Marvel vs. Capcom 2
SonSon Guide - Part 3
Versus Everyone Else (Marvel and Capcom)
Written by Reverend Eric "Vegita" Johnson (
[email protected])
Version 5.13
Sections:
I - Introduction
II - Marvel Characters
III - Capcom Characters
IV - Various
A - Revision History
B - Thanks
C - No Thanks
In case you hadn't noticed, I tried to make the formatting for this guide a
little easier to browse through - Marvel Characters will have capitalized
letters next to them, while Capcom characters have Lower-Case letters. Now you
know!
Oh, and if you wish to write to me about this particular guide, please put the
name of the game guide as the Subject of your E-mail; failure to do so will
result in me ignoring your mail (most likely). Thanks in advance!
=============================== MvC2 - SonSon 3 ===============================
-------------------------I - Introduction -------------------------
=============================== MvC2 - SonSon 3 ===============================
All right, I'll cut to the chase - if you're reading this, then you've probably
already browsed through my first and second SonSon guides. This means you are
here strictly for the strategy purposes, something that I wholly understand.
So if you are new to the competitive world of Marvel vs. Capcom 2, this
probably isn't the guide for you. Yes, it covers most everything from basic to
high-level tournament play...but if you aren't familiar with the basics of the
game, this isn't going to help you any. Go learn somewhere else before you
step up to this guide, kiddies. Furthermore, if you want more details and
such, I suggest going to www.Shoryuken.com and heading straight for their
forums. The best players in the world go there for this game (as well as other
fighting games), so if you can't get help there...then you aren't going to get
help anywhere.
First off, let's get one thing straight: Even though I like to write from the
persona of 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 cartridge sitting in my room, 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!)?
=============================== MvC2 - SonSon 3 ===============================
------------------------II: Marvel Characters------------------------
=============================== MvC2 - SonSon 3 ===============================
Once again alphabetized, here we have the remainder of the game's Marvel
characters and how to effectively deal with them. Here is the full list, in
alphabetical order (with their corresponding letters):
A - Captain America J - Sabretooth
B - Colossus K - Shuma-Gorath
C - Gambit L - Silver Samurai
D - Hulk M - Spider-Man
E - Iceman N - Thanos
F - Juggernaut O - Venom
G - Marrow P - War Machine
H - Omega Red Q - Wolverine (Adamantium Claw)
I - Rogue R - Wolverine (Bone-Claw)
#### __________________=====================__________________
###### A - Captain America
#### ### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=====================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ###
#### ###
#### ###
################
##### ###
##### ###
############## _______________________==============_______________________
############### B - Colossus
### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯==============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
### ####
############### Colossus is an interesting character; he has tons of power,
############## takes little damage, and has a super that allows him to wade
### #### through anything you can throw at him... however, he also
### #### has practically no mobility, and most of his moves are
### ##### positively lag-tastic, forcing him to pick every single move
############### carefully and rely on assists more than he should. Let's
############# run the brief gamit of his arsenal, shall we?
Colossus has a couple of very, very damaging combos, most of which end up
stringing a few normals into his Shoulder Tackle. This is all fine and good,
but - as I said before - Colossus has nothing going for him in the way of
mobility besides his Tackle. If he wants to get near you, he is forced to run,
jump, and occasionally tackle...and those are his only options. He's not
absurdly fast or small, allowing him to avoid anything you're throwing at him,
and he has no real aerial mobility that could allow him to get in close (aside
from his Skull Dive, but you wouldn't want to be using that outside of certain
combos anyways). Essentially, he is going to be forced to work with his fairly
high-priority normals and hope for the best. The trick here is that, if you're
jumping in on him, SonSon's j.HP will beat any/all of his normals provided that
the staff hits him; if she is in range for him to hit her, than the staff won't
connect and he'll win out. Thus, you'll want to mix up your attacks when
rushing him and try to land a more carefully-placed jump-in.
....but why bother even rushing him? SonSon can effectively run away from
him, doing j.HP and the occasional airdash or LP Shien-Bu to keep him at bay.
If he superjumps, then the most he can do is try to catch you off-guard with a
shoulder tackle or use a jump-in; either of which can easily be countered with
a Seiten Rengeki or Tenchi Tsuukan, and either of which Colossus has trouble
countering. She can use whatever meter she does end up getting to use a Hyper
En'ou and chip some life off of him. The worst he could do is jump over her
and jab her repeatedly (a combo ending in a shoulder tackle would have enough
lag for SonSon to be able to breath fire on him, ultimately having him LOSE in
the damage trade). If he blocks, then he takes a bunch of chip and then tries
to rush you during the lag (which he shouldn't be able to reach you, assuming
you've pushed him to the other side of the screen with your flame breath).
Actually, let's look a little closer at the Colossus vs. Hyper En'ou situation:
Hyper En'ou Starts and Colossus is unattended:
1 - Block (you get free chip damage)
2 - Take the hits (you get free regular damage)
3 - He can avoid the attack by superjumping
4 - Takes a hit and rolls behind you (stop breathing and turn around!)
Colossus is powering up when you perform Hyper En'ou:
1 - Free Damage (blocked or not)
2 - Free chip (if blocked)
3 - Drains the timer on his hyper armor (ha ha!)
Colossus' possible ways of attacking during Hyper En'ou:
1 - Head on (bad call; Flame Breath will take him right out)
2 - From above (punches and flame breath will stop anything he does)
3 - From behind
A - Regular combo (lag allows SonSon enough time to turn around)
B - Pokes (great, but there is still enough time for her to turn)
C - Attack, jump back over, attack, jump, etc (if you don't attack him,
you'll have enough time to catch up to him and hit him)
D - Combo xx Skull Dive xx DHC (uh oh...)
So as you can see, SonSon tends to win this one, statistically. Colossus lacks
the tools to effectively punish a lot of attacks that SonSon has, while she can
slowly chip his life away through running away with Shien-Bu's, f.HP for
hitting mistakes, and the occasional combo and/or Hyper En'ou (or DHCs).
Now, let's look at a few things that SonSon can punish that the Russian Chrome-
Dome may do.
Shoulder Charge = Blocked, it's a free combo. Avoided, you might be able to
combo him, although you should at least poke him and zone with another set of
Shien-Bu monkeys. Heck, you can out-prioritize it with a Seiten Rengeki or
Kingin no Hisago, so you really have no excuse being hit by these.
