Marvel vs. Capcom 2
SonSon Character FAQ
Version:  3.1415926535897932384626433832795028841...  (Final)

Written by:
Vegita, Guardian Of Destiny
(VegitaBOD@aol.com)

I.    Introduction
II.   Character Background
III.  General Notes
      A.  Alpha Assist
      B.  Beta Assist
      C.  Gamma Assist
      D.  Various Other Stuff
IV.   Special Moves
      A.  Tri-Monkey Kiss
      B.  Nyoi-Bo Strikes
      C.  Rising Nyoi-Bo
      D.  Ground Crawl
      E.  Wall Climb
      F.  What's Cookin' Doc?
      G.  Air Dash
V.    Super Moves
      A.  Power Nyoi-Bo Slam
      B.  Raging Ooarzu Monkey Demon SonSon!
      C.  Giant Lunch
VI.   Combos/Strategies
      A.  Combos
          1.  Magic Series
          2.  Hunter Series
          3.  Aerial Raves
          4.  Quick Combo Guide
      B.  General Strategies
      C.  Abyss Fighting
VII.  Disclaimer
VIII. Thanks


12-8-00:  Reworked some sections of the FAQ, adding side notes and such.  Added
the Combo explanations.  Final version!

7-12-00:  Updated the "General Notes" section.  Added another combo.

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 peach).

7-1-00:  FAQ created.

-Marvel vs. Capcom II -- Marvel vs. Capcom II-
---------------I.  Introduction---------------
-Marvel vs. Capcom II -- Marvel vs. Capcom II-

Welcome, folks!  My name is Vegita (Guardian Of Destiny), 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!  So what I've done is I
play games, but I randomly pick people, and do what I can to win.  I've found
that I hate Guile/Charlie and Shotokan players because they simply refuse to
change!  Always the same manuevers combos, the same rushing/jumping attacks, ad
nauseam...so my retrospective on the whole "Fighting Scene" was "Let 'em play
as the same tried and true characters.  I'll find the better ones."  And
although you may laugh, I think we have a winner with SonSon.


-Marvel vs. Capcom II -- Marvel vs. Capcom II-
-----------II.  Character Background----------
-Marvel vs. Capcom II -- Marvel vs. Capcom II-

SonSon came from the somewhat popular arcade and Turbografix 16 games of the
same name from the mid 80s (run on sentences RULE!).  Her background past THAT,
I don't know.  All I know is that she is a very LARGE rip off of Son Gokuu! 
Allow me to explain.

In the Ancient Chinese Folklore, there was a "Monkey God" named Son Gokuu (or
Son Okuung).  Gokuu was a small boy who, for unknown reasons, had ungodly
strength and speed.  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 Ooarzu (Giant Monkey-thing) if
he sight the full moon.  Bad news for anyone around him at the time!

Now, SonSon is a rip off of this character how?  Well, ok, calling he a rip off
isn't correct.  She's based off of the monkey God legends, as is Akira
Toriyama's series "Dragon Ball", and the more recent show "Monkey Magic".  Each
series or character has various traits from the monkey god legends, and each
has their flaws.  Monkey Magic suffers from plot (it follows the Monkey God
legends, but kinda not...), Dragon Ball takes the Monkey God legends and twists
them around to MAKE the plot, and SonSon is Son Gokuu, save for the fact that
"she" is supposed to be a "he".

Frankly, 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.

There, that's all I know.  I swear.


-Marvel vs. Capcom II -- Marvel vs. Capcom II-
------------III.  General Notes---------------
-Marvel vs. Capcom II -- Marvel vs. Capcom II-

Ok, since I haven't had the pleasure of owning a Dreamcast, I've only gotten to
play as SonSon in the Arcades.  And since I've only played as her in the
arcades, most of this will be going off of memory, so bear with me!

-----III.A - Alpha Assist-----

Peach Heal.  SonSon steps out holding a peach for you to eat.  This is her
healing assist.  There isn't much hope for comboing this assist, so don't try. 
DO make sure you grab that peach, though, as it will recharge some of your
green energy bar (if you've lost green, but not the red, it will recharge some
of the green for you).

If SonSon is included (you have at least 2 or 3 bars) in a multiple-hyper
combo, and you have selected the Alpha Assist, she will perform her
"R.O.M.D.S." Hyper (see Hyper moves).


