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    SonSon by Vegita

    Version: 5 | Updated: 07/15/03 | Search Guide | Bookmark Guide

    Marvel vs. Capcom 2
      SonSon Character FAQ
        Version: 5
    Game produced by Capcom
    For the Sega Dreamcast, Sony Playstation 2, Microsoft X-Box,
       and (of course) Arcades anywhere
    Guide Written by:   Reverend Eric "Vegita" Johnson   (VegitaBOD@aol.com)
    I      - Introduction
    II     - Character Background
    III    - Assists
           A   - Alpha
           B   - Beta
           C   - Gamma
           D   - AAA vs. Everyone Else
    IV     - Normal Moves
    V      - Special Moves
           A   - Shien-Bu
           B   - Fuusetzu Zan
           C   - Seiten Rengeki
           D   - Ground Crawl
           E   - Wall Climb
           F   - Kingin no Hisago
           G   - Air Dash
           H   - SonSon's Snapback
    VI     - Hyper Moves
           A   - Tenchi Tsuukan
           B   - Hyper En'ou
           C   - POW!
    VII    - Strategy and Combos
    VIII   - Various
           A   - Junk That Don't Fit Nowhere Else, Yo
           B   - Revision History
           C   - Thanks
           D   - No Thanks
    For those of you who wish to locate a particular section of this game, simply
    search for the header you want (CTRL + F).  If you want to find the Walkthrough
    section, then search for 'Walkthrough' until you find section IV.  Or, if you
    wish, you can quickly scroll down until you locate it.  It's your call.
    Also, if you are looking to write to me about this particular guide, put the
    name of the game guide as the Subject of your E-mail; failure to do so will
    result in my ignoring your mail (most likely).
    Finally...if you are looking for the SonSon vs. [insert character] sections,
    those are in separate guides now.  Feel free to check out my "SonSon Part 2"
    and "SonSon Part 3" guides for those particular tidbits of information.  Thanks
    in advance!
    ============================== MvC2 - SonSon 1 ================================
         --------------------------I: Introduction----------------------------
    ============================== MvC2 - SonSon 1 ================================
    Welcome, folks!  My name is Reverend Eric "Vegita" Johnson, and I'm here today
    to give you the most pathetic help for any character in a fighting game since
    my Super Butoden 2 FAQs!  I'd give you a background on myself, but that'd take
    too long.  So here's my fighting game history!
    I've been playing fighting games sparingly in my life.  I was always that poor
    schmutz that played as Dhalsim in the old Street Fighter II (the original)
    because I figured a guy with that kind of range couldn't possibly lose, right?
    Well, after several Street Fighter incarnations, I realized that I had to play
    as every character, even the ones that no one liked.  I became rather adept as
    a Zangief player, and I could even take quite a few Shotokan players with my
    Fei Long skills.  After the multitude of fighting games since, my ability to
    master all the characters has dwindled.  I've had to pick my fights (and
    fighting games) but even then, there's just too many people to go with.  Thus,
    what I've done is I play games, but I randomly pick people, and do what I can
    to win.  My view on the whole "Fighting Scene" was "Let 'em play as the same
    tried and true characters.  I'll find the better ones."
    ....unfortunately, there is a very good reason why those "tried and true"
    characters get picked so often - it's because they have the tools, the mind-
    games, or the sheer damage-capacity that allow them to surpass other
    characters.  Some characters are simply safer to use (i.e., Storm), some can
    afford to take tons of hits while dealing out a lot by themselves (Sentinel),
    some have the mind games working for them (Magneto), and some of 'em simply
    have the damage (Cable).  SonSon may lack the sheer damage and can't take a hit
    like Sentinel, but she is fairly safe and can work a few mind games.  She has
    what it takes to be a really great character, she just lacks certain tools and
    panache that makes characters the best.  I look at her as a lesser-calibur
    Storm; well rounded in a lot of areas, but not quite dominating enough to be
    any greater a character.
    She doesn't stink, but she certainly isn't the best.  I'm not going to lie to
    you, since that would only make you lose.  Oh well...fine, lose if you want.
    First off, let's get one thing straight: Even though I am Vegita, I will try to
    write from an un-biased point of view (although I still think I'm the best at
    everything).  Second of all, if I catch anyone copying all or part of this FAQ,
    ANY part of this FAQ (not counting little, inconsequential sentences like
    "First off, let's get one thing straight), I will destroy you.  I will rip you
    limb from limb like the excessively weak individual you are, and then I will
    sue you for copyright infringement.  Well, ok, maybe I'll just sue you, but if
    I got the chance I'd certainly go for the ripping of limbs from other limbs.
    Third of all, I do not own the rights to this game, the names of the characters
    in this game or FAQ, or have any ownership whatsoever of this game (except for
    the disk sitting in my Dreamcast, that is).  Those are the property of their
    respective owners.  If I find a website with this FAQ on it, and it has been
    changed in any way, does not give me proper credit, or is selling it without my
    knowledge and consent, then I WILL have my lawyers contact that site.  Are we
    clear (this means YOU, Vertsk8!)?
    Hey folks, if you're going to write me about this game, I must insist that you
    put, in the subject header of the e-mail, the name of game that you are writing
    about.  I am tired of having people write me, asking about games that I've
    written for, but they never tell me WHAT game they need help with.  This will
    help me in identifying what game you are talking about, and will also help me
    weed your e-mails out from the Spam I constantly receive.  If you do not put
    the name of the game in the Subject header, then I may not read your e-mail at
    all; I get a lot of spam, and people like trying to send me viruses,* so if you
    don't do something that will actually help me in determining whether or not
    your e-mail is legitimate, you can only blame yourself.
    ============================== MvC2 - SonSon 1 ================================
         ---------------------II:  Character Background-----------------------
    ============================== MvC2 - SonSon 1 ================================
    SonSon came from the somewhat popular arcade and Turbografix 16 games of the
    same name from the mid 80s.  SonSon walked from left to right on a series of
    platforms, jumping between the levels to avoid enemies and traps or to pick up
    items.  It was a fairly menial game, but this was from the same time period
    where "Galaga" was popular.  Good for a high-score or two, back when people
    cared about points.
    In the Ancient Chinese Folklore, there was a "Monkey God" named Son Gokuu (or
    Son Okuung, or Son Wukong...I've seen several spellings/pronounciations).
    Gokuu was a small monkey boy who, for unknown reasons, had ungodly strength and
    speed (as well as a tail and the general look of a monkey).  These qualities,
    however, were rivaled by his blatant stupidity and constant hunger.  Gokuu,
    through his multiple journeys and adventures, gained several tools to aid him.
    Such items were an extending Staff, which came from God himself (but God didn't
    know it was taken!), and a flying cloud (Kintoun) that he could ride on.  This
    created some odd adventures, up until he ate the giant peach of immortality
    that belonged to the god of the underworld, which made this mischievous little
    monkey-man quite the pest.  Heck, after that little stunt, it took Buddha
    himself to capture him!
    Gokuu had a few interesting traits about himself, too, that made him a truly
    unique...um, person:
      ~He had the looks of a man, but quite a few features of a monkey, as well
       (for instance: the tail!).
      ~Gokuu's main weakness was his tail (if you grabbed it, he lost all his
       strength), and
      ~If he tried to remedy the situation by cutting it off, it'd only grow back!
      ~Gokuu could pluck hairs off of his head and blow on them, causing them to
       turn into a miniature version of himself (confusing, no?).
      ~Finally, Gokuu would turn into a giant, raging Oozaru (Giant Monkey-thing)
       if he sight the full moon.  Bad news for anyone around him at the time!
    In case you hadn't figured it out yet, SonSon is based off of these same
    legends.  I think it would have been neat for Capcom to have gotten Akira
    Toriyama's permission to use HIS Gokuu, since that Gokuu had WAY better
    abilities.  Albiet by doing so, this would easily ruin the concept of "Marvel
    vs. Capcom", since there wasn't a Capcom game with Gokuu, nor was there an
    appearance in a Marvel comic by Gokuu...  I just believe that if it came down
    to the best "take" on the Monkey God legends, Gokuu would win out, THEN SonSon.
    At any rate, we have SonSon, taken from the SonSon games, originally based off
    of the "Travel to the West" Chinese Folk Tale.  Got it?
    There, that's all I know.  I swear.
    ============================== MvC2 - SonSon 1 ================================
         -----------------------III: SonSon's Assists-------------------------
    ============================== MvC2 - SonSon 1 ================================
    Welcome to the assist section, the 3rd thing you have to do in this game (first
    you decide which characters you want, then you use whatever button to pick
    their color).  The decision you make here can mean the difference between
    winning and losing, so choose wisely.
    ....aw heck, let's be honest: if you pick anything other than SonSon's AAA, then
    you're probably very new to the character.  Yeah, her Projectile assist has its
    uses, but her AAA has even MORE uses.  BETTER uses.  You don't have to find a
    way to use her AAA, while you often have to work her Projectile into the game.
    Why work around an assist when you can work with it?
    Before I get to each assist, lemme explain how it works - I give the assist
    (Alpha, Beta, Gamma), then I go down the list of particulars.  These are:
       Assist Type      - What the game lists the assist as (projectile, anti-air,
                          balance, etc)
       Assist Move      - What the assist actually is.
       Variable Counter - When you use a counter-move, this is what SonSon will do
                          (depending on which assist you pick for her).
       Variable Hyper   - If you perform a THC ("Triple Hyper Combo" or "Team Hyper
                          Combo"), this is the Hyper Move SonSon will perform.
    After these, I give a description of what SonSon's assist does, various
    properties it might carry, and ways of using it.  Great, let's get to those
                                  A   - Alpha Assist
    Assist Type:       Heal Type
    Assist Move:       Life-Up Peach (special)
    Variable Counter:  LP Fuusetsu Zan
    Variable Hyper:    Hyper En-ou (Hyper King Monkey)
    Description:       As you (should) know, a certain amount of damage you take
                       can be regained by tagging out and waiting for the red
                       portion of your health bar to be replenished.  However,
                       there are other ways to regain life, one such way being
                       SonSon's "Heal" assist.  She hops out, holding a peach
                       for you to grab.  By simply coming in contact with the
                       peach, your character will grab it and restore some of
                       their red health.
    Properties:        + (1) Heals Life
                       - (2) If the peach is not grabbed, SonSon is left standing
                             fora VERY long time
                       - (3) Cannot be comboed into (obviously)
                       - (4) Poor Counter
                     +/- (5) Appears directly next to the point character
    1 = +              Although it regains a small portion of your red-bar health,
    it just doesn't restore that much life.  Thus, if you plan on restoring a
    significant amount of health, then you'll have to call SonSon out a LOT.  This
    presents 2 problems:
      A)  You have to keep calling her out to regain life, putting her in danger
      B)  You have to protect her, which means you are putting yoruself in harms'
    Not very effective, is it?  I'm sorry, but I consider this type of assist to be
    the flat-out worst in the game.  If you desperately need life, then get that
    character outta there and switch in someone who can give them the time to
    regenerate.  Otherwise, don't bother at all.
    2 = -              It's bad enough that the assist isn't that effective in what
    it does, but if you don't grab the peach, SonSon will be left standing onscreen
    for quite a bit of time.  She becomes an easy tagert for any number of attacks,
    making whatever health you gained from the peach null and void by how much
    she'll LOSE (provided she survives at all, which won't likely happen against
    certain characters).
    3 = -              Since you can't attack with this assist, you can't very well
    combo into it.  However, you already knew that, didn't you?
    4 = -              A good ability for a characters' assist is to be an
    effective counter, and this one just isn't.  SonSon's Counter-Move, the
    Fuusetsu Zan, can be easily countered if it is blocked, and in some
    circumstances it can even be retaliated upon if it connects!  This is NOT a
    good way to bring in SonSon.  Trust me.
    5 = +/-            Probably the only good thing about this assist is the fact
    that SonSon appears right next to your point character, meaning if you wait a
    split second, you'll regain your health (the peach appears practically on top
    of you) and SonSon will be able to exit in a hurry.  Unfortunately, even if
    you're standing right on top of her, she can be still harmed by a number of
    characters' attacks - Cable can AHVB, Sentinel can HP Mouthbeam xx HSF, Storm
    can Typhoon xx Hailstorm, Blackheart can Inferno xx Heart of Darkness, etc.