Normals = Colossus has that pesky problem of not being able to consistently
combo into his launcher (much akin to Sentinel, even in the style of his
launcher), so the most you're going to see in the way of Normal Moves are his
j.HK, j.HP, jumping f.HP (double-arm hit), and a crouching combo xx Shoulder
Charge. If he's close enough, he could just launch you, performing a combo
into a Shoulder Charge for a decent chunk of damage...however, those instances
are much fewer (unless you're leaving yourself VERY wide open). Simply turtle
if you see him rushing you, or run away and keep him away whenever he attempts
something that would get him closer. Or, you could directly counter him, since
a whiffed/blocked Seiten Rengeki isn't the easiest thing to counter (especially
if you're Colossus).
Supers = If he's close enough, just block the Skull Dive he might try to pull
out (i.e., a near-immediate drop); otherwise, just dash underneath him and
perform a Tenchi Tsuukan to catch him as he rises and bring him back to the
ground. If he goes for the Hyper Armor powerup, keep in mind that your POW
super will not work on him for the duration; however, you can still run away
from him, or use a Hyper En'ou to burn a few calories off of his metallic hide.
....and that's about it. Colossus is primarily used as an assist (his AAA
Shoulder Charge, good for a nice solid hit), so if he ends up on point then you
know he's going to have problems. SonSon should be able to handle him as long
as you're not trying to out-rush him; 1 mistake can cost you as much as it does
him, and he doesn't necessarily need the meter to damage you. You shouldn't
need the meter to hurt him either, as all you need in this fight is LP Shien
Bu's, j.HP, and f.HP Pole Smashes.
Ultimately, the reason Colossus loses to a variety of the cast is mostly due to
his own limited set of moves, and how unsafe they tend to leave him. Guys like
Iron Man, Cable, Psylocke, or Spiral have ways of throwing out several
different styles of attacks while having a special or super that they can
readily burn to keep themselves safe - Iron Man ends with a c.HK xx LP Unibeam
and it's free chip, while Cable can AHVB or LP Psimitar, Psylocke has her Psy-
Blast, and Spirals' Swords are just freakin' annoying. Colossus has slow
normals (which can be punished), and cannot effectively protect himself by
cancelling into a Shoulder Dash or Giant Swing - if either a whiffed or
blocked, he's in even MORE trouble than he was before. Bad news. He cannot
play safely and expect to win, since most of the cast can play even safer and
do far more safe damage (through chipping or legitimate combos) to make up for
his superior defense and powerful (yet rare) combos.
########## _______________________============________________________
############# C - Gambit
#### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ###
####
####
#### ###
#### ####
##############
#########
############## ________________________==========_________________________
################ D - Hulk
#### ##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯==========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### #####
#### ####
#### ####
#### ####
#### ####
#### ####
################
##############
################ _______________________============________________________
################ E - Iceman
### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
###
############## Iceman is a tricky fellow. His greatest ability is the
############## fact that he does not take damage, and - as such - can make
### certain trapping teams very difficult to deal with. Once
### you get past his ability to block your attacks without
### taking a scratch, though, you'll quickly find that he is
################ very, very limited in what he can do. Granted, he loses
################ worse to characters like Magneto, Cable, and Sentinel, but
SonSon is not without her options. In fact, I think you'll
find that SonSon has quite a few things at her disposal that will allow her to
effectively circumvent some of his own abilities.
Iceman has average running speed, defense, and offensive capabilities. Thus,
his rushing abilities are relegated to simple dashing, hitting you with a c.LK
or jumping attack, and throwing. That's all he has, so don't expect anything
else (he ain't no Magneto, that's for sure). He's not that great a rusher, but
let's play devil's advocate and assume he DID hit you. Now what? Well, if the
Iceman player is worth their salt, then you can expect to see a ground combo
into an Icebeam (if he doesn't have meter) or a launcher, quick AC, and an
Arctic Attack. Not too bad damage, although it isn't that consistent;
characters, as they are pushed away, tend to eat single bits of ice instead of
full-on barrages, so the damage is less than if you were in-close. If Iceman
had a consistent way of keeping his opponent in close, then you would expect a
lot more damage. In the corner, Iceman can keep you pinned for a decent amount
of time and take off more than 50% of your life. Finally, if the Iceman player
is knowledged, he would know to immediately cancel an icebeam into the Arctic
Attack, causing him to fall slower (and, thus, hit you with more and do more
damage). Outside of those instances, however, that is just about all Ice-boy
has goin' for him in terms of damage.
Now, let's look at why Iceman is so limited. Yes, it's well-known that Iceman
does loads of chip with his Icebeam. The problem with this is that it is a
gamble whenever he uses the move. If it connects, then big deal, you took some
damage - unless Iceman has a pretty wicked assist-based combo going for him,
then he's not going to hit you with anything else. If it is blocked or
whiffed, however, ol' Icey is going to have some problems with the lag. Sure,
at full-screen it might not be a problem, but what happens if you manage to
roll an attack (i.e., his c.HP sweep) and land behind him? Those laggy frames
are going to kill him easily. Furthermore, if he ends a blocked ground combo
with an Icebeam, then you'll be right next to him and ready to pummel his
frosty behind. So while Iceman can do a decent chunk of change to you if he
lands a hit (Launch, AC, Arctic Attack), he cannot safely end a combo with any
specials.
His other special move, the giant Ice Ball, is practically useless. It's
easily avoided or countered, it leaves Iceman very open, it doesn't do much
damage, it can't be combo'ed into or off of (again, unless he has some pretty
wicked Assist-related combos going on)...it sucks. He can't throw it out
unless he is so sure of the situation that he isn't going to get hit. So,
against SonSon, when are these moments? Well, Iceman can't do it on the
ground; SonSon can dash underneath (although that's a gutsy maneuver), or
simply use his laggy frames to mount another attack (i.e., Shien-Bu for
coverage or a superjump -> Tenchi Tsuukan for free damage). The most
applicable use of this move that I have ever seen was Iceman superjumping away
and hitting d.HP xx HK Iceball, which worked as a ghetto runaway
tactic...problem is, SonSon can dash underneath and hit him from below (VERY
easily) or just superjump up after him and attempt a cross-up. So even his
best application of the Ice Ball is a wasted attempt. The CPU is even worse,
as you'll frequently see it do the Ice Ball xx Arctic Attack combo.
