Marvel vs Capcom 2/SonSon: Difference between revisions

From SuperCombo Wiki
(expanded/edited some of the introduction fluff text. some formatting changes)
(its sonson time, ill be back its lunch time)
Line 1: Line 1:
{{MVC2 Character Intro|char= SonSon|full=SonSon|short=JGN|content=
{{MVC2 Character Intro|char= sonson|full=SonSon|short=SON|content=
= Introduction =
== Introduction ==
[[image:MvC2sonson.png]]


SonsonIII, or simply ''Sonson'', is one of the three original characters of Marvel vs. Capcom 2. She is the granddaughter of the original Sonson from  [http://en.wikipedia.org/wiki/SonSon the 1984 Capcom game of the same name.] wielding the Ruyi Jingu, a shapeshifting staff that he received from her grandfather, she set out on a journey to solve the mystery of the strange disease that struck her home village.<br> 
Character information paragraph. Get creative!
In MvC2, Sonson is an alright assist 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?}}


 
'''TO-DO''': Add frame data, as well as missing sprites
= Colors =
== Gameplay ==
First row: LP, HP, A1. Second row: LK, HK, A2.
{{2 Column Flex|flex1=6|flex2=4
 
|content1=
[[Image:Mvc2-sonson.png]]
{{Content Box|content='''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. 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.
 
{{ProConTable
= Moves List =
|pros=
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.
* Quick dashes and long air dash let her approach and retreat as she pleases
== Normal Moves ==
* Small hurtbox, Wall Walk, and crawl specials 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 good range, especially on the ground where she has 6HP, 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
*'''HP: Staff Slam''' - Overhead slam, moderate damage
|cons=
*'''HP (Air)''' - Spins staff for a 3 hit combo, best ending for any air combo she does
* Low defense means mistakes are more fatal for her than 85% of the cast
*'''HP (Holding Forward)''' - Thrusts staff forward knocking opponents back. Relatively quick and can stop rushdowns.
* Short range on her lights and mediums can lead to overreliance on heavies for poking, meaning sticking out hurboxes often
*'''HP (Crouching): Staff Sweep''' - Sweeping attack, knocks opponents down
* Can only truly combo into 1 of her Hyper Combos by herself
*'''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 (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 | Shienbu
| [[file:qcf.png]] + [[file:p.png]]
|
| [[file:airok.png]] 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.
}}
}}
{{MoveListRow | Seiten Rengeki
| [[file:dp.png]] + [[file:p.png]]
|
| [[file:airok.png]] 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.
}}
}}
{{MoveListRow | Kingin no Hisago
|content2=
| [[file:hcb.png]] + [[file:p.png]]
{{Content Box|content=
|
<center><youtube>pynWvmaRlvg</youtube></center>
| Sucks opponent into gourd then Sonson cooks them and the gourd blows up. It's a blockable throw.
}}
}}
{{MoveListRow | Ground Crawl
| [[file:hcf.png]] + [[file:k.png]]
|
| 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.
}}
}}
{{MoveListRow | Wall Climb
| [[file:qcb.png]] + [[file:k.png]]
|
| Press [[file:p.png]] to cancel, press [[file:k.png]] to flying towards the opponent. 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.
}}
}}
{{MoveListFooter}}


== Super Moves ==
== Character Summary ==
{{MvC3MoveListHeader}}
{{3 Column Flex
{{MoveListRow | Tenchi-Tsuken
|content1=
| [[file:qcf.png]] + [[file:pp.png]]
{{Content Box|header= Command Normals and Special Moves (Example)|content=
|
;Gansai Hekiretsu
| [[file:airok.png]] 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. If you whiff this, you can air-dash afterwards to avoid the recovery.
* 6HP
;Shienbu (Air OK)
*{{qcf}}+{{p}}
;Seiten Rengeki (Air OK)
*{{dp}}+{{p}}
;Kingin no Hisago
*{{hcb}}+{{p}}
;Fuusestsu Zan (Air OK)
*Mash P
;Wall Walk
*{{qcb}}+{{k}}
;Hofuku Zenshin
*{{hcf}}+{{k}}
}}
}}
{{MoveListRow | POW
|content2=
| [[file:qcf.png]] + [[file:kk.png]]
{{Content Box|header=Hyper Combos (Example)|content=
|
;Tenchi Tsuukan (Air OK)
| 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.
*{{qcf}}+{{lp}}{{hp}}
;En'Ou
*{{qcb}}+{{lp}}{{hp}}
;POW
*{{qcf}}+{{lk}}{{hk}}
}}
}}
{{MoveListRow | En'ou
|content3=
| [[file:qcb.png]] + [[file:pp.png]]
{{Content Box|header=Assist Types (Example)|content=
|
;Type α - Heal Type
| Use joystick to move, [[file:lp.png]] to punch, [[file:hp.png]] to uppcut, [[file:k.png]] to breathe fire (and aim [[file:u.png]] and [[file:d.png]] ). 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.
*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. >,Unfortunately, Fuusetsu Zan is just as questionable as an Alpha Counter as it is on point: cancelling into a super isn't going to be consistent, and it doesn't give much advantage on hit either. The range is nice,<
}}
}}<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 heavies, but can be useful for blockstrings with / buying time for assists before special cancelling.
}}
}}<br>
 