    Usage:             If you absolutely insist on using this assist, make sure
                       you are ready to nab the peach from SonSon's hand in a
                       hurry.  If you don't, then she'll be left waiting for your
                       opponent to dish out an unhealthy helping of pain onto her
                       wittle-bitty head.  Cover her and she shall reward you with
                       peachy goodness.
                       Her Counter Move has her performing a LP Fuusetsu-Zan,
                       which is a fairly lackluster move unto itself.  If you
                       counter an attack, make surethey are in close or else
                       SonSon's gonna be left VERY wide open.  Since this is
                       not easily cancelled into anything beneficiary to a
                       counter situation, you might as well consider her dead
                       if the move is blocked.  Heck, you can even be punished
                       by certain characters if you connect with it!
                       Her THC Super (Hyper En-ou) simply has her growin' up to
                       giant monkey size, then breathing fire (uncontrollably)
                       up and down.  As neat as this looks, it is rather
                       frustrating since it bounces your opponent upwards and
                       can prevent them from taking the full brunt of the other
                       2 Hypers.  For example - War Machine might not hit with
                       as many many missiles from his Hyper Move because SonSon's
                       flame breath sent them too high.  Sucks to be this assist.
    Remember to call the assist only when you're sure that you can safely protect
    her.  I don't care if your entire bar is red, don't call her out when Cable has
    a bar of meter and is close enough to the ground to blast her - the tradeoff is
    NOT worth it.
                                   B   - Beta Assist
    Assist Type:       Projectile
    Assist Move:       HP Shien-Bu
    Variable Counter:  LP Shien-Bu
    Variable Hyper:    Hyper En-ou
    Description:       Shien Bu.  SonSon steps out and performs her Shien Bu
    projectile.  She holds out her hand and blows three hairs off of it, which
    immediately turn into 3 smaller monkeys.  these monkeys chitter annoyingly as
    they fly across the screen in a slow, horizontal wave pattern.  For more
    information on this assist move, check out the 'Special Move' section of this
    Properties:        + (1) Somewhat-slow projectile, good for pressure
    Usage:             + (2) Decen aerial coverage (once the monkeys splay out)
                       + (3) It can irritate your opponents with its sounds
                       + (4) Each monkey counts as 1 projectile (you need 3 to stop
                             all of them, in other words)
                       - (5) Too slow (in coming out) to combo into
                       - (6) Too much lag during and after the projectile starts
                       - (7) Low Damage
                       - (8) All 3 monkeys hit at once; thus, there is no pinning
                             or trapping time
                       - (9) Appears next to the point character, putting her in
                             direct danger
                       SonSon's projectile assist is a slow-travelling trio of
                       projectiles.  Let's hear it for this assist, eh?
    1 = +             This move is actually fairly decent when it comes to a
    pressure game, provided you can cover the little monkey while she's spittin'
    out the projectiles.  When compared to other projectile attacks, you have a
    slow-moving one that can (eventually) take up a good portion of the ground-
    screen's area, pressuring your opponent while you set up another attack.
    2 = +
    Usage:            If you're facing someone who is running away, then the
    pattern of travel will be able to prevent them from jumping quite as
    effectively.  You can also use it in conjunction with combos so that it will
    come out and act as a buffer, getting your opponents' face while you briefly
    recover from larger hits and specials.  Aside from that...well, you're going to
    be trying to use this more than you will be ACTUALLY using it.  Bleh.
                                  C   - Gamma Assist
    Gamma Assist Type:  Anti-Air
    Gamma Assist Move:  HP Seiten Rengeki
    Variable Counter:   HP Seiten Rengeki
    Variable Hyper:     Tenchi Tsuukan
    Description:        Seiten Rengeki.  SonSon jumps out and moves in an upward
                        motion with her "Uppercut" attack, the Seiten Rengeki.  She
                        Spins her Bo Staff wildly while chittering away, hitting 3
                        times and carrying her opponent(s) skyward.  What a crazy
                        monkey.  She has great range, priority, and speed.
                        Unfortunately, this does not do "deadweight" dmage, simply
                        allowing your opponent to recover (and block) after the hits.
    Properties:         + (1) Very fast start-up
                        + (2) High Priority
                        + (3) Good distance (horizontal and vertical)
                        + (4) Great counter-move
                        + (5) Good range of attack (the bo itself)
                        + (6) Hits multiple opponents and carries them away
                        + (7) Not next to the point character long enough to be
                              in too much danger
                        + (8) Beats out or trades with other high-priority
                        + (9) Is a decent AHVB set-up (one time) and Hailstorms,
                              Armageddons, Hearts of Darkness...
                        + (10) Works as an Iron Man infinite set-up
                        + (11) Can OTG Opponents
                        - (12) Sends them too far/high to easily combo off of
                        - (13) Low Damage
                        - (14) No Invincibility
                        - (15) Vulnerable from below
                        - (16) Opponent recovers before they hit the ground (Unfly)
                        A quick-starting assist that works great as a "back off!"
                        style of assist.  Let's take a closer look at the
    1 = +               This move has a VERY fast start-up.  Lemme give you an
    example: Magneto rushes in and hits twice with his c.LK, c.LK, calling the
    assist out on the first c.LK.  SonSon will successfully connect with her anti-
    air immediately, meaning your 2nd c.LK will actually coincide with first hit of
    the AAA.  It's quick enough to be chained into, meaning guys like Blackheart or
    Storm can combo into Hyper easily by using her as a bridge between their own
    combos and the start of their Hyper.  Sentinel can use flight-mode to tag them
    with it while attack, adding more damage to a combo or simply enhancing his
    stomping attacks by preventing your opponent from running away.  Heck, Cable
    can use her to stop rushing opponents, then immediately Superjump and AHVB them
    before they can recover (although the timing is a little more precise than,
    say, Cyclops' AAA).  Rock on, Monkey-Girl.
    2 = +               This attack is a very high-priority move.  Cable and
    Cyclops may have a high priority d.HK when in the air, but either of them will
    still be beat by SonSon's Anti-Air.  This means she works well against ground-
    based opponents that have more priority per attack (Cyclops, Sentinel, etc), as
    well as aerial opponents that are trying to jump-in on you.  However, don't
    think she's immune to everything - there are moves that WILL stop her, such as
    projectiles (smartbombs, photons, etc), certain normals (Blackhearts' HK
    demons), and Hypers (Photons again, Demons again, Hailstorms, etc).  Heck,
    SonSon's AAA can even pass right through Cable's Grenade (prior to explosion),
    making her a somewhat viable way of removing them before they can detonate!
    3 = +               SonSon's movement is actually quite effective when
    performing her anti-air.  Hopping out, she covers roughly 1/2 the screen
    horizontally and 3/5th of the screen vertically.  That's cutting a wide swatch,
    allowing your point character some breathing room or the opportunity to stop
    your opponent from running away and starting up another tactic (i.e., Storm and
    Dhalsim's runaway).  She will usually land behind her opponent, provided they
    are not clear at the other side of the screen, so she usually ends us safe from
    most forms of retaliation; people like Silver Samurai, Sentinel, Magneto,
    Storm, and Gambit can still get her, but they have to be quick and have meter
    to do so.
    4 = +               Counters can be extremely effecitve of a complete waste of
    time in this game.  Thankfully, SonSon's counter is a definite plus.  By
    countering her in, you have a high-priority, fast start-up move that can easily
    halt whatever attack your opponent was performing (provided it wasn't a
    projectile, since you probably won't hit your opponent from that).  What's
    better is that if you have 2 bars of meter, you can counter in SonSon and -
    provided it connects - chain into her Tenchi Tsuukan hyper, adding even more
    damage to the combo.  On your average character (2-bar damage setting), that's
    a good 1/3 of their life!  She may not be the greatest, but she's got it when
    it counts.
    5 = +               As if the range she covers isn't enough, the bo itself
    (when being spun) has a good amount of range as well, giving her really good
    physical protection and taking up a good portion of the space she flies
    through.  This allows her to strike darn-near everything in her flight path,
    stopping them with her assist (as long as they aren't using an attack that can
    stop her).
    6 = +               Have no fear, this move will hit more than just 1 opponent!
    Suppose your adversary calls out an assist of their own, and is ill-equipped to
    protect the assist (or themselves).  SonSon's assist WILL take both of them,
    dealing damage to both and flinging them upward.  Isn't this fun, kiddies?  You
    can take out the assist AND the point character with SonSon!
    7 = +               Normally, the downfall of a character is their placement on
    screen; for some assists, putting them next to the point character is a bad
    thing (such as SonSon's projectile assist), while for others their placement on
    the edge of the screen can ruin their attack (such as Jill's Dash assist).
    SonSon's assist drops her next to the point charcter, which is perfectly fine
    for her assist - it's quick enough to get out of danger, and high enough in
    priority to halt rushes and in-close attacks.  She lands away from the point
    character, which makes her safety even better - she is seperate from the main
    character, so your opponent would have to attack one character or other other
    rather than both (unless you're Cable, Storm, Juggernaut, or a few other
    characters...and even they ahve to take risks just to get both of you).
    8 = +               I use the term "high priority" a lot, and it might not mean
    much to some of you.  However, when you have a move that is high-enough in
    priority to halt other much more effective moves, then you have a winner.  For
    example, SonSon's assist will beat Psylocke's Anti-Air assist.  As you may (or
    may not) know, Psylocke's assist is extremely useful in the fact that it
    carries a lot of priority and drops enemies a la "deadweight" damage.  SonSon's
    assist can beat this assist, meaning if your opponent tries to stop you via
    Psylocke, they'll find their own assist being carried away instead of their
    attack succeeding.
    9 = +               Some assists are considered "top tier" because they easily
    set up other characters' biggest, best attacks.  SonSon's Anti-Air is no
    exception to this rule, as a quick-minded Cable can Superjump after a connected
    Assist and immediately HP xx AHVB his opponent(s).  More common uses of assists
    include Storm comboing her opponent into her s.HK launcher, calling an assist
    to juggle them higher while she flies into a Hailstorm.  Blackheart can call
    her out while performing a c.LK, c.LK, then cancel into an Inferno and chain
    that into an Armageddon or a Heart of Darkness (depending on your placement to
    the corner).  There are other examples; these are just a few.
    10 = +              Iron Man is known for 1 main thing - his easy-to-do
    infinite that can take out most anyone by itself, and by comboing into his
    Proton Cannon (and, if necessary, DHCing into another effective Hyper), you can
    even drop Sentinel at full life.  However, the infinite itself isn't that easy
    to set-up with just Iron Man, so the use of certain Assists (like Psylocke or
    SonSon) is very handy.  If Iron Man manages to catch his opponent with SonSon's
    assist and is fairly close to 'em, he can jump after them and perform a j.LK,
    j.MP, j.LK, up j.HP to catch them and start up the infinite.  Tsk tsk tsk, you
    made one mistake and lost a character from it!  You'd better hope that he isn't
    good enough with Iron Man to 100% consistently guardbreak your next characters,
    or else that 1 mistake could cost you the match!
    11 = +              Something that I've always liked about this assist is its
    OTG (off the ground) uses.  Characters that normally have no feasible way of
    performing OTGs can how do so with the use of SonSon's AAA, and it only makes
    them that much more potent.  As discussed earlier, the assist is a great set-up
    for IM's infinite - and you can OTG your opponent for an easy set up by doing
    c.LK, c.LK, assist OTGs them, j.LK, LP, LK, u.UP, etc.  Juggernaut can c.LK,
    c.LK trip you, have SonSon OTG them, and headcrush most of their life away.
    It's a VERY potent tool for characters who otherwise lack the ability, and one
    that should be heavily experimented with.
    12 = -              Unfortunately for you, SonSon's assist - due to its high
    vertical range - will usually send opponents too far for you to easily combo
    off of.  There are characters that can still add SonSon's AAA to a combo and
    make it work (i.e., Blackheart, Storm, and Cable, among others), but most
    people will find themselves unable to capitalize on SonSon's attack.  For
    example, if Magneto wants to combo his opponent with SonSon and continue
    the combo in the air, he will have to superjump and then immediately
    airdash up after them just to hit them before they can recover.  Sorry!