Great...just superjump up, dash over him, land, and combo his sorry behind for
fun. Whatever combo you want, it doesn't matter, just go for it. He deserves
it.
Now, this takes us into Iceman's counter-rushing abilities. Let's say he is
getting rushed; then what? Well, Icey has a decent s.HK maneuver, creating a
large wave of ice that sweeps in front of him. The problem with this, of
course, is that it tends to fail against jump-ins, and SonSon is no exception.
In fact, Iceman really has no consistent moves that beat out SonSon aside from
a HP Icebeam. This, too, is a risky gamble, since - should it whiff or be
blocked - then he's in for a huge combo. And, as we've already discussed, he
has no way of working off of the Icebeam, so he either gains a little or loses
a LOT. Not a good win/loss ratio on this situation, so you'll either see him
(ab)using an assist or simply blocking. Good, toy with his head a bit by
jumping at him, last-minute air-dashing past, falling with a HK, and going from
there (or using assists to make it even more painful).
How about if Iceman DOES try to come after you. Well, it turns out somewhat
the same - SonSon doesn't have any 100% safe maneuvers she can use to stop a
jump-in. Since Iceman lacks anything other than the basic abilities, that's
all you have to worry about...so what can she use? Well, if worse comes to
worse you can throw out a LP Seiten Rengeki. If it is blocked (and your timing
is right), you should be able to remain unscathed even if he blocks it. Should
it connect, that's a free Tenchi Tsuukan. Whiffed...and you should still be
fine. If you would prefer to block it, then fine, let him have his fun. If he
goes for that close-range combo into an Icebeam, then he's toast; in fact, the
only way he's going to stay safe is if he goes for an Arctic Attack instead,
AND hopes that you don't immediately superjump out of the way. Heck, even if
you do get caught in it, I've seen players roll behind him because they were
too close to the ground.
While the Arctic Attack DOES do decent damage, the biggest problem with it is
that it comes with a certain level of risk to it. If the Iceman player is in
the air and they do a simple AC xx Arctic Attack, you'll notice that they drop
pretty quickly, causing a lot of the shards to miss their mark; remedying this
is simple, as Iceman can cancel an Icebeam into the Arctic Attack without
whiffing on the move, causing him to fall VERY slowly and thus allow more ice
to hit you. This means you can now hit 50% combos with Iceman.
..unfortunately, this still isn't that safe. Remember to keep your reflexes
are good, 'cause sometimes those ice shards won't juggle properly. You'll
notice that, as you are bounced away from Iceman, they tend to hit you higher
and higher; sometimes, however, the ice doesn't come out quite right, allowing
you to touch the ground. Should this happen, this gives you the opportunity to
roll behind him and get a free combo. So take those free combos when they
arise!
So Iceman fails on safe combos, since one is useless and the other is
counterable in close range. He DOES have good damage, which he can combo into
in the air (when in close), and he has moderate chipping. However, he has
trouble avoiding rush-down, and since SonSon doesn't place too much stock on
Chipping, that means she doesn't lose as badly as she could. She has plenty of
safer tools to abuse, including her f.HP Pole Smash, her Seiten Rengeki and
Tenchi Tsuukan (great for when he forgets to cancel that AC into an Arctic
Attack), Wall Climb mix-ups, Ground Crawls, and anything else you feel is safe.
In terms of safety, he may be able to get a couple of licks in at a
distance...but that's about it. The biggest killer for Iceman, however, is
that his high-damage super...can randomly turn around and get him killed
instead. It is DEFINITELY not good to have a Super that can randomly fail!
################ ______________________===============______________________
################ F - Juggernaut
#### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
####
##############
##############
####
####
####
####
####
############ _______________________============________________________
##### ##### G - Marrow
#### ### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
###
### ########
### ########
#### ###
###### ######
############
#### #### _______________________===============______________________
#### #### H - Omega Red
#### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ####
#################
#################
#### ####
#### ####
#### ####
#### ####
#### ####
##### _____________________________===========______________________________
##### I - Rogue
##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#####
#####
#####
#####
#####
#####
#####
#####
#####
##### _______________________===============______________________
##### J - Sabretooth
##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#####
##### Look, I'm sorry, but Sabretooth really is one of the worst
##### characters in this game. It's not just about the fact that
##### he doesn't do that much damage (outside of corner combos and
##### particular, assist-related setups), but Sabretooth simply
##### ##### doesn't have the tools to make anything land. Look at it
##### ##### this way - the most painful combo that Sabertooth can come
############ up with, outside of the corner and not requiring any
##### assists, is some kind of combo leading into a Berzerker Claw
xx Weapon X super. This can do around 90-100 points of
damage on SonSon, meaning that she only needs to suffer one of these and then a
few pokes or another Berzerker Claw combo to knock her out. SonSon, however,
can do around 80 points of damage with any standard combo leading into a Seiten
Rengeki xx Tenchi Tsuukan. So they have roughly the same damage works against
each other, although 'tooth holds the edge here.
....so how does Sabertooth lose? Well, it's simple. SonSon clearly has more
options at her disposal. She has better range with her Staff, and her f.HP
will smash 'tooth at a moment's notice and halt whatever he's doing. She
easily beats him on normals, she's a smaller target, she has faster and longer
weapons to strike with, she has decent capitalization on the ground AND in the
air, and she can play a lot safer than Sabretooth can and still end up doing
well.
#### ###### ______________________=================_____________________
#### ###### K - Shuma-Gorath
#### ##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### #####
#### #####
####### ####
##### ####
#### ####
#### ####
#### ####
#### _____________________===================_____________________
#### L - Silver Samurai
#### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
####
####
####
####
####
####
################
################
##### ##### _______________________===============______________________
###### ###### M - Spiderman
###### ###### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
### ## ## ###
### ### ### ###
### ### ### ###
### ##### ###
### ##### ###
### ##### ###
##### #### ________________________============_________________________
###### #### N - Thanos
####### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ### ####
#### #### ####
#### #### ###
#### #######
#### ######
#### #####
###### _______________________===========_________________________
############ O - Venom
##### ##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ####
### ###
### ###
#### ####
#### ####
##### #####
##########
############### _____________________================_____________________
################ P - War Machine
##### ###### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##### #####
##### #####
##### ######
################
############
####
####
####
####
############ _______________============================_________________
#### #### Q - Wolverine (Adamantium)
### ### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
### ###
### ###
### # ####
#### #######
#############
###### #####
############## ________________===========================_________________
############### R - Wolverine (Bone-Claw)
#### ### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===========================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ####
###############
###########
#### ####
#### #####
#### #####
#### ####
=============================== MvC2 - SonSon 3 ===============================
-----------------------III: Capcom Characters-----------------------
=============================== MvC2 - SonSon 3 ===============================
Here they are...Capcom's remaining roster. Yes, I realize that this has 7 more
people than Marvels' group; this is because there were more Marvel than Capcom
people making it into the God, Top, and Near-Top tiers, so there ended up with
more Capcom guys left over. Deal with it.
a - Amingo j - Hayato r - Roll
b - Anakaris k - Jill Valentine s - Ruby Heart
c - Bulleta l - Jin Saotome t - Ryu
d - Captain Commando m - Ken Masters u - Sakura
e - Chun-Li n - Kobun v - SonSon
f - Dan "The Man" Hibiki o - Morrigan w - T. Bonne
g - Felicia p - Nash x - Vega
h - Gouki q - Mega Man y - Zangief
i - Guile
############# _______________________============________________________
##### ###### a - Amingo
##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##########
############### Amingo is one of those characters that might at first
##### ##### appear to be troublesome, but once you break down the
##### ##### character into their fundimental strategies and abilities
################ then end up coming short. VERY short, in his case. Allow
######## ##### me to explain.
Amingo's attacks are strange in style, yet not too terribly effective when you
get right down to it. He is of a slightly above-average height, which means he
cannot easily dodge attacks on the ground; in the air, his options are
marginally better than your average character, having his Onion Roll to move
horizontally out of harms' way. This can be useful, but since he is open to
retaliation after the Roll, it's not that handy a tactic. In fact, such an
attack should ONLY be used on the ground, so Amingo can recover as quickly as
possible.
The basic Amingo strategy is to throw out a couple of Cactus Helpers (usually
the "throw" type, as the Punch and Kick ones aren't quite as useful as the
throw's holding), then pressure you with them. This would be fine and good, if
they were absurdly fast-moving, very fast to come out, or he could drop more
than a pair at a time. None of these are true, and as such you can avoid them,
counter them, bash them out of the way, or even ignore them completely. If one
connects, Amingo will have very, very little time to capitalize on them
grabbing you, so his best option would be to Onion Roll into you and hope he
connects before you break free and block. Not too good.
Let's explore this further: these mini-cacti are meant to pressure you.
However, they do little damage, so you have little worry from them as
weapons...and it's very easily to (super)jump away from them, leaving Amingo in
the dust. What can he do to stop this? Jumping after you is ok, but he lacks
any priority moves for attackers above him; thus, he can only hope for a cross-
up and minimal damage from a combo xx Onion Roll. The Mini-Cacti don't do much
damage (as stated before), and Amingo can't do much damage on his own unless
he's right next to you to catch you as the Cactus grabs you...so you're
generally safe from too much harm there, too. If Amingo had a quick way of
crossing you up on the ground (i.e., double-jump or air-dash), then he could
effectively drop a cactus and cross you up with the grab, then follow that with
a combo. Alas, he cannot do this, so you can block his onslaught and wait for
a pause long enough to smack him (and his cactus) away. Even if he lands a
combo, he won't be doing too much damage to you...so connected or whiffed,
you're not in for too much trouble.
Aside from his cactus-games, what else does Amingo have going for him? Well,
his Onion Roll is a fairly fast move, allowing him to catch you in the middle
of laggy moves from quite a good distance across the screen. Problems arise,
however, when you start faking him out and tricking him into using it. If it
is blocked or whiffed, that's a free combo that's pretty darn easy to take up,
and connecting really doesn't do that much for him either (low damage, and it
doesn't chain into anything bigger for more damage). Thus, if you bait him a
couple of times, you can even remove his ability to quickly punish your
mistakes. His hopping Cactus attack is easily blocked and/or avoided, and he's
very, very vulnerable while performing it - plus, SonSon's Seiten Rengeki
outprioritizes this and his Onion Roll, meaning you can perform one on reflex
and stop him cold. Plus, if he blocks or dodges your SR, he really can't do
too much damage in retaliation.
His rushing skills are minimal, due to his larger-size, slower-speed, and lack
of effective rushing abilities. Thus, the most he can do is run, jump, and hit
you low; not a very good mix for rushing. If you don't have the reflexes to
effectively block someone jumping at you, then you should really work on those
before you come across characters that CAN rush well (i.e., Magneto and Storm).
He can enhance this rushing marginally by throwing a couple of Cacti out and
using assists...but still, he's not a born rusher, nor should he be played as
one.
What does Amingo have left? Hypers? Ok...his Plant Judgement super is easily
blocked, even easier avoided, and easier still countered. Since Amingo has no
way of comboing into this (unless he gets really creative with his assists),
his only way of connecting with it simply using it and hoping that you're dumb
enough to get hit. Jump over the sprout as is saunters on by and pummel
Amingo, PLEASE. As for his Blessing of the Sun, this can be problematic if you
are in the air and get caught in it; the only way he can be punished during
this Hyper is if it whiffs or if you are on the ground and can pushblock him
away. If you can, then sock ol' Plant-man out of it, and if you're in the
air...well, just block it all and hope he doesn't chip too much off of you.
Ok, onto SonSon and her safe routes for destroying Amingo. First off, she is
safe jumping in on him due to the priority of her j.HP...but then again, Amingo
has the same edge over her with his j.HK versus (most) any of her ground moves.
SonSon can run away from Amingo, though, building meter and throwing out the
occasional LP Shien-Bu for trapping/baiting/whatever. The funny thing is that
SonSon's Hyper En'ou is a good bet for damaging him, since he really has no
avenue for long-term avoidance or repeated damage; he can superjump over you,
but he'd best keep superjumping or else he will eat a lot of (chip) damage.
SonSon's Seiten-Rengeki is good for countering his jump-ins...in fact, if he
blocks it, he's going to have a very time countering your attack at ALL, which
makes it a decent bet against jumping Amingos as well.
The biggest problem about Amingo, sadly, is his lack of truly safe and
effective moves. Since he can't combo into either of his supers (without
assists, that is), the most damage he's going to be able to do are aerial
combos ending with an Onion Roll. If it's blocked or whiffed, then he's going
to have problems...so he can't finish combos with those. He can't finish them
with sprouts, either, 'cause you can sock him the moment you see him make ANY
move. As for other safe options...well, we've already covered full-screen
Sprouts, he has no options in the air, and his j.HK - while high in priority -
is just no substitute for a poor arsenal of follow-up attacks. Furthermore,
Amingo doesn't have any safe counters for being rushed, either, and he lacks
the tools to even begin to avoid some of the higher-end traps out there.
Granted, SonSon isn't going to be some top-tier trapsmith, but she certainly
can put the hurt on him.
SonSon beats Amingo at just about everything he does, and has even more tools
at her disposal for avoidance, attacking, running, trapping, etc. Losing to
Amingo is like losing to Roll...you really have no excuse if you know what
you're doing. Amingo can't follow throws for bigger damage, and can't really
do much damage with the few hits hit MIGHT land. He has practically no (safe)
chipping, no running, no ability to stop you from running...it's ridiculous.
If you stop and play cautiously, then MAYBE you'll end up eating a combo or two
from him. However, SonSon will easily be able to make up the difference with a
single combo, so even if it comes to trading blows (which it shouldn't), then
you WILL win this one.
#### _____________________==============_______________________
#### b - Anakaris
#### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯==============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### #########
####### ####### Anakaris, through all of his odd attacks and abilities,
##### ##### can - to a certain degree - rush and run with the best of
#### ##### 'em...however, he carries fatal flaws in each strategy
#### ##### that allow you to dominate him, as long as you capitalize
#### #### on those flaws through and through. The first thing
###### ###### you'll notice when playing as (or against) Anakaris is
############## that he is very, very unconventional. From the way you
#### #### perform his moves to the way they come out, he's a strange
character through and through. Because of this, he has to
be played quite differently be to be effective, and through that different
style of play you will either meet great success or utter failure. He cannot
rush quite the same as other characters, nor is he keepaway or runaway handled
the same. Knowing these differences is the first step to beating him.
Let's start with Anakaris' rushing ability. He does have an air-dash, which
allows him to quickly superjump and dash overhead while hitting you...however,
unlike nearly every other airdashing character, this is not the way to success
for rushing. In fact, this particular Air-dash, after cancelling out of it,
leaves Anakaris completely vulnerable until he reaches the ground again.
Ultimately, it's not the move of choice for 'Karis to use in attacking, so
don't expect it. However, he does have the Pyramid Drop attack(s), performing
with a simple jumping d.LK/HK. If Anakaris jumps and immediately performs this
move, he can quickly hit you with an overhead attack, followed by a ground
combo. So while you might think Anakaris has no rushing ability, you're quite
wrong. Granted, he lack the ability to quickly and effectively cross you up
(like the better rushers can), but he can still get you from overhead.
Now, being able to rush is one thing - heck, even SonSon can do it to some
extent - but following it up is another, and this is where you'll find Anakaris
is quite frustrating. He has the ability to pull off midscreen aerial raves
that can do as much as 30 of your life without the use of supers. How so?
Well, if he can land that Pyramid Drop, he'll launch you and then LP, LK xx LP
Cobra Blow, LP xx Mummy Drop. The 2nd LP resets you, making you vulnerable for
the Mummy Drop. Irritating, yes? Oh, it gets better - if you're in the
corner, he can string 2 Cobra Blows before the Drop (for more damage), or even
do a simple LP, LK, Cobra Rush to eat away a good portion of your life (and,
more importantly, DHC into something else for MORE damage). Finally - and this
is very rare, but it's worth noting - some Anakaris players are skilled enough
to perform a quick air combo xx Pharoah Magic. Good damage, and it can be
followed easily.
Suppose Anakaris fails on the overhead, then what? Well, he can play a quick
game of keepaway ending in a Cobra Blow, or he can mix it up and end with a
HP/HK xx Mummy Drop. Since you're blocking the whole thing (and being
progressively pushed away), you might not see the grab coming. Crouchblock him
(since he has tremendous reach with his crouch attacks) and pushblock him out
of range. Then, while he's stuck in the lag on the Mummy Drop, beat on him.
It's helpful.
So he can catch you if you're not careful through the use of long-range
crouching attacks, Command Grabs, and powerful supers. However, something I
should REALLY take the time to mention - simply for your safety - is the
infamous Infinite-Reset when he has an assist backing him. Now, not all
assists can provide him with what he needs to do this, but you should generally
be wary if he has any sort of Anti-Air assist on his side. What happens is
that Anakaris Launches you while calling the assist, then does a sj.HP (or HK)
xx Pharoah's Curse. The assist hits you, and you get socked by the Curse,
turning you into a little worshipper. Now, the bad thing about this is that
you cannot block, all you can do is run around and hope that Anakaris doesn't
hit you again...which you can bet he WILL do. Since the combo resets AND you
are unable to defend yourself, he can waltz right up and do it again...and
again...and after 3-4 times, that character is toast. That's not too good,
considering he only had to land 1 hit (that Pyramid Drop) to start the whole
thing.
The lesson to be learned her is that Anakaris, much like Magneto, is best dealt
with by keeping him away from you. This is something that SonSon can do
somewhat effectively...but Anakaris can shift tactics and bring the game right
back to you. If you start running away, he cannot effectively run after you
without putting himself in harms' way - he lacks any ground-based projectiles
to hit you with, none of his normals can hope to beat your j.HP (heck, I
believe SonSon's j.HP even beats his Cobra Blow), and he's simply too big to
dodge your LP Shien-Bu, so it just isn't feasible for him to follow once you
start to run. However, Anakaris has his own style of runaway and keepaway, one
that can easily counter SonSon's running.
I said that Anakaris lacks an effective ground-based projectile, and I wasn't
kidding. However, he has his Coffin Drops, which appear at 4 different levels
of the screen. If he were to perform this while on the ground, he'd be ASKING
for punishment - the have considerable startup and lag, despite his ability to
place them where he wants - but in the air, it's a different matter. You'll
notice that when he superjumps and performs the move, his falling is slowed
considerably (in fact, if your timing is just right, he can hang around up
there almost indefinitely); this means that he can superjump up and away from
you, then rain down coffins for just about as long as he wants to. Since the
farthest coffin can still hit you when you're blocking it, this means you have
to try and get between the coffins in order to get to him. Since Anakaris can
immediately drop another after the first hits the ground, this means he can
place the next one slightly further back, effectively halting you...unless your
timing is right. Interchanging these with the occasion Pharoah's Curse to halt
jumping attacks, he can be a tough character to bring down. Not that he needs
it, but this also steadily builds meter for Anakaris (slowly but surely)...so
stop this when he starts, eh?
Thanksfully, he is also very, very vulnerable during these drops. What can
SonSon do? For starters, you can take the slightly more frustrating route of
moving between the coffins and using a Tenchi Tsuukan to smack him back to the
ground. If you lack a bar of meter, you can try to mess up his timing by
performing a Wall Climb to force the screen back on you, dropping yourself at
different locations so that he incorrectly picks his next coffin location.
Sadly, the Hyper En'ou's flame breath doesn't reach high enough to stop him, so
that isn't an option, and SonSon's airdash would only be helpful if you could
dodge coffins long enough to superjump and dash at him...AND hopefully avoid
the next coffin as it drops. Mess him up and drop him, rather than piddling
around.
Now, SonSon can out-rush Anakaris, no doubt about it; he really lacks the
effective tools to keep her off of him. However, he can do the same to her,
and with the right assist partner his rushing can be infinitely more painful.
Just make sure you beat on him when you can, staying on him until you can land
that combo. If he goes after you, run away until you have an opening and then
capitalize on that opening (remember, SonSon can dash xx f.HP to cover almost
the entire screen in a small space of time, then framekill DHC into
someone...Anakaris lacks this ability). I would highly suggest throwing out a
high LP Shien Bu to prevent his running, then rush him until you get the damage
you're looking for.
########## _______________________=============_______________________
############## c - Bulleta
##### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
####
#### Bulleta has a few things going for her - a couple of high-
#### damage combos, decent projectiles, a surprisingly good j.HK
##### ##### - but you'll often find that she lacks the tools to make
############## effective use of some of her attacks. This doesn't mean
########## that she isn't a danger...it just means that if you're
careful, she shouldn't be able to do much. So what should
you be most worried about? Well, her supers all do moderate damage, although
the only one you can combo into is Cool Hunting. Thus, right from the start
you know that she DOES have moderate damage capability. Then again, most
anyone in the game can do a good amount of damage if they land a c.LK and have
1 bar of meter, so she's not exactly an exception. She's not too fast when it
comes to dashing, so you don't have to worry much about her rushing you,
either. Any decent turtle can stop her, and anyone with moderate full-screen
retaliation abilities can completely destroy her. See, Cool Hunting does good
damage, and is also a high-chipping super...however, if it's blocked, then she
is left standing there with her Uzi pointed out, completely defenseless. This
is an excellent opportunity to hurt her however you can; for some characters,
they can hurt her more effectively (i.e., the God Tier can outright kill her),
but SonSon isn't the greatest when it comes to full-screen attacks. I know she
can perform a dashing f.HP, but that's really about it. If you're closer, you
can combo her, but at maximum distance she's not going to be able to do as
much.
All right, so she can do a lot of damage via the use of 1 super, combo'ed or
chipped. If it's chipped (since you don't have time to jump out of the way due
to its very short start-up), you can still sock her and nullify the chipping
she did. So while this is a viable attack, it's not exactly the easiest to
land, and it certainly isn't that safe. So what does Bulleta have left
workin' for her? Well, she has a double-jump, which gives her a little more
mobility; combine this with her pseudo-projectile j.HK and you have a decent
keep-away game. She can build meter fairly quickly by jumping away and kicking
mines down at you until she's ready to stop.
..now, here's the problem - she can run away, but what's to stop SonSon from
running after her? 1 mistimed HK and she eats a Seiten Rengeki or a Tenchi
Tsuukan (or both). Plus, she has no real Anti-Air capabilities once in the
air, so if SonSon is above her, her only defense is doublejump away from her or
blocking. In either case, SonSon can still hold the advantage; if she
doublejumps towards, she has no way of beating SonSon's j.HP, and away leaves
her little room to work with. She could fire off a Shining Missile, but SonSon
can either smack her out of it or airdash out of the way, not to mention the
fact that she can slow her movement via a LP Shien Bu. If Bulleta takes to the
offense, then she has to find something that can counter SonSon's j.HP; plus,
if SonSon airdashes backwards and throws out a LP Shien Bu, then she either has
to try and jump over them (not too good) or drop, jump up after them, and...
well, by then SonSon is too far away to catch.
What about if she's grounded and just trying to keep SonSon away? This is
probably where she does the best - she has practically no start-up OR lag to
her Shining Missiles, which gives her the ability to throw out slow, pressure-
projectiles and hope for the best. The problem with this is that SonSon's
Shien Bu can directly counter this, even splaying out to take out the missile
AND give more screen coverage. SonSon can beat her at her own game, then
proceed to rush her down. This can be countered with a Cool Hunting, since its
startup is fast enough to catch you during the lag...but hey, you should be
avoiding those situations! You have to be careful when rushing, too, as when
she's on the ground she DOES have her Anti-Air flame. If this connects, she
can go right into Cool Hunting (and then DHC into something safer or better).
If blocked, then she's open, and I've already covered what happens if you block
a Cool Hunting...
All that's left to mention, really, is the fact that she is fast enough to
combo OTG you off of a c.HK -- meaning she can hit you with a c.HK, and recover
fast enough to perform a c.LK, LK (launch) and AC you for a decent amount of
damage. Problems arise with this, however, when you realize that she would do
more damage with a Cool Hunting combo...however, if she needs the meter, I can
understand why a Doublejump combo would be used instead (although a meterless
Bulleta is rare; they usually build a stock or two by "HK mine runaway").
Also, she has a ground crawl (just like SonSon), which means she can avoid
attacks or cross you up in the middle of a combo. However, you can see it
coming, so make sure to hit her when she tries somethin' like this.
So how should SonSon go about attacking her? Well, once again you can simply
rush with air dashes, using LP Shien Bu's for pressure (and keeping her on the
ground), and the occasional wall-climb to fake her into performing an ill-
conceived assault (i.e., a Cool Hunting that ends up blocked). SonSon can do
quite a bit of damage from simple combos ending with a Seiten Rengeki xx Tenchi
Tsuukan, and they are considerably easier to land than a lot of what Bulleta
has. Also, you can safely DHC out by superjumping away and doing an aerial
Tenchi Tsuukan, while Bulleta has no aerial Supers to DHC off of. Honestly,
though, this isn't that large of a problem, since she can do a Cool Hunting
while you're grounded and DHC before it ends; it's fast enough to throw out so
you can't superjump out of the way, and she can DHC into something else before
the end of it. The only time she shouldn't be using it to DHC is when you're
NOT in front of her!
##### __________________======================___________________
##### d - Captain Commando
##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯======================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
###############
##### #######
##### #####
#### #####
#### #####
##### #####
##### #######
######### #####
########## ______________________=============________________________
##### ###### e - Chun-Li
#### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ####
#################
####
#### #####
#############
#########
########## _____________________================______________________
########## f - Dan Hibiki
###### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
######
######### ### Ladies and Gentlemen...I love Dan "The Man" Hibiki. I love
############## his attitude, his confidence, his ability to build tons of
## ###### ### meter by taunting, and the greatness of winning with him
###### on your team. I also love facing off against someone who
###### has the guts to place him on their roster, since it is a
###### nigh-guaranteed win for you. You have to mess up royally
###### to lose to Dan...and again, and again, and again. He's
###### great fun to play as in casual, especially if you can pull
###### out a win with him. However, for whatever uses you may
###### find for him, just about everyone else in the game can out-
###### do him. He's good for a cheap laugh, but he's like the
###### comedy sketch that works well on paper - it looks just fine
when you see it written down, but when it finally hits the
big screen, you can't help but wonder why it ended up failing. Well, folks,
let's debunk the myth and explore the truth behind Dan "The Man" Hibiki - the
lackluster, SNK-ribbing joke character that Capcom decided to exploit for all
he was worth, even hitting some respectable heights in some games (Alpha 3,
SvC: Chaos)...yet hitting an all-time low in this one.
First off, let's look at the basics of each character. Everyone has a
launcher, which - for most characters - ends up being a way of continuing a
ground combo and landing some decent damage through an aerial assault. Dan's
c.HP is his launcher, and he shares the same problem that the Trio of Pseudo-
Shotos have: terrible range, and moderate priority at best. This,
unfortunately, is hampered even more by Dan's slow speed (of the 4 characters
that carry this kind of launcher - Dan, Ryu, Ken, and Akuma - Dan moves and
dashes the slowest), so that if he wants to dash in and try to land a combo
ending in a launcher...well, he might not have enough speed to get close
enough, resulting in a c.LK, whiffed c.HP, (and his subsequent punishment).
Bad call. Assuming he DOES land that launcher, then he can pull out a quick
combo ending in an Aerial HK Dankyukaku...but this just doesn't do that much
damage.
Ok, so Dan fails at his aerial junk. His groundwork, unfortunately, isn't any
better. Normally, if you can't get the damage out of an AC, then you have to
see if you can make the most of a ground combo...and here, Dan can land a
couple of blows followed by a Gadouken. Ooh boy, what a load of damage there!
Furthermore, he still has that terrible range that makes him difficult to work
with, so even if he DOES land a hit...well, he has to be pretty darn close to
get all of it to work. He doesn't have anything else he can work with ending
with any other specials, really - he can hit you with a c.LK, LK xx Gadouken or
c.LK, LK, HK Dankyu, but he won't be able to do anything else unless he has an
assist helping him out. Dan can't even seem to connect with his Kick chain -
the HK usually whiffs - and sometimes when he tries to combo into the Dankyu it
won't successfully chain, so his best bet for damage are either Hypers or
pathetically small combos. Or one of his extensive (and extremely wasteful)
corner combos...but I will get to that in a moment.
The biggest damage people tend to inflict are due to Hypers, and Dan is no
exception; he has the single-most damaging Super in the game, the Otoko Michi.
The downside of this, of course, is that it is a slow-moving, meter-chugging,
uncomboable Hyper that leaves Dan with a tiny, tiny sliver of life. Suffice to
say, you may manage to take out your opponent with this move, but it comes with
a SEVERE cost. You're just not going to want to use this if you're playing as
Dan. Furthermore, since you can't combo into it, you'll have to find ways of
locking your opponent down just for Dan to get this to work (which just doesn't
happen, like, EVER), or DHC into it and hope your opponent doesn't jump. This
doesn't seem to look too good for Dan, either, as it puts him in a very, very
vulnerable position. Essentially, the Otoko Michi is a trememdously high-risk
move, and although the reward is high...well, the rewards can be even higher
with certain characters requiring much less risk.
Now, what Hypers CAN Dan combo into? Well, unless you want to get creative
with assists or work 'em into a corner, then your best bet is something to the
tune of c.LK xx any of his Hypers (aside from the Otoko Michi). The big
problem with this, though, is that Dan simply isn't doing that much damage, and
he has to practically be a psychic to get that thing to land. Against larger
characters, Dan can hopefully pull a c.LK, c.LK xx Hyper Move...but against
SonSon, you'll see Dan blowing just about any attempt he makes. Since he
doesn't have a fast-enough dash, he can't land a jump-in, dash in while you're
still recoiling, then combo into the Hyper...this means that Dan is ONLY going
to be able damage you by going for random supers, Otoko Michi set-ups, or his
corner combos. That's about it. Even then, his Random Supers are only going
to yield 50-60 points of damage, while your average SonSon combo (c.LK, HP, HK
xx HP Seiten Rengeki xx Tenchi Tsuukan) will do 80+. That's no good in terms
of trading blows.
His corner combos, sadly, simply don't seem to work too well against SonSon,
either. Normally, Dan can burn a bunch of meter by chaining into a Shinkuu
Gadouken, then juggling you with a couple of jabs, throw out another, and so
on. Sure, Dan MAY have some damage to his credit with this...but you're just
not going to see this in a real fight. The timing on holding your opponent
down and successfully juggling them can be rather strict (especially against
SonSon), you have to set the combo up correctly (which is easily blocked, since
it IS Dan), and it takes tons of meter. Meter is probably the only thing that
Dan doesn't have too much of a problem with, since he can reverse tiger-knee
his Dankyu for free meter(and SonSon really can't do much to stop him) or
simply abuse his taunts. Taunting tends to leave him a little more open,
though, so if you see Dan unattended, make sure you punish him for making that
mistake.
