Peekaboo assist goes great with any strong zoning character like Deadpool, Taskmaster, or Hawkeye.
Tron/Trish(peekaboo)/Hawkeye(greyhound) in theory sounds like a strong team. Use arrows to get in, then peekaboo assist to force low/throw mixups. Trish can play lame to avoid potential bad mixups, and Hawkeye is a decent anchor.
Well with Hawkeye as the third he doesn’t lend himself to the Clakey D ender which is where Tron gets a big damage boost from…so if one were to not go that route would Taskmaster be a good pick as well? I admittedly am much better with Taskmaster than Hawkeye and H.Shot is pretty similar to Greyhound in that respect. Plus their names all start with T >.>
I do like Deadpool but Katana-Rama wouldn’t work too well would it? Quick Work could create a semi-unblockable (much like Shulk) but one wrong guess and he’s easily killed due to low health.
Could I get a touch more detail about this low/throw mixups you mentioned? I’ve really been trying to some some synergy with Tron/Trish and haven’t found much…
My bad, I was under the impression that Peekaboo caused a capture state, when in fact, it does not. So combo-wise, you might want someone else.
Peekaboo is still great with Tron offensively, though, because it discourages jumping. Any time you get the opponent in the corner, you can call Trish as you force some basic offense, and Peekaboo will come out safely. At this point, you can just dash in and make them guess between low or throw - they’ll have trouble just attacking you because it’ll trade with Peekaboo.
A smart player will know to just jump and block Peekaboo asap, but in the heat of the moment, it’s hard to remember to do that, even if you know the correct response.
Yeah Peekaboo is actually terrible for combos. They pop out immediately and the only thing you can do with this is a reset situation. Peekaboo is a great offensive tool like you said though. Its pretty spammable too (in that you can call Trish out to put up a trap, wait for her to be ready again, and call her again just as the first trap is about to fade so that you have a consistant spot covered.) if you have them in a block string, and its a free combo for Tron if it hits. Its pretty underated as far as assists go.
[FONT=arial]Ive played Tron/Trish before back in Vanilla and really theyre pretty average together. You can do some fun lunch rush into round trip combos, but thats about it. None of Trons assists really make Trish’s game any better (well Gustaff Fire used to with the invul but thats certainly not the case anymore). Of course if youre using the Tron/Trish duo, you have Trish for the relatively easy TAC infinite if you cant get the kill with your normal team setup.[/FONT]
Three of the main characters for the building process would be Zero, Vergil, Wesker, and Iron Fist they have great mix up and reset moves. Including some of the best combos. Wesker does not need meter to get his damage, this is definitely on the plus side.
When it comes to Tron/Trish, I’d prefer if Trish’s assist was the Low Voltage to help Tron get in. You could use Taskmaster to extend combos, but you won’t get a beacon bomb.
If you hit a Lunch Rush super, you can DHC into Trish’s Round Harvest Hyper (best right as the first servbots start trampling). It’ll keep the opponent lower to the ground this way. Then you can immediately raw tag in Tron, and get a beacon bomb, continue the combo as you please.
Now that I think about it, I kinda want to run a team like that, but I really would prefer an assist that helps her get a beacon bomb.
EDIT: Now part of me wants to try Tron/Trish/Spencer since after the beacon bomb in above combo, you can tag in Spencer for the anti-air grab reset while they’re in the beacon bomb. o.o
I’ve been playing along with Lunch Rush into Harvest as well. Seems like sometimes they’re just too much at a wrong angle and cant hit the beacon bomb. I throw my blade about halfway through the decsent after the rush bubble knocks em up. That way it gives Tron more time to hit something else. Too early and they just float off. Been doing j.H s.H beacon but maybe mashed drill into beacon would be more meter/damage? Definitely been using traps for mix-ups like jaytoo mentioned. Definitely some potential there.
I actually really wanna learn She-hulk, just so I can do this:
[media=youtube]2JyMWOoKCX8[/media]
Instead of the vanilla combo, just do air series into she-hulk’s OTG + beacon bomb, then j.HS, h-beacon, tag.
For practicality, use a better point character, and TAC into the reset… and maybe if they figure out the gimmick and beat you, switch to your main team, lol.