    13 = -              I hope you're not planning on using this assist to do
    damage, since it really doesn't inflict that much.  Throw it out there to stop
    enemies, not to kill them.  It only does 3 points of block/chip damage, so
    you're not going to win any battles via blockstun tricks either.
    14 = -              The one main thing that sets this assist lower than other
    assists (although not many assists, and not by much) is that it lacks an
    invincible start-up.  Certain assists have varying amounts of Invincibility to
    them, like Cammy's, Ken's, Cyclops, or Akuma's, which allow them to beat out
    other attacks and/or assists.  This is not the case with SonSon's AAA, which
    (unfortunately) can be beaten by a variety of normals and such.  Yes, it's a
    high-priority move an' all, but that doesn't mean it can pass through
    projectiles unharmed.
    15 = -              Ah, another problem that the little monkey faces - she is
    open to attacks from behind and below during her assist.  That is to say, if
    you miss with the assist, she is fair game to whatever her opponent wants to do
    to her (from below).  Doom could use his Vertical Flame, Blackheart could
    punish her with a variety of attacks (Inferno xx any super), and so on.
    16 = -              Quite possibly the final nail in the coffin is the lack of
    deadweight damage.  When SonSon connects, she carries her opponent upwards, but
    they recover once she's finished hitting them (i.e., Unfly Mode)   This means
    that they can block any follow-up attacks that aren't quick enough to hit.
    Heck, they're free to retaliate once the attacks stop, and if you're the right
    person (cough Dr. Doom cough) then you can actually capitalize on this attack.
    This can be twice as bad whencharacters like Sentinel, Doom, or Iron Man get
    hit by this, since they can then cancel into Flight Mode and then have the
    advantage of being able to attack again when cancelling out of Flying.
    Usage:              Using this assist is quite simple, really - if you feel
    pressured by an enemy's attack or are being rushed too much, throw this out
    there to stop them.  If you need a quick attack to stop your opponent from
    running away, this could very well do the trick.  Use her assist to counter
    moves and halt attacks, but don't think of it as a primary source for offense.
    You can combo into her and possibly combo off of her, but you have to know what
    to do and when.  Learn to use it effectively and you shall be rewarded for your
       1)  Sentinel, while flying and stomping on his opponent, wants to make sure
           they don't try to run beneath him or jump in front of him.  As such, he
           repeatedly stomps on them while calling SonSon's assist to give a
           diagonal line of offensive-defense, preventing them from moving much
           further in either direction.
       2)  Blackheart lands a lucky c.LK, c.LK.  Reflexively, he calls out SonSon's
           AAA, continuing the combo.  Blackheart then performs a HP Inferno
           cancelled into his Heart of Darkness Hyper, tacking on even MORE damage
           to the unlucky bloke.  This was covered above, however, so I suppose I
           should come up with another example...
       3)  Magneto keeps rushing down Cable, using Psylocke for added hits and
           such.  Cable calls out SonSon, whom outprioritizes Psylocke AND takes
           out Magneto's rushing.  Cable then Superjumps and AHVB's the two,
           followed by a DHC into Storm's Hailstorm.
       4)  Anticipating Storm's Runaway, Silver Samurai calls out SonSon to try and
           stop her from flying upwards.  Sure enough, she tries to make the jump,
           but is forced to block SonSon.  Attempting to use her Lightning Attack
           to continue upwards, Storm is caught off-guard as SilSam uses a Hyper
           Lightning to shock her into submission.
       5)  Juggernaut badly wants to land his headcrush.  He has a bar of meter,
           and is glitched and ready to go.  Therefore, he manages to land a c.LK,
           c.LK while calling out SonSon, OTGs them, and Headcrushes the remainder
           of their life off.  Sweetness!
       6)  3 words - Iron Man's Infinite.  He can set it up with SonSon's AAA
           by following a connected hit, he can perform a c.LK, c.LP while calling
           her out and then perform it, and he can even c.LK, c.LK trip them, OTG
           with SonSon, and THEN start the infinite.  I don't care what anyone says
           about Psylocke or Cable, I think SonSon is his best bet for setting up
           his most potent ways of damaging foes.
                             D   - AAA Versus Everyone Else
    Now, just for the sake of completion and to let you know how nice an assist
    this is, I'll give you a list of every assist in the game and which ones
    SonSon's Anti-Air Assist (AAA) beats.  Hey, it could be helpful.  Oh yeah, and
    it's alphabetical (non-specific to Marvel or CapCom), so if you need the list
    of people then here it is:
    Amingo                   Iceman                  Sentinel
    Anakaris                 Iron Man                Shuma-Gorath
    Blackheart               Jill Valentine          Silver Samurai
    Bulleta (aka B.B. Hood)  Jin Saotome             SonSon
    Cable                    Juggernaut              Spiderman
    Cammy                    Ken Masters             Spiral
    Captain America          Kobun (aka Servbot)     Storm
    Captain Commando         Magneto                 Strider Hiryuu
    Chun-Li                  Marrow                  Thanos
    Colossus                 Morrigan Aensland       Tron Bonne
    Cyclops                  Nash (aka Charlie)      Vega (M. Bison)
    Dan "The Man" Hibiki     Omega Red               Vemon
    Dhalsim                  Psylocke                War Machine
    Dr. Doom                 Rockman (aka Mega Man)  Wolverine (Adamantium)
    Felicia                  Rogue                   Wolverine (Bone-Claw)
    Gambit                   Roll                    Zangief
    Gouki (aka Akuma)        Ruby Heart              Mecha Zangief
    Guile                    Ryu
    Hayato                   Sabertooth
    Hulk                     Sakura
    And here we go!
    Alpha - (Heal):     This assist doesn't attack at all.  Thus, SonSon owns it.
    Beta - (Enhance):   Same as Heal.  SonSon eats this assist up.
    Gamma - (Balance):  SonSon will destroy the Onion Roll assist about 99% of the
                        time.  If you get the timing down absolutely right,
                        however, Amingo can barely catch SonSon's legs and hit
                        her instead.  Therefore, I say she wins 99% of the time.
    Verdict - SonSon's AAA owns Amingo for free.
    Alpha - (Ground):   Anakaris' Cobra Blow will get owned by SonSon about 99% of
                        the time.  On very, very rare occasions, the cobra head
                        will trade hits with SonSon - however, the clear majority
                        of the time SonSon will cleanly take him out.  At best, it
                        TRADES hits, which is still bad.
    Beta - (Throw):     SonSon, as an assist, cannot be caught in the Miira Drop
                        command throw; as such, she will always beat this assist
                        (unless your point character is caught, in which then
                        SonSon won't attack).
    Gamma - (Variety):  If SonSon hits the coffin from beneath as it drops to the
                        ground (and ONLY when it's dropping to the ground), she is
                        stopped cold.  Keeping this in mind, SonSon will usually
                        beat out her rival assist - you has to time it so that she
                        appears far enough away to not hit Anakaris (the coffin
                        stops dropping the moment he is hit), and the coffin has to
                        be on its way down to connect.  SonSon will pass through it
                        if it is on its way up or through its side, leaving her
                        unscathed.  If both characters are at full-screen and they
                        call their assists at exactly the same time, SonSon will
                        still successfully make past the coffin unscathed; however,
                        if Anakaris is the slightest bit earlier, he will stop
                        SonSon.  This won't matter if either player is a few steps
                        closer, however, as SonSon will knock Anakaris out of his
                        coffin-dropping before it has a chance to hit her.
    Verdict - Anakaris has to get very lucky to stop SonSon, or be very precise.
    Other than those rare, rare instances, SonSon kicks Mummy-boy all the way back
    to the Pyramids.
    Alpha - (Ground):    SonSon doesn't touch the ground when initially coming out,
                         so you can call her out at full-screen and she won't touch
                         the Dark Thunder on the ground.  In fact, the only times
                         she will touch it are if Blackheart is called out as she
                         is landing, or if Blackheart is already performing his
                         assist and SonSon is called out directly into the electric
                         flow.  If you are just barely out of range, SonSon will
                         tear him up.
    Beta - (Anti-Air):   Once again, SonSon seems to be rampantly vicious here.
                         Her AAA is within the Inferno column so shortly that she
                         practically never gets hurt; you have to time it so that
                         she ends up passing through the column as one of the 2
                         waves hits (which is tough timing indeed).
    Gamma - (Launcher):  Blackheart can only hit SonSon with this as she is
                         landing.  Heck, she even hits him at full-screen 'cause
                         he sticks his big arms out!
    Verdict - Blackheart can sometimes beat SonSon with Ground, but AAA and
    Launcher lose through and through.  SonSon wins again.
    ---Bulleta (aka B.B. Hood)---
    Alpha - (Projectile):  If SonSon is close enough to catch Bulleta as she starts
                           the move, then she will hit her; otherwise, the missile
                           will win out.
    Beta - (Anti-Air):     If SonSon is hit by the fire, she'll lose out.  Aside
                           from that, she will always win.  If she's close enough
                           to hit Bulleta, then she will hit her without touching
                           the flame.
    Gamma - (Variety):     Bulleta's handbag will trade hits with SonSon 50% of the
                           time...but if SonSon is close enough to hit her, then
                           SonSon will win every time.
    Verdict - It takes rather particular timing to hit SonSon with Bulleta's
    attacks, or stupidity on your part (calling her out so she can fly into a
    projectile or flame? WHY?).  I say SonSon wins.
    Alpha - (Projectile):  Projectiles are always a little iffy.  If SonSon is not
                           close enough to hit Cable when he is performing his
                           assist, then Cable will hit her; otherwise, it's SonSon
                           all the way.
    Beta - (Anti-Air):     This is the assist that most anyone picks when they
                           have Cable on their team, and with good reason.  If at
                           full screen, SonSon will only lose if she is directly in
                           the path of the Psimitar.  When in close, the two are
                           locked 50/50 in winning (they usually trade).  As long
                           as SonSon doesn't touch the Psimitar, she'll win...but
                           Cable's awfully good at getting that thing out there.
    Gamma - (Variety):     Ok, now this assist is downright funny.  Cable's Grenade
                           will only catch SonSon if it explodes and SonSon is then
                           called out directly into it; otherwise, she'll hit Cable
                           when he comes out, or even destroy the grenade itself
                           (prior to explosion) with her AAA!
    Verdict - As long as you're not calling SonSon out with the intent of getting
    hit by Cable's AAA, then she should usually win out here.
    Alpha - (Anti-Air):    Pfft...the only way SonSon can hope to hit Cammy's AAA
                           is if she connects while Cammy is falling from the
                           attack, or afterwards when she's standing on the ground.
                           If Cammy still has the blue flame on her leg, she is
                           100% invincible, and cannot be harmed.  Thus, SonSon
                           cannot hope to beat her.
    Beta - (Dash):         Here's an interesting little one...as long as SonSon
                           manages to hit Cammy with her staff and only her staff,
                           then she will win.  If she doesn, then Cammy's Cannon
                           Drill will tear through her easily.  It seems to be a
                           50/50 win rate on this one, so I label it a draw.
    Gamma - (Expansion):   Another oddity of an assist, yet the favor is still with
                           SonSon.  Provided that Cammy hasn't completed her spin
                           and doesn't have her fist out, then SonSon will always
                           beat her; even then, Cammy has to hit SonSon with the
                           blue flame on her arm, or else she will lose.  That's
                           not exactly the greatest window of opportunity, so this
                           one will almost always end up with SonSon winning.  Just
                           make sure she doesn't get punched and you'll do fine.
    Verdict - That's right, SonSon loses, wins, and ties with Cammy, giving her a
    50/50 win/loss ratio all around.  Great!  That SUCKS!
    ---Captain America---
    Alpha - (Projectile):  The only way SonSon loses to Cap'Am and his Shield
                           Toss is if she is called out right when the shield would
                           hit her.  She plows throw the Captain (who appears at
                           the edge of the screen, giving him a little safety),
                           and can even hit the shield with her staff itself and
                           knock it away harmlessly.
    Beta - (Anti-Air):     The Captain wins if - and only if - he appears close
                           enough to hit SonSon herself, and comes out quick enough
                           to hit her right as she appears.  For some odd reason,
                           he can follow her up (i.e., come out after she does) and
                           STILL get damaged by the staff.  That's right, SonSon
                           hits him from above with the attack!  The best he can
                           hope for is a trading of hits, which just isn't that
    Gamma - (Dash):        Actually, Cap'Am will often beat out SonSon's AAA with
                           his Shield Dash attack.  SonSon has to appear at just
                           the right placement so that her staff hits the Captain
                           while remaining out of range from being hit herself.
                           Funny thing is, as often as the Captain trades, you can
                           reflex-call SonSon and she will usually start up just
                           right to connect on the Captain, not just trading but
                           BEATING him.  SonSon wins up close and on the reflex,
                           but the Captain wins everywhere else.  I'd call it a
    Verdict - SonSon holds the edge on the first two, and ties against his Dash.
    Considering his Dash is far more useful as an anti-rushdown assist (that, and
    it's easier to work with than his AAA, despite his requirement of added
    protection), that's not too good for SonSon.  She wins...mostly.
    ---Captain Commando---
    Alpha - (Ground):      CapCom's Captain Fire has decent range, and appears
                           behind the point character; however, SonSon is fast
                           enough that she will usually either avoid getting hit
                           by the flame, hit CapCom before he can hit her, or even
                           hit the point character and completely miss the assist
                           entirely!  So while the assist might hit your point
                           character, SonSon is going to win against SOMEONE.
                           Heck, you have to time the attack just to make sure
                           SonSon gets hit by it, meaning that SonSon is going to
                           be safe the vast majority of the time, while CapCom's
                           Ground (shouldn't it be projectile?) loses all over the
    Beta - (Anti-Air):     I swear, you're going to love this...SonSon, when close
                           enough to CapCom, actually beats him.  Not trades, not
                           loses...BEATS him.  There is a tiny fraction of time
                           where - if CapCom is called just SLIGHTLY before SonSon
                           - then his Captain Corridor will beat her.  Also, if
                           CapCom is far enough away for SonSon to be unable to
                           hit him, than the Corrodor will usually take her out.
                           However, SonSon actually beats him 9 times out of 10
                           when within striking range.  Don't believe me?  Get a
                           friend and go into training mode and check it out your-
                           selves.  Since SonSon has to be that close, though,
                           and that probably isn't going to happen TOO much, I
                           might as well give the benefit of the doubt and say this
                           is an even trade.
    Gamma - (Expansion):   Now here's an oddity - CapCom's Captain Kick beats
                           SonSon's AAA, nearly every time they meet.  The thing
                           is, his flaming foot carries tons of priority, and has
                           enough reach to kick through SonSon's staff so that you
                           have to time it just right so that she AVOIDS his foot
                           just to beat him.  Granted, that's all fine and good if
                           you try to call your assist on reflex, but if you're
                           both just mindlessly calling them out at the same time,
                           expect to see SonSon get the boot.  Literally.
    Verdict - SonSon wins over Ground, (roughly) ties with his AAA, and loses to
    the Expansion.  Blast it, there's another Draw!
    Alpha - (Projectile):  As with any other projectile, SonSon will lose only if
                           she's placed in such a place where she will be hit with
                           the projectile.  Since Chun-Li appears behind the point
                           player, this is rather troublesome for her...but SonSon
                           is fast enough to beat her.  It all comes down to just
                           how close you are to the assist when they start their
                           attack.  If you're point-blank, then SonSon will usually
                           take the cake.  I'd call this a win.
    Beta - (Anti-Air):     Another interesting one to rate, with rather surprising
                           results.  If called out at the same time, Chunners will
                           beat SonSon.  If SonSon is there a tad before Chunners,
                           then they will usually trade (although SonSon in the few
                           times someone one, it was always Chun-Li).  If Chun is
                           out before SonSon, then SonSon will mop the floor with
                           her.  Heck, as long as they aren't coming off the ground
                           at the exact same time (or near to it), then SonSon
                           seems to always beat Chun-Li at the AAA game.  Chun-Li
                           seems to carry some sort of freaky SUPER-high priority
                           when she first starts off, but then loses to any AAA
                           that wants to hit her.  Don't ask me; I'll just call it
                           a draw, thank you very much.
    Gamma - (Expansion):   Hmm...wellsir, if Chun-Li is in the process of bringing
                           her Leg down, then SonSon will lose to her handily.
                           However, if SonSon can hit her prior to this from ANY
                           angle, she'll beat her...however, timing is a tad stick
                           on this; furthermore, Chunners' expansion assist is an
                           overhead hit, which means you'll have to be careful
                           dealing with her entirely...and SonSon's AAA won't
                           always take her out for you.  Bah...ANOTHER draw!
    Verdict - That's right, 2 draws and a win.  One is difficult to hit, but she'll
    win (so long as the projectile doesn't get her first), and the other two are a
    trade (at BEST) and a strict timing issue.  That's almost 3 draws, man!
    Alpha - (Dash):        Colossus not care about little Monkey Girl!  Colossus
                           Dash assist trample her almost always!  She have to hope
                           to hit me in just the right place, at just the right
                           time, or she no win!
    Beta - (Anti-Air):     Odd...SonSon beats Colossus' Anti-Air almost as if he
                           wasn't attacking at all!  She beats him on the start-up,
                           she beats him in the air, she beats him at a distance...
                           she even beats him if he follows her up into the air,
                           getting hit from above by the BOTTOM of her staff!  I
                           really didn't expect to see this, but that's what I saw
                           when I did it.  Go try it for yourself.
    Gamma - (Launcher):    If the timing and distance are JUST right, then Colossus
                           will trade with SonSon...otherwise, the only way he can
                           possibly beat her is after she's finished her attack
                           arc.  She beats this one handily.
    Verdict - Loss, loss, win...man, I never thought I'd see Colossus' Dash Assist
    as a more viable assist than his AAA!  Oh well...it's a 2/3 majority win for
    SonSon on this one.
    Alpha - (Projectile):  The only times loses to Cyclops' Optic Blast assist are
                           when she is called out specifically to be IN the beam
                           when she appears.  Heck, I've seen moments where SonSon
                           jumps out, flies THROUGH the beam, and STILL hits the
                           point character and/or assist.  Now THAT's funny.  Win!
    Beta - (Anti-Air):     Blast...ok, at full screen and slight-closer, SonSon
                           will beat Cyclops no matter when they're called (unless
                           Cycs is called out to hit her with the optic bullet).
                           Getting close, SonSon can only trade hits with Cyclops.
                           Anything closer than mid-screen and you're askin' to be
                           punished, as Cyclops' few startup frames of animation
                           are invincible.  Thus, he will ALWAYS beat SonSon at
                           this range.  Bah!
    Gamma - (Expansion):   The only time I have EVER seen this assist beat SonSon
                           is when Cyclops somehow came out before she did, landing
                           the 2nd kick of the Cyclone Kickright as she arrived and
                           hitting her low with it.  Aside from that, SonSon will
                           always drop his Expansion Assist like a bad habit.  In
                           fact, if you see someone using this assist, you should
                           correct them of that habit by beating them down.
    Verdict - 2 wins and a loss...of course, for anyone well-versed in this game
    then the 1 loss doesn't come as a surprise.  Oh well...
    ---Dan "The Man" Hibiki---
    Alpha - (Projectile):  SonSon has to be called out JUST right to be hit by
                           Dan's Gadouken.  As such, he loses up close, he loses at
                           a distance, he losesif he's out there first (usually),
                           he loses if he's NOT out there first...heck, I've seen
                           SonSon appear with the Gadouken right above her head,
                           and she STILL shredded Dan like nobody's business.
    Beta - (Anti-Air):     It's all a matter of who gets there first.  If SonSon
                           is out and about by the time Dan arrives, then she'll
                           beat him.  If Dan appears first, then SonSon's going to
                           be punched out, regardless of range.  Normally, I'd rate
                           this as a draw, but Dan - every 4 times he uses a
                           Gouryuken - will flash white, and his assist will be
                           invincible.  As such, it's a draw until the 4th time...
                           and that's when Dan wins.
    Gamma - (Variety):     Honestly?  I tried a bunch of times, and I simply could
                           not seem to get Dan to beat SonSon with his autograph
                           assist.  I had to time it just right for him to HIT her
                           with it, and that was only with the throwing part, after
                           SonSon had finished her sweep.  Does she beat him?  Oh
                           most definitely.
    Verdict - Blasted Dan...he had to keep SonSon from sweeping him.  Shoot.  Oh
    well...2 out of 3 isn't bad, eh?
    Alpha - (Projectile):  Good ol' stretchy arms certainly does have one of them
                           thar projectiles for an assist!  It's slow, it has a bit
                           of startup to it...and best of all, SonSon can easily
                           avoid hitting the flame and sock Dhalsim before he can
                           suck the chucker out (sic).  Much like Chun-Li, however,
                           he appears behind the point-man, meaning SonSon has to
                           go a little further to hit him.  However, Dhalsim seems
                           to have a little more start-up to his projectile than
                           Chunners, which means SonSon has a little more time to
                           get 'em.  I'd say SonSon wins this one.
    Beta - (Ground):       Ah yes, the Yoga Flame.  Honestly, I don't see much use
                           for this attack when you're playing as Dhalsim, and that
                           isn't even getting to it as an assist!  It has a bit of
                           a start-up to it, which gives SonSon time to come out
                           and blast him away before he can perform the Flame.
                           What's better, however, is that it's a one-hit attack...
                           this means that your point character can block the flame
                           (or even take the hit), and SonSon will be able to plow
                           throw the remaining animation of the Flame and hit Ol'
                           Stretch while he's incapacitated.  I'd say this is a
    Gamma - (Anti-Air):    Since Dhalsim's Yoga Blast is aimed upwards, that means
                           you can casually walk up and call in SonSon to sock him.
                           Essentially, the only way SonSon is going to get
                           enscorled is if you intentionally call her out to get
                           hit by the fire.  As long as she isn't hitting flame -
                           which shouldn't be difficult, since it's aimed upwards -
                           then she'll win out.  Just like his Ground Assist, if
                           you jump and block the hit while calling out SonSon,
                           you don't even have to worry about the flames anymore.
    Verdict - Win, win, win.  Man...Dhalsim doesn't like SonSon.
    ---Dr. Doom---
    Alpha - (Variety):     What, his grounded Photons?  There's start-up on it,
                           giving SonSon some time to pop out and hit him...and
                           there's quite a bit of lag, allowing her to appear past
                           the Photons and still hit him.  Really, like a lot of
                           Projectiles, you have to put SonSon in a position where
                           she will intentionally get hit by the Photons for her
                           to lose.
    Beta - (Anti-Air):     Yeah, right...essentially, each of Dr. Doom's rocks
                           counts as a projectile when they circle him (9 rocks),
                           and as another 9 when they fly out.  Thus, SonSon would
                           have to be able to take out that many projectiles to hit
                           him.  Since she can't really take out 1 projectile
                           (barring special circumstances), that means she loses
                           out here.  Heck, I have trouble just getting her to him
                           him at all!
    Gamma - (Projectile):  Ah yes, Doom's Projectile.  As with any other projectile
                           I've listed thus far, you should know the answer - if
                           you want SonSon to lose here, then you have to
                           practically set it up so that she gets hit by the beam.
                           Otherwise, she'll beat him six ways from Sunday.
    Verdict - Win, Massive Loss, Win.  Well...problem with this is that you don't
    see Dr. Doom using anything BUT his Anti-Air Assist, so it's a bad day for
    SonSon.  Don't send her out against someone who has Doom AAA on their team;
    you're just askin' for a headache.
    Alpha - (Expansion):   Felicia's Expansion is her Delta Kick...and just like
                           Chun-Li, her start-up has a freakish amount of priority
                           to it.  Unlike Chunners, though, SonSon will beat her at
                           any point of the attack as long as it's not the very
                           beginning.  I've seen the occasional trading of hits,
                           but the majority of the time SonSon won out.
    Beta - (Ground):       This one seems to be entirely steeped in the range of
                           the assists from each other to determine who will win.
                           If SonSon is at point-blank, then she'll win over (or at
                           least trade with) Felicia's Sandkick, regardless of when
                           she comes out.  Branching a little further out, you'll
                           find that SonSon tends to win only if she's there before
                           Felicia jumps out.  Any further and SonSon might as well
                           forget hitting her, since she's too far to attack while
                           Felicia nearly covers the entire bottom of the screen.
                           This is a tie, most definitely.
    Gamma - (Variety):     First off, SonSon can duck this attack entirely, and it
                           doesn't do too much damage on its own.  Furthermore, I
                           couldn't get Felicia's Cat Spike to even hit SonSon...
                           short of waiting until SonSon was done flying, then
                           calling out Felicia to attack.  This is a win, most
    Verdict - Win, loss, win. Wellsir, it figures how her best assist (or, more
    specifically, the one that is used the most) is the one that beats SonSon.  At
    least she nicks the other two!
    Alpha - (Projectile):  This is a troublesome assist, and lemme tell ya why:
                           first off, Gambit's HP Kinetic Card has a bit of startup
                           to it.  You'd think that this would allow you to stop
                           him when he's attacking...and you WOULD be right, except
                           for the fact that he appears on the far edge of the
                           screen behind his respective point character. This means
                           that he has some distance between you and himself, so
                           that his startup is actually a bit of a moot point.  So
                           barring that, what do we have?  Well, if Gambit is far
                           enough along in his animation, then it doesn't matter if
                           you hit him or not - his cards will still get you.  This
                           ain't too good for SonSon...sure, she beats him, but you
                           have to get near him, and there's the chance he'll still
                           hit you.  I call it a draw.
    Beta - (Expansion):    Gambit's LP Cajun Slash is very, very fast...so fast, in
                           fact, that you might often miss with it when trying to
                           hit SonSon's AAA.  This isn't too good for him...in fact
                           the only times he effectively wins here are when SonSon
                           is placed right where his staff will swing, and appears
                           at the (very minute) moment that he lunges with it.  If
                           he is anywhere else, at any other time, he'll eat an
                           Anti-Air Attack, SonSon-style.
    Gamma - (Launcher):    Now this just isn't fair...Gambit's Launcher (c.HP) is
                           fast, yes, but it has pathetic range to it!  What is
                           even worse for the Ragin' Cajun is that his staff seems
                           to carry NO priority here like it does when he's out in
                           front, 'cause SonSon can literally hit his Bo (from full
                           screen) and STILL carry him upwards.  No trading, it's
                           100% SonSon here.
    Verdict - The Cajun's best bet is a draw, and even THAT is a little iffy.
    ---Gouki (aka Akuma)---
    Alpha - (Projectile):  Projectiles are funny.  Sure, Gouki is behind whoever is
                           out in front (literally), but his projectile...well, it
                           IS rather slow.  SonSon can't plow through this one, so
                           she has to be close enough to hit 'em.  Thankfully, she
                           is quite good at socking him before the assist comes
                           out.  Chalk up another win!
    Beta - (Anti-Air):     Once again, we encounter one of those blasted invincible
                           assists...and SonSon has no way of effectively stopping
                           them.  This is a rather obvious win for Gouki, eh?
    Gamma - (Expansion):   Gouki's Expansion (HK Tatsumaki) just doesn't have the
                           priority to overcome SonSon's staff.  Since he's above
                           the ground, that means SonSon has enough time to leave
                           the floor and get her staff a-swingin'.  That's all she
                           needs to halt him, and halt him she does.
    Verdict - Win, lose, and win.  Not too shabby, eh?  Problem is...most people
    pick Gouki's AAA, due to its invincibility.  I've seen Expansion uses, but not
    nearly as much as his Anti-Air.
    Alpha - (Anti-Air):    Up close, Guile wins if he's called out first or at the
                           same time as SonSon.  If SonSon is out there first, then
                           her quicker startup allows her to beat him.  Strangely
                           enough, however, is that the further away you get, the
                           better SonSon's chances of beating him.  In fact, at
                           full screen SonSon will ALWAYS beat him (unless you time
                           it just right so that SonSon is no longer attacking when
                           Guile kicks out).  He has the higher-priority startup,
                           but SonSon has the better priority throughout the rest
                           of her move.  Go figure.  I'd say it's a draw.
    Beta - (Projectile):   ANOTHER projectile, eh?  Wow...wellsir, the funny thing
                           about Guile's projectile is that - unlike other Street
                           Fighters - his projectile doesn't seem to be as "meaty"
                           as it could be.  That is to say, SonSon's staff may
                           collide with Ryu's or Akuma's Hadoukens and halt her,
                           but she can wave her Bo right through the Sonic Boom and
                           not have any worries about hitting.  The Boom has to hit
                           SonSon directly, which means that SonSon has that much
                           more leeway towards stomping Guile flat.
    Gamma - (Variety):     Uh...I don't know why they didn't come up with something
                           better for Guile to work with, since his Variety Assist
                           is another Sonic Boom.  Granted, the counter attack off
                           of this assist is different...but if you want to counter
                           Guile in and have him to a Flash Kick, then pick his AAA
                           and don't bother with this waste of time!
    Verdict - 2 wins and a draw.  All right-o, looks like another one chalked up
    for our little monkey heroine.
    Alpha - (Expansion):   Hayato's Shiden is fast, covers the bottom of the screen
                           in 2 swipes, and...lacks the priority to do much at all.
                           SonSon drops him handily, whether he's already out there
                           or coming out as she is flying up.  Boo-yaka!
    Beta - (Anti-Air):     The Guren certainly is...uh...interesting.  He runs out,
                           simply ASKING to be beaten...and then he rises upward,
                           magically gaining the powers of priority to become
                           "He(yato)-Man, Master of the Universe!"  ...ok, maybe
                           not, but he does tend to beat (or trade) with SonSon
                           once he's done a-runnin'.
    Gamma - (Balance):     Odd...this is simply his Expansion Assist, yet it's been
                           given a different name.  Gosh, CapCom, let's be lazy!
    Verdict - Win, draw, and win.  Oddly redundant, eh?
    Alpha - (Ground):      If Hulk can manage to get a rock off of the ground, and
                           SonSon ISN'T close enough to hit him, then Hulk will
                           win.  Barring that, however, she doesn't lose to 'em.
    Beta - (Dash):         If SonSon is able to get off of the ground, then it
                           doesn't matter where Hulk is or how far along he is on
                           his Gamma Charge.  However, if he beats her to the punch
                           (ha ha) then he'll take her down.  When they're both
                           called out at the same time, SonSon tends to win, so I
                           give her the call on this one.
    Gamma - (Anti-Air):    Once again, Hulk's gotta get his fist into SonSon (i.e.,
                           past her staff) in order to hit her.  Since SonSon is
                           going to be off the ground by the time he's punching,
                           he's not going to be able to get to her, no question
                           about it.
    Verdict - Uh huh...that's a 3-and-0 win for the Monkey Gal.
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Iron Man---
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Jill Valentine---
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Jin Saotome---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Ken Masters---
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Kobun (aka Servbot)---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Morrigan Aensland---
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Nash (aka Charlie)---
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Omega Red---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Rockman (aka Mega Man)---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Ruby Heart---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Hiyakeshita (Dark) Sakura---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Silver Samurai---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Strider Hiryuu---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Tron Bonne---
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Vega (M. Bison)---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---War Machine---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Wolverine ("Bonerine" Bone Claw)---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Alpha - ():
    Beta - ():
    Gamma - ():
    ---Mecha Zangief---
    Alpha - ():
    Beta - ():
    Gamma - ():
    Whew!  Ok, so here's the count total:
    SonSon Wins:    13
    SonSon Loses:   2
    SonSon Trades:  1  (so far)
    ============================== MvC2 - SonSon 1 ================================
         -------------------------IV:  Normal Moves---------------------------
    ============================== MvC2 - SonSon 1 ================================
    Marvel vs. Capcom 2 has a rather simplified style of gameplay.  You have 2
    punch buttons and 2 kick buttons, 2 weak attacks and 2 strong attacks.  These
    attacks vary in range, speed, priority, damage, and cancelability, which is why
    it is very important that you learn what works where and when (and how).  The
    simplification comes into play when you take into account previous SF games,
    where you had 3 Punch/Kick buttons; to make the game more "user friendly", you
    now perform your "MP/MK" attack by hitting LP or LK twice.  Thus, you can only
    really use MP/MK in combos.  From a logical standpoint, this would make the
    game seem like it has less depth than previous fighting games.  I tend to
    ....but that is a moot point.  I'm here to talk about SonSon's normal attacks,
    those attacks designated by her 2 punches and kicks.  For future reference, you
    will see what each button is shortened as (such as "LP", "LK", etc), as well as
    any designations as to the move itself =  "c." for crouching, "j." for jumping,
    "s." for standing, and so on.
    ~~~Low/Light Punch (LP)~~~
    Standing:   SonSon quickly swings the fore-end of her staff up to about head
                height (her head, silly).  Low damage, low range, quick attack.
                In general, LP/LK moves are used to set opponents up for combos or
                to link into them, not to do damage themselves.
    Crouching:  She shoves her staff towards her opponent, practically sliding it
                across the ground.  Quick attack, low range, low damage, good for
                linking into larger attacks.  Does not hit low, sadly, despite its
    Jumping:    SonSon swings her staff upward slightly.  Once again, it's a a
                quick move with OK range, low damage, and high speed.  It's what
                you use to link into bigger attacks, folks, that's all.  When used
                in combos where you have to place your opponent at a certain
                height, the j.LP will bounce your enemy slightly higher than a LK.
                Good to keep in mind when placing your opponent, eh?
    ~~~Medium/Mid Punch (MP, or LP x2)~~~
    Standing:   SonSon's MP is actually 2 hits twice, which often throws people
                off.  She swings her bo staff swung horizontally, slashing with the
                fore-end before bring the rear half back in front of her for
                another swipe.  This attack hits twice, does decent damage, has
                slightly better priority than the LK, and roughly the same speed.
                You can cancel off of just the first hit of the MP (LP x2),
                allowing you to either go right into a special move, a MK/HP/HK, or
                a hyper move.  Rock on.
    Crouching:  SonSon leans over her staff and claws at her opponent, swiping her
                hand down towards the ground.  this has slightly better range than
                her c.LK, but (unlike her standing version) only hits once.  Better
                damage, as well, with no noticable change in attack speed.
    Jumping:    SonSon swings the rear end of her staff around at her opponent,
                clubbing them downward from an ovehead arch.  Better range and
                damage than the j.LP, same speed.  That's about all.
    ~~~Hard/Heavy/High Punch (HP)~~~
    Standing:   SonSon spins, bringing her staff overhead and slamming it into the
                ground in front of her.  As the staff travels, it extends slightly,
                growing longer and widening at the end for enhanced damage.
                SonSon's s.HP lacks the speed of her LP moves, but it makes up for
                it in damage and range.  This move will hit from roughly 1/3 a
                screen away, and outprioritizes many other moves due to the nature
                of the attack (it is SonSon's staff, rather than SonSon herself,
                that is doing the hitting).  Plus, it is highly cancellable (it
                will cancel into any of SonSon's specials and supers, although they
                might not come out fast enough to connect nor have enough range on
                their own), making a worthwhile attack.  Finally, since SonSon is
                bashing the ground (as well as her opponent), this attack can also
                OTG opponents.  Granted, it doesn't have the range or priority of
                her f.HP, but it's quicker and thusly can be easily comboed into
                (and off of).
    Crouching:  SonSon takes her staff and quickly arcs it across the ground,
                sweeping her opponent(s) off of their feet.  While a nice knockdown
                move, with decent range and speed to it, the move has just enough
                lag to prevent SonSon from performing her own OTG combos (unlike
                Storm, Magneto, Dhalsim, and Bulleta, among others).  However, you
                CAN give the slightest pause, then cancel into a Seiten Rengeki to
                OTG them, making this move worthwhile after all.  Failing that, you
                can always cancel into a LP Shien-Bu to get some projectiles on-
    Jumping:    SonSon has one of the highest-priority j.HP's in the game, there's
                no doubt about it.  While in air, she puts her body completely
                horizontal and holds her staff out in front of her, twirling it
                from the center (thus making it appear as a large circle).  Since
                SonSon is distancing herself from the staff itself, she is rather
                safe from attacks in front of her; however, she is vulnerable from
                below, behind, or above.  This j.HP hits 3 times, actually, and
                despite its tendancy to reduce damage in combos by adding extra
                hits, it DOES eat through Super Armor.  1 j.HP will cleanly stop
                Sentinel, Juggernaut, Silver Samurai (powered up), or Zangief as
                if they didn't have any armor to begin with.  As long as SonSon is
                not in danger of getting hit, then her j.HP will win, always.
                ...ok, it won't beat, like, a Projectile (some she does, some she
                does not), but when it comes to normals and some specials, she's
                quite good at dropping them.
    Variation:  Towards + HP = Pole Smash.  SonSon flings one end of the staff at
                her opponent, briefly making the staff extend, for a quick smash.
                This attack has loads of priority, decent range (you can hit from
                1/2 a screen away!), and is even cancellable.  If you hit close
                enough to cancel into a Seiten Rengeki, do so; if too far, then go
                for a Shien-Bu for pressure.  Heck, as if this wasn't bad enough,
                you can the move can even OTG (although, oddly enough, it doesn't
                hit low and thus can be blocked high).  Due to the very short lag
                on the move, SonSon is relatively safe from punishment when using
                this attack; thus, you have a very fast, very poweful poke that can
                very well lead into more damage via a Special xx Hyper xx DHC into
                something else painful.  It is, in my opinion, her #1 move for its
                usefulness and near-unpunishable nature.
    Variation:  Down-Forward + HP = Pole Launcher.  SonSon has 2 launchers in this
                game, her d.HK and her Down-Towards + HP launcher.  This Launcher
                comes out a tad quicker than her HK one, and has less lag to it;
                for this, it's usually what you want to use when you rush your
                opponent with the intent of trying to simply launch them.  Its
                range is better than SonSon's c.LK or c.LP, so you wouldn't want
                to have to go that much further just to link into a launcher; thus,
                this move has its uses.  However, if your opponent has Super Armor,
                you have to combo into the launcher, and in those situations this
                is not the launcher of choice.  You'll notice that this is the
                last animation of SonSon's MK (LK x2), where she swings her pole
                upwards in front of her.  One final note about this launcher - you
                can NOT combo into it.  If you are the the throes of attacking and
                hold df.HP, SonSon will either sweep her opponent or perform a Pole
                Smash, rather than the launcher itself.  Certain characters have
                variation launchers like this, such as those that require 2 hits
                to launch (Cable, Spiderman, Cyclops, Jin, etc), and the same holds
                true for SonSon.  If you want to launch in a combo, go for her c.HK
    Special Note:
       I don't know about you, but sometimes I'll find myself wanting to dash in
    and launch my opponent, perform a Pole Smash, or maybe do something more
    mundane like a trip attack.  Since all three of these attacks (save the launch)
    revolve around SonSon's HP, you should learn to distinguish one another when
    dashing.  If you dash and continue to hold Forward, you'll perform a Pole
    Smash; however, if you are wavedashing (dashing, cancelling the dash by
    pressing down, then dashing again), you could end up in a sticky spot by not
    tripping when you want to.  The combination of Forward and Down movements can
    sometimes accidentally yield a Shien-Bu or Seiten Rengeki, or simply a launch
    when you want to trip and vice versa.  My suggestion - if you want to wavedash
    into a launcher, use the Punch buttons to dash and Down-Towards + HP to launch
    (so you don't have any mistakes over the controls), and if you want to trip
    then hold Down-Away + HP.  A Pole Smash should just have you holding Towards
    and hitting HP when you're ready to attack.  This way, there shouldn't be TOO
    such confusion.
    ~~~Low/Light Kick (LK)~~~
    Standing:   SonSon jabs the front end of her staff at a downward angle, making
                an apparent thrust at her opponent's knees (assuming her opponent
                is the same size as her).  Quick, low range, low damage...
                Generally, it's best used in combos, nothing more.
    Crouching:  Instead of kicking, clawing, swinging her staff, or anything you
                might consider an ordinary, viable attack, SonSon sticks her tail
                out.  That's right, the monkey's tail is the weapon her.  It comes
                out fast and hits low, but has poor range.  Still, if you want to
                combo your opponent and start the combo hitting low, this is the
                way to go.
    Jumping:    SonSon sticks out her fore foot, basically make it rise to her
                approximate head-height (she contorts in air to get her appendage
                up, thus the approximation).  Low damage, low range, but fast and
                pops her opponent up a little bit more forward than the j.LP.  If
                you're trying to juggle someone to a specific height (i.e., in an
                Aerial Rave), then it's good to know which moves put your opponent
    ~~~Medium/Mid Kick (MK, or LK x2)~~~
    Standing:   SonSon, much like her s.MP (LP x2), swings her staff twice in front
                of her.  It is swung vertically, swinging the rear end downward
                followed by an uppercut-style foresmash.  This attack hits twice,
                just like the MP (LP x2) and does the same damage, with slightly
                better priority than the LK and roughly the same speed.  Also,
                you'll note that her df.HP Launcher is the 2nd hit of this
                movement; sadly, though, this doesn't act as a launcher on its own,
                but it - like any of SonSon's other normals - can be cancelled into
                any special or super.  You can cancel off of just the first hit, if
                you wish, allowing for less hits (and more damage) per combo.
    Crouching:  Going with the same premise of her c.LK, SonSon's c.MK (LK x2) is
                another kicking attack; this time, SonSon scoots forward a bit and
                kicks higher than before, actually popping her opponent upwards
                slightly.  With the slight pop, you can use it to link into
                SonSon's launcher, a snapback, or whatever you end up following it
                with.  Although it doesn't have much damage behind it, it's useful
                when applied in certain combos.
    Jumping:    SonSon swings her rear foot foward, stretching a bit to deliver a
                kick slightly below her midsection (average area when jumping; she
                contorts slightly in air, so it's hard to make the distinction).
                As with her j.LK, her j.MK (LK x2) has a lower hit-box, meaning you
                will hit enemies further beneath you with this than if you used LK
                or MP.  This attack is really only useful in combos, although it is
                crucial to SonSon's Sentinel-only Infinite due to its lower-hitting
    ~~~Hard/Heavy/High Kick(HK)~~~
    Standing:   SonSon plants her staff vertically on the ground, then swings out
                and around it as she kicks her opponent.  Out of all of her
                normals, this has the greatest start-up and lag, and also has a
                deceptively short range to it.  Thus, this is probably not an
                attack you'll want to use in many situations, since SonSon's s.HP
                and f.HP tend to work in the same situations as her s.HK could (and
                in some cases even be more useful than the s.HK).  It has decent
                damage, and CAN be comboed into...however, you'll oft find yourself
                blowing the combo because SonSon didn't swing fast enough to
                connect before they could block.  Avoiding this move is usually the
                best thing you can do.
    Crouching:  SonSon's regular ol' launcher, she plants her Bo Staff (much like
                the s.HK), this time swinging herself in front of it to deliver a
                kick upward.  Decent-enough damage and speed, if a little slower to
                start than her df.HP launcher (not by much, but barely); however,
                it also has a little lag to it, enough for SonSon to be pushblocked
                and AHVB'ed before she can protect herself.  This is best preceeded
                by SonSon's c.MK, since it pops them up slightly and turns them
                into an ideal launching target.
    Jumping:    SonSon's j.HK is a short-range attack, lacking the priority or
                distance of her aerial HP.  She turns completely in air, spinning
                to bring both legs around and down in front of her.  While a decent
                kick in terms of damage, you'll oft find that its range makes it
                quite useless in real fights; it may yield more damage in combos
                due to damage scaling (HP hits 3 times, adding more hits to the
                count, while HK does the same damage with only 1 hit), but you are
                far more likely to connect with a j.HP than with the j.HK.  Sure,
                it has its uses - you can follow a j.HP with a j.HK, if the timing
                is right - but it's not what you want to use when STARTING a combo.
    The main problem with SonSon's throws is that they don't yield situations where
    you can use an assist in conjunction to combo your opponent, nor can you follow
    them with OTGs or any other subesquent attacks.  Once you've thrown your
    opponent, tha really is the end of the damage you're going to do.
    HP:         SonSon leaps upon her opponents' head, scratching them twice before
                swatting them to the ground.  It does decent-enough damage, average
                for a throw, but your opponent can only be thrown the same
                direction that you are facing.  That is to say, if your opponent is
                on your left and you are facing right, then the HP throw will only
                "throw" them to the right (they are actually dropped in front of
                you, but not quickly enough for you to OTG them).  With the right
                assist, you can OTG them...but isn't that a little bit much just
                to combo your opponent?
    HK:         SonSon's HK throw is slightly more useful in clearing the air and
                distancing your opponent, despite its inability to be followed with
                any attacks (without the use of Assists, that is).  SonSon places
                her opponent on the end of her staff, then causes it to quickly
                lengthen, sending her opponent sprawling over her head to the other
                side of the screen.  Unlike her HP Throw, this is a directable
                attack; in other words, you can throw your opponent left or right
                by holding the appropriate direction and pressing HK.  You can use
                certain assists (i.e., Thanos' Capture) to combo off of this throw,
                allowing a tight situation to turn into some free damage.  However,
                if you blow the throw, that means SonSon AND your assist (Thanos)
                will be in hot water...so it's a risk.  If it works, the rewards
                are great; failure is equally painful.
    Air Throw:  SonSon's Air Throw (performed by a f.HP when close in air) is a
                more basic version of her ground HP throw; the difference is that
                SonSon doesn't claw her opponent's head before swatting them down
                to the ground, she simply hops onto their head and socks 'em.  That
                is really it; SonSon doesn't recover quickly enough to OTG after
                the throw (unless an assist is involved), so you're probably only
                going to want to use this to break the flow of a match or to tack
                onto the end of an Aerial Rave to do a little more damage.
    ============================== MvC2 - SonSon 1 ================================
         -------------------------V:  Special Moves---------------------------
    ============================== MvC2 - SonSon 1 ================================
    SonSon's special moves are certainly odd...they mimic other characters' special
    moves (Hadoken, Shoryuken, etc), but they certainly don't ACT like those moves.
    Anywho, here are the basic analysis' of each move, copied directly from my
    previous guide.  Once I have the time to flesh these out even more, I will do
    so.  Yay!
                                     A   - Shien Bu
    Movement:  DOWN, TOWARDS + Any PUNCH Button.
       All right, let's talk about SonSon's annoying, chittering little monkeys.
    In the original story "Journey to the West", Son Gokuu had the ability to pluck
    hairs from his own head and blow on them, turning them into duplicates of
    himself.  These duplicates were mainly used as decoys, as Gokuu was a
    mischevous lout instead of an aggressive one.  In Dragon Ball, Gokuu learned
    the ability to move fast enough to leave after images ('One-Pattern'),
    illusions that distracted his opponent from his true placement; in Monkey
    Magic, there was a more direct lifting (hairs turning into clones).  True-to-
    form, SonSon has an attack reflecting this same mystical ability, and it comes
    in the form of the Shien-Bu.
       Shien Bu displays SonSon holding her hand forward, blowing 3 hairs off of it
    and creating 3 smaller monkeys.  Unlike other interpretations, however, these
    simians do not act as illusions or decoys; instead, this trio becomes three
    slow-moving projectiles, slowly wavering their way across the screen as they
    chirp.  Of the 3 monkeys', one of the flies straight ahead while the other two
    curve upward and downward before reversing their courses and travel diagonally
    up/down.  Since they all move horizontally at the same speed, this means that
    you will eventually have 3 projectiles that gradually cover more and more
    vertical distance.  Good for pressure and a little work in keeping your
    opponent grounded, although the monkeys are rather small (and, thus, they can
    be easily avoided).
       Now, what ends up working for and against you with this projectile?  First
    up is its speed, or lack thereof...that is to say, it has a considerable amount
    of start-up to it - in the scheme of things of course; this game is notorious
    for having very, VERY fast attacks and manuevers, something that makes moves
    with this much start-up almost a folly to use.  However, when compared to the
    general speed of the game, you'll notice just how slow it is.  Thus, you will
    have to find creative ways of getting this attack out in the open when you're
    up against characters that can quickly halt slow mistakes (i.e., the God and
    Top Tier characters).  it's not too bad a problem if you're playing against Joe
    Scrub or characters like most of the SF Cast (save Ken, Ryu, Akuma, Dhalsim,
    and Vega), so learn when you can and can NOT use it.
       Another negative to the attack is its low damage; let's face it, this isn't
    something you should be using with the intent of damaging your opponent.  It's
    slow-moving and covers decent ground, so logically it should be used as a means
    for pressuring your opponent.  However, even this can present itself as a
    problem, due to the nature of the Monkey's flight itself - if your opponent
    gets hit by the group (or halts all 3 with a projectile) at a certain time
    during their flight path, he will effectively knock all three down.  Sometimes,
    you can use 1 projectile to stop all 3, and sometimes you can't; it's a gamble,
    which is never good if you want a consistent special attack to work off of.
    One thing to ensure the gamble works more often is that you stick to using her
    LP version; there is no damage difference, and the monkey's fly slower across
    this screen.  This guarantees you that they'll be there longer, an obstacle
    that continues to permeat the screen.
       ...unfortunately, you can only have 1 of these onscreen (3 monkeys, that is)
    at any time, so you have to make do with just 1 set of 'em.  If only these had
    less lag to 'em, or if you could throw out more than 1 group, it would totally
    be worth it.  However, it is what it is and nothing more, so make use of what
    you're given.  It's a slow, low-damage attack that can cover some ground and
    pressure your opponent.  It has its applications, as I shall now give a few
    examples of:
    ~~SonSon performs a Tiger-Knee motion (Down, Down-Towards, Towards, Up-Towards)
      + LP, performing a LP Shien-Bu just a hair off of the ground.  This allows
      her to throw the attack out barely off of the ground, and - since it was the
      Tiger Knee motion, actually making SonSon superjump immediately performing
      the move - she is then free to airdash backwards, forwards, or attack in some
      other fashion.  This allows her to attack and then still defend herself.
      Combine this with a good projectile assist (like Iron Man, Magneto, Iceman,
      Spiral, or Sentinel Ground) and you can cover yourself, protect the assist
      (to a certain degree), and still get that projectile out for pressure.
    ~~Superjump high and throw out a LP Shien Bu (preferably when they don't have
      an AAA to stop you, or are currently occupied).  What happens?  Your opponent
      will have to contend with the attack that is above them, meaning they'll have
      to go around it or block it.  In a lot cases, you'll see them simply try to
      dash underneath it; when this happens, be ready for a Pole Smash to stop them
    ~~Although you're never likely to land it in battle, you can perform a LP Shien
      Bu xx POW!, and the whole thing counts as a 4-hit combo.  Also, for a little
      more safety involved, you can cancel into a Hyper En'ou off of a LP Shien Bu
      for a little more ground coverage.  It's not terribly helpful, but it is
    ~~Need more ground coverage?  LP Shien-Bu xx Hyper En'ou to prevent rushing, or
      throw a higher-one and then Hyper En'ou to prevent them from jumping over
      you.  Granted, it's hardly foolproof, but it's better than nothin'...
                                   B   - Fuusetzu Zan
    Movement:  Press any PUNCH Button repeatedly.
                                  C   - Seiten Rengeki
    Movement:  TOWARDS, DOWN, DOWN-TOWARDS + any PUNCH Button.
    -When performed, SonSon rises upwards at an angle, spinning her Nyoi-Bo for
    multiple hits.  This is her equivalent to the always wonderful anti-air
    Shoryuken, as it has the same movement and same effect.  Hers, however,
    generally does not cause as much damage, but certainly jacks up the combo meter
    a notch.  This really is SonSon's combo attack.  You can rush in with a quick
    punching combo, then lead into this to end it.  The nice thing about this
    attack is the fact that it propells your enemy skyward with you, hitting a
    multitude of times for some decent damage.  Again, don't overuse this, though,
    as this attack will probably be a common threat...if your opponent learns to
    avoid it, then you're going to have a few more problems when you land from a
    missed attack.
                                   D   - Ground Crawl
    Movement:  AWAY, DOWN, TOWARDS + Any KICK Button
    -When you do this, SonSon will crawl across the ground quickly.  This is good
    for dodging projectiles, and it's even better than you might think, since it's
    easily cancellable into other, more powerful attacks.  When used, she is
    invincible, giving her the ability to avoid certain attacks simply by crawling
    through them.  However, she is vulnerable when rising, so it's not foolproof.
    Also, the KICK button that you use will dictate how far she crawls, with LK
    moving a short distance and HK moving a better distance (around 1/3 of a
    screen's distance).
    Unfortunately, the move isn't fast enough to be applied in the same manner as
    Ken's ground roll...see, Ken can combo his opponent, then quickly roll behind
    them and "reset" the combo from the other side.  SonSon moves too slowly for
    this style of attack, so you're best just using it for avoiding tactics.
    ~This attack can NOT be used in the air (obviously).
    ~This attack CAN be cancelled into.
    ~This attack CAN cancel into one of SonSon's Supers.  Weird, eh?
                                    E   - Wall Climb
    Movement:  DOWN, AWAY + Any KICK Button.
    -This is a very odd move as well.  SonSon turns and runs in the opposite
    direction, then makes a 90 degree turn and runs straight up the wall, then
    makes another 90 degree turn and walks across the top of the screen, then makes
    ANOTHER 90 degree turn and walks down the other wall, then...ok, she walks back
    to her original spot.  While this is entertaining to watch, its usefulness lies
    in the fact that if you're fighting one of those irritating beamers or hyper
    beamers, this attack will get you out of there in a fix, and place you right
    behind them.
    The other part of this "attack" is what you do during your walk.  Once you've
    reached the top part of the screen, SonSon can do 3 things:
    -Continue her walk around the screen,
    -Drop and kick at the same time (by pressing a Kick button), or
    -Jump down in the direction you hold (by pressing a Punch button).
    This attack really messes with your opponent because they don't know what
    you're going to do!  Unfortunately, you're VERY open to abuse when you do this,
    so don't mess with people TOO much, or else they will just get tired of you and
    blast you into space with whatever projectile they might have.
    Want to mess your opponent up?  Use this when they superjump away (I'm
    thinkin' Storm or Cable, since they are more likely to do that).  Why?  When
    you perform the Wall Climb, the screen stays focused on SonSon, regardless of
    where her opponent is; thus, when they jump away, they lose track of their own
    character, which can fudge their own movements if they aren't prepared for it.
    ~This attack can NOT be used in the air (it requires walking).
    ~This attack can NOT be cancelled into.
    ~This attack CAN be cancelled into a Hyper Move.
                                 F   - Kingin no Hisago
    Movement:  TOWARDS, DOWN, AWAY + Any PUNCH Button.
    -This is a VERY weird "throw".  SonSon opens a bag, and if it connects, the
    enemy is sucked into the bag.  SonSon the brings out a giant kettle and roasts
    the enemy in the bag!  I don't know if you can qualify this as a throw or just
    a special attack, but it's pretty darn funny to watch!  Connecting with it,
    though, it difficult, as while it has a fairly good range, this attack - get
    this - CAN be blocked.  If you are pulling off a massive combo and your
    opponent blocks all of it, then when you use this attack they will also block
    IT.  Don't be stupid and use this attack if the other guy blocks it all.
    If you want to use this move, then there are two ways you should go about it:
       1)  Combo into it (LP, LK, HP, Kingin no Hisago)
       2)  Use it as an anti-air (i.e., Magneto tries to jump in and ends up
           getting sucked in)
    If you manage to catch the Main character with this move, then SonSon is
    invincible to any other attacks going on; for example, if you catch Sentinel
    while his Dr. Doom AAA assist is called out, Doom's rocks will pass harmlessly
    through SonSon.  Rock on!
    ~This attack can NOT be used in the air.
    ~This attack CAN be cancelled into.
    ~This attack can NOT cancel into one of SonSon's Supers.
    ~This attack can serve as a high-priority Anti-Air.
    ~This attack ignores Super Armor, sucking in Juggernaut, Zangief, and Sentinel
    (among others) without requiring any previous hits.
                                     G   - Air Dash
    Movement:  While in the Air, tap TOWARDS or AWAY x 2
    -The Usefulness of this move lies in its speed and confusion, by far.  Her air
    dash can move her from 1 side of the screen to the other fairly quickly, so you
    have extra mobility while airborne.  Also, since the Cloud has its own
    independent sprite, you can use the air dash to send the cloud across the
    screen, faking your opponent into thinking a projectile is coming at them.
    It's harmless, but you can still catch 'em offguard with this little trick.
    ~This attack can ONLY be used in the air (Duh; it's called the "Air Dash" for a
    ~This attack can NOT be cancelled into.
    ~This Air Dash cannot be used in the middle of a combo (much like Magneto or
    Blackheart's Dashes)
    ============================== MvC2 - SonSon 1 ================================
         -------------------------VII:  Hyper Moves---------------------------
    ============================== MvC2 - SonSon 1 ================================
    SonSon has 3 Super Moves, which I will go into detail with right now.  I know,
    this section is rather sparse, but I plan on going into more detail later on.
                                  A   - Tenchi Tsuukan
    Movement:  DOWN, TOWARDS + 2 (both) PUNCHES
    Coming Soon!
                                   B   - Hyper En'ou
    Movement:  	DOWN, AWAY + 2 (Both) PUNCHES
    Coming Soon!
                                       C   - POW!
    Movement:  DOWN, TOWARDS + 2 (Both) KICKS
    Coming Soon!
    ============================== MvC2 - SonSon 1 ================================
         ---------------------VIII: Strategy and Combos----------------------
    ============================== MvC2 - SonSon 1 ================================
    Combos are the bread and butter of this game...ok, maybe a characters' ability
    to play off of their assists is, but combos are definite key to winning.  The
    more damage you can inflict with a character, the better you can take advantage
    of each situation that arises.  The trick is to finding what's most effective
    with each character towards making those opportunities come up, as well as
    knowing what to do when they happen (and, more importantly, how to react when
    they don't).  I'll get to the strategies in the next section, but for now,
    let's talk about SonSon's ability to combo.
    The game itself goes off of a very simplified attacking style - everyone in the
    game has set strings of attacks they can use that allow them to inflict
    multiple hits without their opponent being able to block (i.e., combinations of
    attacks, or "combos").  The majority of characters in MvC2 can perform LP, LP,
    HP and have a nice 3-hit combo; likewise, LK, LK, HK works for quite a few, and
    varying combinations of crounching and standing are available as well.  Unlike
    previous fighting games, where you had to worry about the exact timing and
    distance of moves (i.e., learn when to stop tapping c.LK and switch to c.MP),
    Marvel vs. Capcom 2 has your regular moves cancelling right into the next move.
    This presents a greater ease in combos, although it can present a small problem
    when it comes to damage...the more hits you put into a combo, the less damage
    each hit does, eventually resulting in every hit doing 1 point of damage, even
    high-damage attacks like Sentinel's Rocket Punch.
    Here's the Table of Contents for this chapter:
    A   - Cancelling
    B   - Launchers
    C   - Basic Combos
    D   - More Advanced
    E   - Assisted Combos
                                    A   - Cancelling
       Cancelling, for those of you who don't know, is the act of performing the
    motion of a move (usually a special move) as your current move is being
    performed, thus "halting" the animation of the present move and chaining into
    the move you are initiating.  It cancels the animation of the move you are in
    and performs the next move with very little delay, giving you a short combo.
    MvC2 allows a very high degree of cancelling, so much so that even normal moves
    cancel into normal moves without delay.  SonSon can perform a LP, LK, LP, LK,
    HP, HK string and have all 6 hits connect faithfully, although the same does
    not hold true for others.
       Some characters have to learn how to combine their attacks in unique ways,
    however, to ensure the combo works - Sentinel, for example, is too slow to have
    LP, LP connect on an opponent, likewise with LP, HP or LK, HK.  Therefore, you
    are forced to use a little intuition and find what does work - in his case, LK,
    LP works fine, as the LP comes quick-enough after the LK to successfully
    connect.  From here, you can cancel into his Rocket Punch and tack on even more
    damage, thus making a brutal 3-hit combo that can take off anywhere from 1/5 to
    1/3 of their life.  Given the fact that the game isn't relegated to just
    cancelling normal moves into normal moves and you have a potent combofest at
    your fingertips.
    MvC2 has all kinds of cancels and cancellable moves, each vital to each
    characters' success:
      ~Normals      (regular attacks)
      ~Specials     (moves that require command movements to perform)
      ~Hypers       (Specials that require at least 1 stock of meter to perform)
      ~Dashes       (Both PUNCHES, or double-tapping forward)
      ~Superjumps   (can be cancelled off of normals)
       In addition, each cancellable action has its own properties and how/when
    they can be cancelled.  Normals can cancel into other normals, specials,
    Hypers, or Superjumps (although not all normals cancel into each, eventhough
    these usually end up being the exceptions to the rules).  Most every special
    can cancel into Hypers, but not into other specials or normals; thus, you will
    find that most combos will do more damage if you work off of Normals cancelled
    into a special (and, in some cases, into a Hyper).  Hypers cannot cancel into
    one another, nor can they cancel into Normals, Specials, etc.  They usually end
    up being the end of the combo, and are also usually the real damage-givers or
    high hit-count providers.
       Dashes and Superjumps are interesting enough, since they can be cancelled
    into and off of, although the timing on such moves is often more strict and
    their applications not as readily apparant as one would wish.  When a character
    dashes, they move a certain distance at a certain speed (most always faster
    than normal walking); however, dashes can be cancelled by normals, specials,
    hypers, superjumps, and even the simple act as pressing down on the directional
    pad.  By halting your movement via this last action (pressing down), you
    immediately stop all forward motion and remain where you are, bypassing the
    usual lag that accompanies the end of your dashing animation.  Thus, if you
    were to dash, tap downward halfway, then dash again, your character could
    "Wavedash" their way across the screen; a faster mode of transportation than
    walking or jumping, yes?
    ~~~Superjump Cancels; Friend or Foe?~~~
       Ok, so certain moves automatically cancel into Superjumps (i.e., launchers),
    but did you know that - if you have the right timing - you can cancel any
    normal into a special move?  It can be rather difficult to do or even find a
    use for, but it can be effective enough to...
    The shorthand for saying something cancels into another move is the double-x
    ("xx").  In other words, the statement "HP cancelled into HP Seiten Rengeki"
    would be written as HP xx HP Seiten Rengeki.  Got it?  Great.
                                     B   - Launchers
    One of the most potent ways of dealing out more damage is via the aerial rave.
    An Aerial Rave is a series of attacks that launches your opponent into the air
    mid-combo, then continued in the air as you pummel them even more.  In order to
    perform an Aerial Rave, you do not even need to combo your opponent (unless
    they have super armor, that is), you simply need to perform that characters'
    launcher and then jump up after them to attack before they can recover.
    Launching your opponent may or may not be a tricky endeavor, depending on your
    character.  The launcher itself differs from character to character, although
    it can always be accessed by pressing Down-Towards and either HP or HK
    (depending one if it is a kick or punch).  Heck, launching your opponent might
    not even be the best bet for damage, although it'll still do something.  For
    some characters, launching their opponent isn't their primary way of attacking,
    but it opens the door to a lot of new attacks and strategies for them to
    employ.  Launching your opponent is some guaranteed damage with everyone you
    use, even if it isn't the best way to hurt.
    Launching with SonSon is, unfortunately, both a blessing and a curse.  She can
    do her fair share of damage via an aerial rave, although her most damage stuff
    is not through a launched-combo.
    ~~~Standard Ground Combos (not character-specific)~~~
    SonSon has the full 6-string combo, should you choose to use it (or shorten it,
    depending on character size, weight, distance from your location, etc):
    LP, LK, LP, LK, HP, HK
    She can shorten this, if she wants, to quite a few variations, including
    crouching positions as well.  However, it is imperitive that you realize the
    distance each attack has and how far each hit will push your opponent
    backwards.  The reason this is so important is that SonSon's primary launcher -
    her crouching HK - has very low range, and therefore cannot be thrown into the
    full 6 (if you want it to connect, that is).  That is to say, this does not
    LP, LK, LP, LK, HP, c.HK
    The only enemy I know of that this will connect on is Abyss, solely because he
    is not pushed backwards by your hits.  Everyone else is moved just far enough
    that you cannot successfully hit them.  Therefore, you have to find new ways to
    launch your opponent.
    .....the rest is coming, I swear!
    ============================== MvC2 - SonSon 1 ================================
         ---------------------------VIII: Various-----------------------------
    ============================== MvC2 - SonSon 1 ================================
    If it don't fit anywhere else, this is where you'll find it!  Some of it is
    about the game, some of it is about the FAQ itself...and some of it I made up
    on the spot.  Go figure, eh?
                              A   - Misc. Junk about SonSon
    Ok, here's a mish-mash of information surrounding SonSon, in no particular
    order.  If you're looking for the controls for the game, you're not going to
    find it here (check another FAQ for that, spud).  However, if there is some
    terminology that I use you're not familiar with or shorthand you don't
    understand, by all means please e-mail me (VegitaBOD@aol.com, and put the
    subject as "MvC2 Help") and I'll do what I can to aid you.
    Opening Pose:
      SonSon flies across the screen on her cloud, then back again, where she jumps
    off and lands in a fighting pose.  She gives a howl as she flies...I don't
    really know why, she just does.
    Win Poses:
      #1 - SonSon starts juggling several peaches and a monkey.  The monkey eats
           all the peaches, while being juggled.  The Monkey then lands on SonSon's
           head, knocking her silly.
      #2 - SonSon juggles several peaches, then tosses them all up in the air and
           has them fall into her mouth.
      #3 - SonSon pumps her arms while making funny sounds, then stops and makes a
           funny face.  She does this three times, with 3 different faces.  I guess
           this is a sort of taunt as well, since her taunt is just her pumping
           her arms and making weird (annoying) noises.
      #4 - SonSon puts her Staff on her shoulder, grabs her tail, and grins at
           the camera while saying something in Japanese.  I can't seem to make out
           what the devil she says, though...and frankly, I don't think it matters.
    Loss -  She leans back on her staff and tail, scratching her head.
    Taunt - SonSon pumps her arms, saying "Yeah Yeah Yeah!"
    LP -
    LK -
    HP -
    HK -
    Assist 1 -
    Assist 2 -
                                 B   - Revision History
    7-1-00:    FAQ created.
    7-3-00:    Updated the Character Background (I HAD my facts straight, I just
               didn't word them correctly).  Also changed the "Giant Peach" hyper
               to "Giant Lunch" (I didn't know it turned them into more than just a
    7-12-00:   Updated the "General Notes" section.  Added another combo.
    12-8-00:   Reworked some sections of the FAQ, adding side notes and such.
               Added the Combo explanations.  Final version!
    12-04-02:  Bahahaha, "Final Version"...that's funny.  2 years later, I finally
               figured out how much this guide sucks and how badly it needs to be
               updated.  Go me.
    03-10-03:  Ok, 6 God/Top/Near Tier characters have their strategies done
               (Storm, Cable, Sentinel, Magneto, Spiral, Blackheart), and I've
               started work on Dhalsim and Iron Man's sections.  I've done most
               of the assist section, only having to finish out the "AAA vs..."
               portion and the remainder of the Projectile's Pros/Cons.  Also, I
               still have yet to do the meat-and-potatoes of the guide -- the
               specials, supers, and combos.  Oh well...hey, it's comin' along,
               you HAVE to admit that...
    07-14-03:  Ok, so I've been splitting this guide up from my other "strategy-
               only" guides.  I mean...sure, it would be great to have the largest
               single-character FAQ on the web, but it was really, really starting
               to bother me.  This way, you have 3 guides of equal importance - the
               basics (this one), the Top Character strategy (SonSon 2), and SonSon
               versus everyone else (SonSon 3).  All told, it will easily eclipse
               the likes of those SFA3 Dhalsim and Rose guides...but who needs it
               all together, making it more difficult to sort through, when I can
               split up the info into 3 guides and make it much easier to work
                        ...besides, we all know that if I kept 'em together, I'd
                        handily destroy those other guides.  No need to hamper the
                        reader for the sake of holding a record, eh?  Put those you
                        are trying to help first, and those you are trying to
                        impress second!  That is what I believe...for now.
                                     C   - Thanks
    ~CJayC (CJayC@gamefaqs.com, www.gamefaqs.com) for putting this FAQ up.
    ~Al Amaloo (www.gamewinners.com) for being such a cool guy, and having a great
    ~Vertsk8pro@hotmail.com for giving me a heart attack with your childish "I
     stole your FAQ and sold it with my name on it" antics.  Because of that, I now
     do dozens of things to make sure people don't steal my work.  If they do, I
     know exactly what to look for to see if they took MY work or not.
    ~Uh...I can't exactly thank God for the role he's taken in my life, because
     that would seem like I'm trying to force my religious opinions on someone else
     (which I'm not).  Therefore, I'd like to thank "Murray" for the role he's
     taken in my life (Murray, you know who you are).
    ~Ben Folds Five.  Why?  'cause when I first wrote this guide, guess what band
     was really big in my life.  Guess whom I listened to during the entire
     duration of writing this guide?  Guess who accompanied me on my trips to and
     from the arcade?  That's right, Ben Folds Five.  I thank them because if they
     hadn't been there, it's doubtful I would have finished this guide.  I should
     also givea mention to Ben Folds, specifically, for his two albums "Rockin' the
     Suburbs" and "Ben Folds Live", since they too kept me company during my
     writing periods.
                                    D   - No Thanks
    If you write me asking for help with the game, I'll send you a link to my FAQ.
    If you ask for specific help, I'll try to aid you.  However, if you ask me
    about something that is already covered in the FAQ, I will simply refer you to
    the FAQ again.  I wrote the FAQ so that your questions would be answered here,
    not so I could repeat that FAQ bit by bit through e-mail for the next few
    years.  If you need clarification about something in the FAQ, ask about it -
    but don't ask me to repeat anything.
                                        End FAQ
    The following are sites that can NOT use my work.  If you see these sites using
    ANY of my FAQs, please e-mail me ASAP.  Each of these websites are sites that
    have plagiarised myself or others in the past, or simply taken our work(s)
    without our prior permission.  Since they do not have enough respect for the
    authors (or an ignorance of the law), I am expressly forbidding them from using
    my work.  I will not promote such sites that partake in these actions.
       911 Codes                     http://911codes.com
       9 Lives                       http://www.9lives.ru/eng/
       Bean's PlayStation Dimension  http://www.bean.dk/psx/index.htm
       Cheat Code Central            http://www.cheatcc.com
       Cheat Index                   http://cheatindex.com
       Cheat Matrix                  http://cheatmatrix.com
       Cheat Search                  http://cheatsearch.com
       Cheatstop                     http://www.panstudio.com/cheatstop/
       CNET Gamecenter               http://games.netscape.com/Faqs/
       Console Domain                http://www.consoledomain.co.uk
       Dirty Little Helper           http://dlh.net
       Dark Station                  http://www.darkstation.com/
       Dreamland                     http://kirby.pokep.net
       Games Domain                  http://www.gamesdomain.com
       Game Express                  http://www.gameexpress.com
       Games Over                    http://www.gamesover.com/
       Mega Games                    http://www.megagames.com
       Square Haven                  http://www.square-haven.net
       Ultimate System               http://www.flatbedexpress.com
       VideoGaming.net               http://www.videogaming.net/
       Cheats.de                     http://www.cheats.de
    (Taken from Jim "Red Phoenix" Chamberlin's FAQ Theft Guide, as well as added
    As I stated above, if you want to use one of my guides, I ask that you e-mail
    me to gain my permission first.  I like to keep track of which sites use my
    work, so I know where to send the updates, and it's a little difficult to keep
    you updated if you don't e-mail me.
    This Document Copyright Reverend Eric "Vegita" Johnson, 2003

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