..and that's about it for Dan. He has no full-screen abilities and he isn't a
fast mover, so he can't punish you for standing there and throwing out a Shien-
Bu or really doing ANYTHING (his best options are dash-jump-Dankyu or doing a
superjump). As we've already discussed, Dan is EXTREMELY limited in terms of
ability (he cannot dash into combos or launchers easily, and his best jump-in
pales in comparison to a lot of other attacks in the game), and doing damage is
a chore for him do to. SonSon requires getting in close to do her most damage,
and thankfully her abilities seem to be suited towards getting that done. Dan
has trouble safely warding her, so statistically SonSon is fine for rushing and
trying to put the hurt on Dan. She can pressure him, and even do a little bit
of chipping through her Hyper En'ou since Dan really doesn't have anything that
can stop her or punish her usage of the move (wait until he jumps behind, then
punch him or flame him). She can use a whole bunch of moves to throw him off
of his game, and truly demolish him. I mean...what can Dan do? Throw out a
Koryuken to try and stop her rushing him? If he succeeds, then good for
him...but if he blows it, he is in for a huge combo, meaning the risk is quite
high while the reward is very low. Not a good trade. Frankly, Dan has too
many situations like this, which just end up hurting him too much for his own
good.
Let's face it, Dan is considered one of the 4 worst in the game because he
can't do much damage, he really doesn't build THAT much meter, he doesn't have
any truly great assists (1 in 4 chance that his AAA will be invincible...but it
still has terrible range), he doesn't have the tools to avoid traps or land
huge combos, and he just ends up being a waste of space on the roster. Dan may
be a fun "joke" character, but this is one game where the joke just isn't
funny.
######### #### ______________________=============________________________
###### ###### g - Felicia
#### ##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ####
#### ####
##### #####
##### #######
######### ####
####
###### ####
##############
##########
#### _______________________===========_________________________
#### h - Gouki
#### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### #####
###############
###### ####
#### ####
#### ####
#### ####
#### ####
#### ####
#### ####
##### _______________________===========_________________________
##### i - Guile
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##########
##########
#####
#####
#####
#####
#####
#####
#####
#####
#####
###############
###############
##### ______________________============__________________________
##### j - Hayato
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#####
#####
#####
#####
#####
#####
#####
#####
#####
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#####
#####
#### #####
#################
##############
##### ___________________====================____________________
##### k - Jill Valentine
##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯====================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##### ######
##### ######
##### ######
##### ####
##########
############
##### #####
##### #####
##### #####
##### ####
########## ____________________=================______________________
########## l - Jin Saotome
##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#####
#####
#####
#####
#####
#####
#####
#####
#####
#####
#####
#####
###############
###############
#### _______________=================_________________
##### ######### ########## m - Ken Masters
####### ######## ###### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##### ##### #####
##### ##### #####
##### ##### #####
##### ##### #####
##### ##### #####
##### ##### #####
##### ##### #####
### _______________________===========_________________________
#### ########## n - Kobun
####### ###### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯===========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##### #####
#### ####
#### ####
#### ####
#### ####
#### ####
##### #####
######### __________________=======================__________________
############# o - Morrigan Aensland
#### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=======================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ####
#### ####
#### ####
##### #####
##############
#########
############### ________________________==========_________________________
###### ###### p - Nash
##### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯==========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##### ####
##### ####
###### #####
################
##### ######
#####
#####
#####
############### ______________________=============________________________
##### ##### q - Rockman
#### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### ####
#### ####
#### #####
##############
###### ####
####
#####
#####
###### #### _________________________==========_________________________
###### ######## r - Roll
############### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯==========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
######## #
#######
######
######
######
######
######
######
######
############# _____________________================______________________
##### ###### s - Ruby Heart
##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
###########
############
#####
###### ####
##############
########
#### __________________________=========___________________________
#### t - Ryu
########### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
###########
####
####
####
####
####
####
##########
########
##### #### _______________________============________________________
##### #### u - Sakura
##### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##### ####
##### ####
##### ####
##### #####
###############
######## #####
##### #### ______________________============________________________
##### #### v - SonSon
##### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##### ####
##### ####
########
######
####
###### ### ###### __________________================__________________
##### ##### ##### w - Tron Bonne
##### ####### ##### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#### #### #### ####
### ### ### ###
##### #####
#### ####
##### ###### ________________________==========_________________________
##### ###### x - Vega
##### ###### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯==========¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
########
######
########
##### ####
###### #####
##### ######
##### #### _____________________=============________________________
##### #### y - Zangief
##### #### ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯=============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
##### ####
##### ####
#########
#######
#####
###
###
#######
######
=============================== MvC2 - SonSon 3 ===============================
-----------------------------IV: Various-----------------------------
=============================== MvC2 - SonSon 3 ===============================
Stuff that doesn't fit anywhere else? Find it here!
____________________________======================_____________________________
A - Revision History
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯======================¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
07-06-03: So I've decided to split up my SonSon guide. Yay.
07-14-03: Ok, so here's the 3rd split. This one will probably end up being
the largest of the 3 guides, since it covers the most characters out
there. Of course, a lot of these characters aren't as deep as the
God, Top, and Near-Top characters, so I'll bet quite a few of 'em
can be debunked into simple plans and such. Not that I should be
underestimating them, nossir...that wouldn't be helpful at all!
07-31-03: There, I finished those blasted letters, and added Iceman to the
roster. This is takin' a bit longer than I thought it would, maybe
because I'm gettin' a little burned out on the game. I need more
competition, I tells ya...
_________________________________============__________________________________
B - Thanks
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯============¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
~CJayC (
[email protected], www.gamefaqs.com) for putting this FAQ up. Your
hard work as earned my respect.
~Al Amaloo (www.gamewinners.com) for being such a cool guy, and having a great
site. Your tenacity will live forever!
[email protected] 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).
~Those crezzy, crezzy guys at www.Shoryuken.com. Guys, if you want to know
something about a fighting game - really, ANY fighting game - then head to
SRK's forums. The best players in the world (on a lot of fighting games) go
to those boards, so if you can't get your game some help there...then you're
not going to get helped at ALL.
________________________________===============________________________________
C - 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
onto.)
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 FAQ Copyright Reverend Eric "Vegita" Johnson, 2003