams or any horizontal techniques, and if pre-emptive enough can be used as an approach option.

The magic of Wall Walk comes from its two follow-up options in ~P and ~K. The P follow-up will cause SonSon to drop from the wall or ceiling in Super Jump state, which lets her both press buttons on the way down and cancel any air specials into supers. The K followup has SonSon perform an until-landing overhead kick off of the wall or ceiling in the direction of whichever wall she's farther from (so as she passes the timer at the top of the screen, pressing K will make her kick backwards to the wall she walked up). The buttons used don't change anything about the followups.



Hofuku Zenshin / Crawling
41236K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon's unique dodging technique where she crawls along the ground to avoid attacks for about a second. Hofuku makes Sonson's hurtbox incredibly low to the ground for its entire moving duration, and at the very end she gets a high profile hurtbox as she hops back to idling. While it doesn't go very far and can't be special cancelled into from normals, Hofuku still has very strong use cases. Its short startup can get her out of sticky situations faster than some of her other tools, and the entire crawling part of the move can be cancelled into any normal.



Hyper Combos

Tenchi Tsuukan
236+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon throws her staff up with a hitbox, then it comes down 20 times bigger about 1/4 screen ahead of her for good damage. The extra staff hit when she throws it upwards can ensure the main part connects as a combo, but a fast enough super cancel from a grounded or aerial Seiten Rengeki can keep the combo going without it. Comboing Seiten into Tenchi is SonSon's main source of damage, especially when solo.



En'Ou / Monkey King
214+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon channels a mystic power to become the Monkey King for a few seconds! Use joystick to move back and forth, LP punches downwards, HP uppercuts, and the K buttons breathe aimable fire. She can't combo into this super solo, but the fire breath does some chip and can reach fullscreen at the right angles. On hit, the fire pops up for until-knockdown hitstun, so a sweeping motion from down to up can grant decent damage if it manages to hit them. Use En'Ou with caution. Opponents that know how to abuse its Super Armor can quickly make you regret going beast mode.



POW
236+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon winds up for a bit, then says 'POW!' and waits as the word floats across the screen. If it hits, your enemy will be turned into one of three giant fruits (visually different) and then she'll eat it in a matter of seconds. While POW can seem odd or niche initially, during combos it can be a very potent super.



*THC En'Ou / Monkey King
A1+A2 with at least 1 bar
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

An automatic fire-breathing version of En'Ou exclusive to Team Hyper Combos when SonSon has either A or B assists chosen. If SonSon's on point with only one bar, pressing both assists buttons lets her spend it on this, if for some reason you ever want to.



Other

Airdash
66 / 44
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

aaaaoi


Taunt

Taunt
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

go, go!



Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-sonson.png



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