-----III.B - Beta Assist-----

Shien Bu (Tri-Monkey).  SonSon steps out and performs her Shien Bu projectile. 
This is slow, but it's good if you know what you're doing with it (slow
projectiles are always nice to trick your opponent with).

If SonSon is included (you have at least 2 or 3 bars) in a multiple-hyper
combo, and you have selected the Beta Assist, she will perform her "R.O.M.D.S."
Hyper (see Hyper moves).


-----III.C - Gamma Assist-----

Seiten Rengeki (Rising Nyoi-Bo).  SonSon jumps out and moves in an upward
motion with her "Uppercut" attack, the Seiten Rengeki.  While not TOO terribly
effective as an assist, if you're on to pull lots of cross-ups, this can really
screw with someone's head.

If SonSon is included (you have at least 2 or 3 bars) in a multiple-hyper
combo, and you have selected the Gamma Assist, she will perform her "Power
Nyoi-Bo Slam" Hyper (see Hyper moves).  I suggest if you pick this Assist,
don't use the 2 or 3-man hyper moves, as you would have to be extremely close
to guarantee SonSon's hitting.



-----III.D - Various Other Stuff-----

SonSon's Block:  She spins her Nyoi-Bo around in front of her.  Not quite as
cool as some of the defenses in the game (Amingo and Iceman come to mind), but
this still looks pretty neat.

Opening Pose:  SonSon flies across the screen on her cloud, then back again,
where she jumps off and lands in a fighting pose.

Win Pose #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.

Win Pose #2:  SonSon juggles several peaches, then eats them one by one.  Then
she feels sick from it.

Win Pose #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.

Win Pose #4:  SonSon puts her Nyoi-Bo on her shoulder, grabs her tail, and
grins at the camera while saying something in Japanese.  I don't know what she
says, though, since I've only seen this pose once.

Assist Exit:  SonSon puts her Nyoi-bo on her shoulder, grabs her tail with her
other hand, and grins at the camera.

Lose Pose:  She leans back on her Nyoi-Bo and tail, scratching her head.

Taunt Pose:  SonSon pumps her arms, saying "Yeah Yeah Yeah!"

Throw #1 (with a Punch):  SonSon puts them on the end of her Nyoi-Bo, then
quickly extends it back and over her head, lauching the enemy into the air.

Throw #2 (with a Kick):  SonSon hops up onto the opponent's back, then hits
them hard on the head, knocking them to the ground.

Colors:  Who honestly cares what color a character is?  I mean, I have a friend
that hates the color changing and mirror matches, saying "It's not possible,
and why would the change colors?"  My usual response to ANYONE about this is
"Who cares?  It's a friggin' video game!"  So what if Juggernaut's Sewage
Green, let's just fight!  I DO know that other than the red costume color, she
also has a pink one...

General reaction to SonSon when you pick her (against other players):  "You're
pickin' that wimp?  Geez, maybe I should have (blank*) go easy on you.

* = Insert name of popular, excessively cheap character to use: Cable,
Spiderman, Akuma, Wolverine, Iceman, Amingo, Jill, Cyclops, Strider etc.

General reaction after you soundly tromp the other player with SonSon:  "Aw, I
went easy on you anyways.  So what if you healed 5 times in a row!"

Actual Reaction I've gotten from winning with SonSon, Roll, and Juggernaut: 
"Get away from me.  You make me sick, you small, then big, then small again
freak..."

ANOTHER actual reaction I've gotten from winning with SonSon, Servbot, and
Dhalsim:  "Jesus Christ, can you be my new God?"


-Marvel vs. Capcom II -- Marvel vs. Capcom II-
------------IV.  Special Moves----------------
-Marvel vs. Capcom II -- Marvel vs. Capcom II-

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.
 Here are the special moves, with a bunch of names I made up for them:

-----IV.A:  Tri-Monkey Kiss of Death! (Shien Bu)-----

Movement:  Roll from Down to Towards + any Punch button.

-This attack is certainly...odd.  It's SonSon's projectile, but it's
still...odd.  What she does is she plucks 3 hairs from her head and acts as if
she's blowing a kiss, but from her mouth 3 smaller monkey-people are released,
flying along in a horizontal path.  This attack comes straight from the old
Monkey Legends.  Each one can strike, so one Shien Bu can generate 3 hits
(duh!).  Not terribly easy to work into a combo, nor is it fast enough to
counter other characters' projectiles.  It does, however, have seperate hit
ranges, depending on the location of the 3 monkeys during their flight.  This
can be a blessing and or a curse; take it as you will.

Another interesting point about this projectile is that after a certain
distance, the monkeys will spread apart and fly off in different directions. 
While you may think this isn't a good think, just think of the mind games you
can play against another player:  he thinks you're gonna throw the strongest
punch-projectile (so you can reach him), and he jumps over it as soon as it
comes out...only to land on the upcoming monkey!  I've done that a couple of
times (of course, mine was followed up by a Juggernaut assisting punch).

~This attack CAN be used in the air.
~This attack can NOT be cancelled into.
~This attack can NOT cancel into one of SonSon's Supers.


-----IV.B:  Nyoi-Bo Strikes-----

Movement:  Press any punch button repeatedly.

~When performed, SonSon will take her staff and swing it around in front of
her, much like E. Honda and Chun Li's trakemark attacks (100-Hand Slap and
Lightning Leg, respectively).  While it's good for a quick combo on the
unsuspecting opponent, don't rely on this attack to get you by much, since it's
hard to get out of to block attacks.  It CAN be cancelled into much greater
attacks, however.

~This attack CAN be used in the air.
~This attack CAN be cancelled into.
~This attack can NOT cancel into one of SonSon's Supers.

-----IV.C:  Rising Nyoi-Bo Spin (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.

~This attack CAN be used in the air.
~This attack CAN be cancelled into.
~This attack CAN be used to cancel into her "Power Nyoi-Bo Slam."

-----IV.D:  Ground Crawl-----

Movement:  Roll from Away to Down to 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.

~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.

-----IV.E:  Wall Climb-----

Movement:  Roll from Down to 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.

~This attack can NOT be used in the air (it requires walking).
~This attack can NOT be cancelled into.
~This attack CAN cancel into SonSon's "Power Nyoi-Bo Slam."

-----IV.F:  What's Cookin' Doc?-----

Movement:  Roll from Towards to Down to 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.

~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.


-----IV.G:  Air Dash-----

Movement:  While in the air tap Towards, Towards or Away, Away

-The Usefulness of this move is its speed, by far.  Her air dash can move her
from 1 side of the screen to the other in the blink of an eye.  Good luck
catching her off guard with this one, because it really is her only speedy
trick to get out of a jam.

~This attack can ONLY be used in the air (Duh; it's called the "Air Dash" for a
reason).
~This attack can NOT be cancelled into.
~This attack CAN cancel into one of SonSon's Supers.


-Marvel vs. Capcom II -- Marvel vs. Capcom II-
--------------V.  Super Moves-----------------
-Marvel vs. Capcom II -- Marvel vs. Capcom II-

SonSon has 3 Super Moves, which I will go into detail with right now.

-----V.A:  Power Nyoi-Bo Slam-----

Movement:  Roll from Down to Towards + 2 Punch buttons

-This Hyper move certainly is...different.  SonSon throws up her Nyoi-Bo, then
swings her arms forward as the GIANT end of it comes crashing down in front of
her, about a half-screen distance all told.  The pluses of this Hyper are the
fact that you can hit someone when she's throwing the staff upwards (and pretty
much guarantees the rest of the hits), and the speed of the attack.  It's not
possible to combo it, though, as the staff will usually either miss, or cause
too much lag time (there IS lag time) for them to escape or counter.

This hyper move CAN Be used in the air.


-----V.B:  Raging Ooarzu Monkey Demon SonSon---

Movement:  Roll from Down to Away + 2 Punches buttons

-SonSon raises her arms, and grows EVEN BIGGER THAN JUGGERNAUT.  Then she can
walk back and forth, and can use 3 abilities:
Jab punch (weak Punch button)
Massive Punch (Fierce Punch Button)
Fire Breath (any kick button; control with directional pad).

The R.O.M.D.S. (initials, folks)  is VERY nice, because of all the effects it
has.  First of all, when SonSon's growing to her massive Monkey size, she is
invincible (as far as I know...I haven't been hurt yet while doing this!).  If
the enemy is close enough when you're doing this, they will take some damage
from the growth itself!  Then you have the fact that you have super armor while
this hyper is in effect.  THEN you have the fact that if an enemy is STILL in
close, you can punch them across the screen, then flame them for LOTS of
damage.  Finally, you have the anti-air threat, anti-ground threat, and
anti-anything threat when you start using your fire breath.  The only thing
that can prevent you from laying the smack down on your opponents after using
this Hyper is if they get off a beam super (or Hulk uses his Gamma Crush; but
then again, the Gamma Crush won't do as much, and will only leave him open for
a MAJOR can of whoop @)%*$ !).

This Hyper move can NOT be used in the air.


-----V.C:  Giant Lunch-----

Movement:  Roll from Down to Towards + 2 Kick buttons

-SonSon takes in a deep breath, the screen flashes her picture, and she blows
out a very LARGE word - Pow.  If this word connects, then your opponent changes
into a GIANT piece of fruit, which SonSon proceeds to gobble up.  Then she
picks her teeth, finds a seed, and spits it out, which then explodes, revealing
the opponent once again.  This super does a VERY nice amount of damage, but the
problem with it is that if the computer blocks it, then it will pass right
through them, leaving SonSon open for a VERY long time.  I don't recommend this
Hyper, as it's more for laughs.  This is the equivilent of Amingo's "Bell
Sprout Dance" Hyper, as it's funny to watch, and does a good amount of
damage...but connecting with it NEVER goes well.

This Hyper move CAN Be used in the air.


-Marvel vs. Capcom II -- Marvel vs. Capcom II-
-----------VI. Combos/Strategies--------------
-Marvel vs. Capcom II -- Marvel vs. Capcom II-


-----VI.A:  Combos-----

First of all, let's go over a few combos.  What SonSon may lack in overwhelming
speed or power, she makes up for in complete randomness and an abundance of
combos.  This is the shorthand I will be using for the combo system:

Low Punch - LP
Medium Punch - MP
Hard Punch - HP
Low Kick - LK
Medium Kick - MK
Hark Kick - HK

If there needs to be a prefix (sweeping, dashing, etc), then I'll list it prior
to the specific move.

Now, in the Crossover series of fighting games (Marvel Super Heroes, Marvel vs.
Capcom, Street Fighter vs. X-Men, etc), there are two basic combo series that
everyone has at least one of.  These two combo series' are called the "Magic"
series and the "Hunter" series.


-----VI.A-1:  Magic Series-----

The "Magic" series is a run from the weakest to strongest punch or kick.  For
example:

LP, MP, HP

That is an example of the "Magic" series.  Since the Marvel vs. Capcom 2
fighting engine no longer has the MP (in the Arcades), you can shorten the
button pressing to:

LP, LP, HP

The beauty of the Magic series is that several characters can modify this in
different ways.  Instead of using punches, you can use kicks:

LK, MK, HK

Or, in  the case of the arcades:

LK, LK, HK.

Sounds easy?  Well, it is.  What's even better is you can mix it up.  Some
characters have crouching Magic combos:

Crouching LK (or LP), Crouching LK/MK (or LP/MP), Crouching HK (or HP).

To really confuse and destroy, one can alternate between punches and kicks in
their magic combos, and even further confound and destroy by switching between
crouching and standing.  For example, Spiderman has a combo were if you connect
with a crouching MK then immediately follow it up with a standing HK, you'll
launch the character.  There are other examples of this "varying
standing-to-crouching" launching, but so far I haven't found any for SonSon.

~SonSon DOES follow the Magic system!


-----VI.A-2:  Hunter Series-----

The "Hunter" series is slightly more complicated than the "Magic" series.  In
it, you utilize far more buttons, reaping greater combos and more damage.  Not
all characters have "Hunter" combos, but those who do are usually feared
greater than other characters.  Characters like Strider, Jill, Iceman, and yes,
even SonSon, have Hunter combos.  The basic Hunter combo is as follows:

LP, LK, MP, MK, HP, HK.

As you can see, you're already doing twice as many hits as the magic series. 
Oh, and for those of you in the arcades, here's how you'd do the basic Hunter
combo:

LP, LK, LP, LK, HP, HK.

What's nice about the Hunter Combo, aside from its abundance of hits and
damage, is that you can mix it up nearly as well as the Magic series.  While
there aren't any Hunter combos for a character strictly in the crouching
position, you can still mix up your attacks by alternating punches and kicks,
or from crouching to standing (and vice versa).  For example - in Strider's
case, he has a rather devastating combo as follows:

LP, LK, MP, MK, HP, HK, Spinning Backslash.

This combo knocks 'em back, then hacks away at 'em again.  What he COULD do,
however, is alternate into something like this:

LP, LK, MK, MP, HP, Crouching HK.

As long as you follow the idea of "Weak, weak, medium, medium, fierce, fierce",
then you've got it.  As far as I know of, every character that has a hunter
combo also has a special move that fits in great as a closing move - for
Strider it's the Backslash, for Iceman it's his Icebeam, and for SonSon it's a
variety of moves, including her Rising Nyoi-Bo and Tri-Monkey attack.

~SonSon DOES follow the Hunter system!


-----VI.A-3:  Aerial Raves-----

Here is the third type of combo, and while it doesn't vary much from the Magic
and Hunter Series (depending on the character), there are special conditions
that must be met:

-First and foremost, the character that you are going to thrash must be in air.
 This is either done by jumping up in the air after they jump, then beating
them, or using a launching attack and following them.
-Second of all, you can't be in the middle of another attack when you start an
aerial rave.  For characters like Dhalsim, Cyclops, or Dr. Doom, if you're
already in the middle of a special attack while in the air, then you won't be
able to start the aerial rave.
-Finally, if the other guy is blocking, then consider your rave a waste - it
simply won't work.

So in other words, you have to catch the guy offguard in the air, and punish
him with a combo.  How do these combos work?  Depending on the character, you
can either use a Magic Series or a Hunter Series Combo on them while in the
air.  Now you see why it's good to understand these combo systems and know how
to use 'em!  The easiest way to start an aerial rave is to perform a
character's launching attack (usually crouching and a Strong Punch or Kick),
then immediately pressing up after the blow connects.  The opponent will be
sent upwards, and you will jump up and follow them.  When you meet up with said
opponent in the air, now is the time to begin your aerial rave!  Here's an
example:

      "Dan has successfully used a launcher to send Iron Man up into
      the air, and presses up to follow him.  Upon reaching him, he
      taps LK, MK, HK.  Upon hitting them with the HK, Dan sends them
      crashing downward.  He'll get bonus points for an Air
      Combo/Aerial Rave, and everyone will be in awe of someone using
      Dan so effectively."

What's nice about Aerial Raves?  In Strider's case, you can do his Hunter
Series combo (LP, LK, MP, MK, HP, HK), but instead of hitting HP you perform a
crouching HP (which is his launching attack).  When he launches them with the
crouching HP, he pressed up and follows them into the air, where he then
performs ANOTHER Hunter series combo, utterly trashing the enemy.  This nets
him a cool 10 hits, plus it's just darn impressive to see people do that sort
of stuff.

Finally, Aerial Raves can be ended the very same way Hunter and Magic combos
can - with a Special Move, a Super Move, or a Special Move cancelled into a
Super Move.  However, when you hit HP or HK in an aerial rave, you will
automatically end the rave, socking them back down to the ground.  Therefore,
stick with the LP/LK's and MP/MK's, then throw in a Special Move!

~SonSon DOES have a multitude of Aerial Raves which CAN be cancelled into
Special/Super Moves.


-----VI.A-4:  Quick Combo Guide-----

Now, let's do a couple of basic combos.  Remember, if you're in the arcade then
you don't hit "MP" or "MK," you simply hit "LP" or "LK" again.

Special Note - SonSon has 2 launchers (that I've found): Crouching HP and
Crouching HK.  Use 'em wisely, my son(son).

Magic Series #1 - LP, MP, HP.  This is a basic blast, where SonSon socks 'em
twice, then slams the Nyoi-Bo down on their head.
Magic Series #2 - LK, MK, HP.  Again, it's a basic combo, with kicks instead of
punches.
~Remember - you don't HAVE to do these.  You can mix up the punches and kicks,
as well as crouching and standing, however you like.

Crouching Magic #1 - LK, MK, HK.  Although the HK will usually miss, if you can
connect with it you can follow up with an aerial rave.
Crouching Magic #2 - LP, MP, HP.  Yeah, SonSon's bein' a jerk again with the
crouching combos.  She's got this over a lot of characters...
~Remember - you don't HAVE to do these.  You can mix up the punches and kicks,
as well as crouching and standing, however you like.

Hunter Series #1 - LP, LK, MP, MK, HP, HK.  Rock 'em, sock 'em, and with the
final kick send 'em flying across the screen.  Ain't it nice?
Hunter Series #2 - LK, LP, MK, MP, HP, HK.  Slightly different.  I believe the
punch one has better range, while the kick one is faster.
~Remember - you don't HAVE to do these.  You can mix up the punches and kicks,
as well as crouching and standing, however you like.

Aerial Rave #1 - LP, LK, MP, MK, HP(or HK).  When using this rave, I suggest
following ending it with either a special move or the HP.  A HP ender will net
several hits, while the HK will only do 1 hit.

>From these combos, you can build on special moves.  For instance:

Launching Combo - Whatever you want to use, Crouching HK.  With the final hit,
you'll launch 'em up in the air.  You can then follow up with an Aerial Rave.

Special Combos - After a Magic combo you can usually tack on a special move,
such as the Rising Nyoi-Bo or Tri-Monkey Kiss.

Tag-In Combos - With SonSon, the most you can usually do is connect with the
hit from the Tag-in, then follow it up with a Rising Nyoi-Bo and finish it off
with a Power Nyoi-Bo Slam.  This is enough to nearly take out Akuma, though, so
don't think it isn't worth it!

Confusing Combos - Combos where you do a quick series of attacks with the
intent of doing damage, or confusing your opponent into doing something stupid
and rash.  One of my favorites is the Hunter Series with a twist:

LP, MP, LK, MK, HP, HK (short pause), What's Cookin' Doc?

This is the ultimate insult, and I've successfully done it 3 times in a fight! 
While it works better if you've used Combo 6 a couple of times beforehand, this
is still effective, as a lot of opponents like to rush blindly in after you've
delivered the HK.  As soon as they do, they get sucked into SonSon's bag, and
are roasted like the turkey they've proved themselves to be.


Yes, folks, there are more combos...I was just listing a few of them.  You'll
notice I didn't include any launcher/air rave combos, simply because SonSon's
launcher (Down-Forward + HK) has VERY little range!  For some characters you
can chain LK, MK, down-forward HK, but for SonSon it just doesn't work.  What
you CAN do is LP, LK, Crouching HK, which seems to connect more.  Just remember
this - SonSon has a LOT of speed behind her attacks, and she can flow into one
of dozens of combos.  All you gotta do is figure 'em out.


-----VI B:  General Strategies-----

SonSon has some priority with her attacks, but she's not the greatest.  She has
some speed with her attacks, but she's not the greatest.  She has some power
behind her attacks, but again, she's not the greatest.  So why pick her over
anyone else?  She plays off of other characters very nicely.  Pair her up with
Iceman (projectile assists) and Zangief or Hulk(Monstrous Power boy), and
you've got a VERY potent team.  Although this works for anyone, if you have
Iceman's projectile assist, then you can rush up during it and lay down a
combo.  If your opponent sees it coming, and defends it, then hit low and combo
into a Rising Nyoi-Bo attack.  If they jump it, then meet them coming up.  If
they attack while going up, then launch an arial Rising Nyoi-Bo attack to
counter it, or just launch a Tri-Monkey kiss to stop them cold.

Now, SonSon's got some speed and priority in the air.  If you want to play an
air game, then let loose with a Tri-monkey kiss, then (after they jump) follow
them and give them a very nice lesson in pain.  If you want to be particularly
mean, however, do this several times, then one time, do so, and after they
either air-dash towards you, or pull an attack that would guarantee they'd hit
you first, pull out a Power Nyoi-Bo Slam.  The bo's flight upwards will hit
them, then the crash downwards will make them think again.

Another great part of SonSon's repetoire is the fact that cancelling into her
Hyper moves is easy to accomplish.  A Rising Nyoi-Bo attack followed by a Power
Nyoi-Bo Slam is simple and VERY effective.  If your opponent is the kind of
person who likes to rush towards you, do a quick wall walk, then drop behind
them while doing the motion for a "Power Lunch".  If they're like most people
I've seen, they'll keep right on attacking in the same direction, and will be
helpless to defend against the slow-moving "POW" attack.  Too bad for them!

One of SonSon's best assets, though, is that she is a smaller character (about
the same size as Roll), yet she takes normal damage (unlike other tiny
characters).  She can move faster than lots of characters, and you don't have
to worry about augmented damage.

Basically, SonSon's greatest abilities lie in her unusual fighting abilities,
her lack of increased damage, and your mind games.  You can win using
absolutely NO special moves if you play with her right.  I believe the only
problem with poor SonSon is her launcher - it has practially NO range!  If you
use it on an enemy that has jumped in, then it has great priority going up, but
from a standing point, it just isn't that great.  I suggest you don't use it
much.