{{MoveData
|image=
|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= SonSon leans forwards and grows her staff to strike with a large and slightly disjointed slam. One of her best buttons. 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.
}}
}}<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>
 
{{MoveData
|image=
|caption=
|name= Medium Kick
|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, but the second attack's hitbox 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. Considerably farther range than 5HP, and she has a high profile hurtbox once it's active. 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=
}}
}}<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=
}}
}}<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=
}}
}}<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=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{mlk}} 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=
}}
}}<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=
}}
}}<br>
 
==== Command Normals ====
{{MoveData
|image=
|caption=
|name= 6HP
|linkname=
|input= 6HP
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<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= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= 3{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Shares sprites with 2HK, 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  durection used doesn't unfluence 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 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.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= seiten
|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= 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.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= kingin
|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= Sucks opponent into gourd then SonSon cooks them and the gourd blows up. It's a hitgrab, meaning its blockable.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= fusets
|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 points her staff around in a circle in front of her.
}}
}}<br>
 
 
{{MoveData
|image=
|caption=
|name= wallk
|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 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.
}}
}}<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= hofuku
  | 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= 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= 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.
}}
}}<br>


= The Basics =


== Beginner Overview ==


<youtube>pynWvmaRlvg</youtube>
=== Hyper Combos ===


== General Gameplan ==
{{MoveData
|image=  
|caption=  
|name= Tenchi
|linkname= Hyper Combo Name
|input= Motion + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 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. If you whiff this, you can air-dash afterwards to avoid the recovery.
}}
}}<br>


'''*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.
{{MoveData
|image=
|caption=
|name= POW
|linkname= Hyper Combo Name
|input= Motion + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 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.
}}
}}<br>


*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 =
{{MoveData
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.
|image=  
|caption=  
|name= En'Ou / Monkey King
|linkname= Hyper Combo Name
|input= Motion + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Use joystick to move, [[file:lp.png]] to punch, [[file:hp.png]] to uppcut, [[file:k.png]] to breathe fire (and aim [[file:u.png]] and [[file:d.png]] ). 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.
}}
}}<br>


*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.
{{MoveData
|image=
|caption=
|name= THC En'Ou / Monkey King
|linkname= Hyper Combo Name
|input= Motion + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Automatic firebreath verion exclusive to the "A" and "B" THCs
}}
}}<br>


*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? 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.
== Other ==


{{MoveData
|image=
|caption=
|name= Airdash
|linkname=
|input= 66 // 44
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= wee
}}
}}<br>


== Against Cable ==
=== Taunt ===
go, go!


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 =
= Colors =
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.
First row: LP, HP, A1. Second row: LK, HK, A2.
 
[[Image:Mvc2-sonson.png]]


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


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

Revision as of 15:01, 14 July 2024

Introduction

Character information paragraph. Get creative!

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

Gameplay

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. 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
  • Small hurtbox, Wall Walk, and crawl specials make her hard to pin down
  • Heavies have good range, especially on the ground where she has 6HP, Shienbu projectiles and Seiten Rengeki let her play at most ranges
  • Her Hyper Combos can deal great damage
  • 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 hurboxes often
  • Can only truly combo into 1 of her Hyper Combos by herself
MVC2 sonson art.png

Character Summary

Command Normals and Special Moves (Example)

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
Fuusestsu Zan (Air OK)
  • Mash P
Wall Walk
  • Qcb.png+K.png
Hofuku Zenshin
  • Hcf.png+K.png
Hyper Combos (Example)

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

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. >,Unfortunately, Fuusetsu Zan is just as questionable as an Alpha Counter as it is on point: cancelling into a super isn't going to be consistent, and it doesn't give much advantage on hit either. The range is nice,<


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 heavies, but can be useful for blockstrings with / 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
- - - - -

SonSon leans forwards and grows her staff to strike with a large and slightly disjointed slam. One of her best buttons. 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.


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, but the second attack's hitbox 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. Considerably farther range than 5HP, and she has a high profile hurtbox once it's active. 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
- - - - -


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
- - - - -


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


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


Air Medium Kick
Template:Mlk 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
- - - - -


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


Command Normals

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


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.


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Shares sprites with 2HK, 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 durection used doesn't unfluence 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 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.


seiten
623P.png air ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.



kingin
236P.png air ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Sucks opponent into gourd then SonSon cooks them and the gourd blows up. It's a hitgrab, meaning its blockable.



fusets
236P.png air ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

SonSon points her staff around in a circle in front of her.



wallk
236P.png air ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.



hofuku
236P.png air ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.



Hyper Combos

Tenchi
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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. If you whiff this, you can air-dash afterwards to avoid the recovery.



POW
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

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.



En'Ou / Monkey King
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Use joystick to move, Lp.png to punch, Hp.png to uppcut, K.png to breathe fire (and aim U.png and D.png ). 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.



THC En'Ou / Monkey King
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Automatic firebreath verion exclusive to the "A" and "B" THCs



Other

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

wee


Taunt

go, go!


Colors

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

Mvc2-sonson.png



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief