Marvel vs Capcom 2/SonSon

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< Marvel vs Capcom 2
Revision as of 15:02, 14 July 2024 by Waffles ns (talk | contribs) (→‎Character Summary: forgot to remove the (example)s)

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

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

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

{{{content}}}

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



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