-----VI C:  Abyss Fighting-----

---Form A---
Ok, so you're a little monkey with some mystical powers and a staff.  How do
you fight a giant, walking suit of armor?  Simple!  Wait for him to do the
first attack.  Once he starts up one of his thousands of attacks, jump up, air
dash, land behind him, and combo away.  A second strategy for this form is to
jump upwards, then pull an arial Rising Nyoi-Bo attack.  If you do this right,
it can propell you up and over him, netting you some hits at the same time.

If Abyss is at a good distance, and it looks like he's going to pull a charge
move on you, then you can either ground crawl under him (I've seen it work,
folks!), or you can Wall Walk around him.  Get to the top of the screen, then
jump past him, land, and drop whatever kind of attack you feel like using on
his large, mettalic butt.

Overall, though, the most effective use of SonSon is her Combo 8 (see above). 
Do this when Abyss has just gotten done with a Hyper blast or a charging
attack, and you're sure to make him feel extremely stupid.  Go for it!

---Form B---
This guy's a pansy, and SonSon's perfect to show him how bad he is.  First of
all, he isn't THAT big.  Second of all, he can't jump.  That means SonSon rules
the top part of the screen when he's around.  If you want to toy with him,
throw a bunch of Tri-Monkey kisses, then duck underneath whatever he's about to
throw at you.

If it looks like he's about to use the laser attack on you, use your Wall walk
to get above him, then drop down and hit him with a couple of attacks.  Since
SonSon's not the quickest little combo-er ever, I suggest you don't pull out
anything extravagant.  Abyss WILL destroy you if you stay in that spot too
long.

Finally, if Abyss is using the bubble attack, dash to one side of the screen
and launch a couple Tri-Monkey kisses.  One kiss usually takes out all three,
but if you need to do more, don't hesitate.

---Form C---
All right!  A really big target!  SonSon will have the easiest fight in the
world here, because she can use almost any of her Hypers on this guy with
moderate to great success (don't use the Power Lunch, or you'll be laughed out
of the arcade).  Remember: he's a big target.  If you can line up the Orb
(whatever the heck that thing is called), then pull a Power Nyoi-Bo slam.  If
you somehow get behind Abyss when he's doing his chain of rising Lava blasts,
then use a R.O.M.D.S. Hyper, and flame away at the orb.  If you're stuck
between the wall and his Hyper attack, duck or ground crawl.  I do NOT suggest
using the Tri-Monkey kiss at ALL against him, as he will drop back into the
lava and smack you around for using such a slow attack on him.

If you want to have some REAL fun, try beating all 3 Abyss forms without using
the Rising Nyoi-Bo attack.  While it's your best bet when it comes to filling
up your Power Bar, and against form 3 it's a decent attack on it's own, without
it, you will have a VERY tough time against Form 1.  Go for it, folks!


-Marvel vs. Capcom II -- Marvel vs. Capcom II-
---------------VII.  Disclaimer---------------
-Marvel vs. Capcom II -- Marvel vs. Capcom II-


This FAQ was written by Vegita, Guardian Of Destiny.  It is copyrighted under
the national laws of the United States of America.  All information within is
the property of its respective owners.  If you wish to use this FAQ, in part or
in whole, you MUST contact the author (VegitaBOD@aol.com) before doing so to
gain permission.  I only ask that after gaining my permission, you do not
change any of it.

If this FAQ is currently being used by any websites that do not give me credit
for it, or have changed the contents of this FAQ without permission, or are
selling this FAQ, then that website is violating copyright law and can be sued.
 I am always on the lookout for websites that do this, so if you know of a site
that does one of these, let me know!  Thank you!


-Marvel vs. Capcom II -- Marvel vs. Capcom II-
---------------VII.  Disclaimer---------------
-Marvel vs. Capcom II -- Marvel vs. Capcom II-


First of all, I'd like to thank CJayC (Jeff Veasey, CJayC@GameFAQs.com,
www.Game F A Q s.com) for the inspiration.  Websites about video games aren't
passe, and writing about them doesn't make you a nerd; it makes you a better
writer.

I'd also like to thank Capcom for making such a great game (Marvel vs. Capcom
2), and I'd like to take that Thank You away for not extending their game to
other companies (C'mon, imagine a game like this with characters from
Castlevania!  Richter, Alucard, Dracula, etc...).  Finally, I'd like to thank
my fighting game FAQ inspirations -- Kao Megura, JChristopher, and CJayC
(again).  "You guys are crezzy, crezzy guys!"


This document copyrighted by Vegita, Guardian Of Destiny, June 2000.