H beacon doesn’t work reliably. It’ll have them too high and many characters can dash/fly out. The few with invincible air supers (like Sentinel) are tricky to do this on, though most fliers will die to a 2-meter Tron combo anyway. Using the L bomb and timing it for them to be slightly off the ground is best since I am pretty sure no one has an air dash that low (except DT Vergil but should be dead if you get a hit anyway.) Did this for a while but I’ve been experimenting with others. With Persona coming out I’m pretty much sticking to a team now which is gonna be Tron/Trish/Shulk. Definitely a good setup if timed right.
Though even if they do escape it via air dash they cant punish you in time so it doesn’t hurt to try I guess (other than missing guaranteed damage I suppose.)
Then they’re out of luck. Unless they have an invincible 1f aerial move then you will grab them clean every time (aside you screwing up the timing obviously) since there is a small delay from when they roll/tech to when you can grab them. Tested today against Storm, Sentinel. Storm can airdash up and escape it (but as said before, she has like 750k health so she easily dies to Tron combo + one meter followup), Sentinel can activate his Hyper Drive during that invulnerable time mentioned above so he can escape it (though it spends a meter and you can’t be punished even with x-factor.)
I’m working on a chart now of who can/can’t escape and how if possible. Also working on some Trish Round Harvest setups for this as well (generally the opponent will have taken 800k minimum at this point with two meters and Shulk can do a very simple 450k non-meter combo that would finish off even Thor should he get trapped by this.) It’s not 100% foolproof but it would take some pretty strict timing at best.
Edit: Did some work on double-jumpers and 2x air dashers. For the most part doublejumpers can get out. So far I’ve found Trish and I believe Dante to be the only exception. Trish’s second jump is too slow to get out of the grab range in time. Viper probably has the fastest second jump. I noticed if you beacon bomb them off the ground but really close, they’re able to use both jumps as if they were grounded. HOWEVER you CAN nail all double-jumpers with the Take Out The Trash super, even Viper.
For the two-way air dashers, you can grab them since the command grab auto-corrects. Only thing is if it crosses up then you aren’t in the corner and if you tag in Tron you’ll hit them so your only choice is to do a combo with Shulk.
So I believe earlier in this thread I talked about potential resets with Tron with the help of Spencer’s slant assist, and I have a terribly recorded video to show a couple ideas for this.
[media=youtube]yQLVDBrRPqY[/media]
Because of the crazy hit stun deterioration on Tron’s combos, I think these command grab resets can be pretty tough to react to. I’m considering trying out the duo with Taskmaster but we’ll see.
I actually think that Skrull is a really good partner for Tron. He brings support on all fronts to Tron.
-Assists: Orbital Grudge is great for enhancing Tron’s rushdown and pressure game, due to its multiple hits and armor. It can also extend combos. Tenderizer also helps on your incoming mixups and corner pressure, and it extends combos into a ClakeyD ender.
-DHCs: DHC Servbot Surprise into any of Skrull’s hypers is a great way to get a punish, since Servbot Surprise has such short pre-flash startup. DHCing into Inferno at the end of a combo also does biblical levels of damage. When Skrull is out, he can also DHC comfortably from Inferno into Servbot Takeout to finish off a character.
-THCs: With Orbital Grudge or Stone Smite assists, Tron/Skrull’s THC is a combo of Servbot Surprise and Inferno. This THC has a very fast startup, and it can be converted off of for either character since Inferno will launch the opponent into the last few hits of the King Servbot. Tron can do a dash-up launcher and go into a TK Drill relaunch, or Skrull can go into his own combo. This THC is good for punishing various unsafe things your opponent may attempt.
-Other Team Dynamics: Okay, so we all know that Kl’rt LOVES to spend meter on Inferno. Tron is a very good battery who can provide Kl’rt with meter so he can go nuts when he hits the field, whether he’s in the second slot or if he’s in the back as a dark anchor. Skrull also benefits from using Tron’s Beacon Bomb to set up resets into H Elastic Slam. This can lead to meterless kills on characters without the tools to escape the setup.
Overall, I feel Skrull is a very strong teammate for Tron to have. He deserves Good-Tier on the OP at least.
Thats crazy, I can’t see how anyone could react to those without knowing they were coming. Makes me want to look into better reset options with my team. My go to reset right now is just ending my team bnb early and finishing with H drill, then going for the air grab when they pop out.
^ Sometimes I go for that too, though it only works for so long.
I guess the one way they might avoid the command grab resets is if they are holding up back the whole time. If they try to react with a super, you could probably punish with Level 3 grab too…