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|name= Air Medium Kick | |name= Air Medium Kick | ||
|linkname= j.MK | |linkname= j.MK | ||
|input= {{ | |input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|image= | |image= | ||
|caption= | |caption= | ||
|name= THC En'Ou / Monkey King | |name= *THC En'Ou / Monkey King | ||
|linkname= Hyper Combo Name | |linkname= Hyper Combo Name | ||
|input= Motion + Button Icon | |input= Motion + Button Icon |
Revision as of 23:47, 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 |
---|---|
|
|
Character Summary
- Gansai Hekiretsu
- 6HP
- Shienbu (Air OK)
+
- Seiten Rengeki (Air OK)
+
- Kingin no Hisago
+
- Fuusestsu Zan (Air OK)
- Mash P
- Wall Walk
+
- Hofuku Zenshin
+
- Tenchi Tsuukan (Air OK)
+
- En'Ou
+
- POW
+
- Type α - Heal Type
- Assist: Healing Peach pickup
- Counter:
Fuusetsu Zan
- Combination: THC En'Ou*
- Type β - Projectile Type
- Assist:
Shienbu
- Counter:
Shienbu
- Combination: THC En'Ou*
- Type γ - Anti-air Type
- Assist:
Seiten Rengeki
- Counter:
Seiten Rengeki
- Combination: Tenchi Tsuukan
Moves List
Assists
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,< |
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). |
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 >
>
>
>
>
cancel tree.
Ground Normals
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. |
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. |
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. |
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. |
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) |
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. |
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. |
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. |
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. |
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. |
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. |
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 >
>
>
>
>
cancel tree.
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. |
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. |
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. |
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. |
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. |
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
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
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (away) | - | - | - | - | |
Shares sprites with 2HK, with identical hitboxes. |
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. |
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. |
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. |
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. |
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
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. 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. Like other projectiles, if the boundaries of the screen move backwards and/or upwards, the monkeys will continue on their path until they hit something as long as they're visible. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Three-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, while HP sends her much higher. While she can't block on the way down, Seiten has no landing recovery at all, so it's safer to throw out than other anti-airs (but that's still not exactly a good idea). |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
SonSon uses a gourd-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. On hit, 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. |
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. 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. |
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. However the magic of Wall Walk comes from its follow-up options in ~P and ~K. The P follow-up, regardless of button used, will cause SonSon to drop from the wall or ceiling in Super Jump state, which lets her both press buttons on the way down as well as cancel air specials into supers. The K followup will have 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). |
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 like some other dodges or teleports, and it can't be cancelled into from normals, Hofuku still has very special use cases. Its short startup can get her out of sticky situations faster than her other tools, and the entire crawling part of the move can be cancelled into any normal. |
Hyper Combos
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 well-timed super cancel after a Seiten Rengeki can keep the combo tight enough without it. \>If you whiff this while in Normal Jump state, You can air-dash afterwards to avoid the recovery if you still have it.</ |
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 can grant decent damage. SonSon has super armor during this super, so she can still take (a lot of) damage if your opponent knows how to abuse it. The attacks she can use last a while too, so she's usually better off committing to fire breath as much as possible rather than spending time on punches or movement. If she gets crossed up during this super, her turnaround animation also takes a bit, and with super armor her slow moves get even slower. Use En'Ou with caution. |
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 initially it can seem odd or niche, it's a potent super all things considered. POW has two key drawbacks that you must be aware of: the startup is too slow for her to get a true combo into it by herself, and if the POW word is blocked, she is incredibly punishable (even at fullscreen range) since she waits until the POW leaves the screen before she can act again. |
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
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
aaaaoi |
Taunt
go, go!
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.