does anyone know any sick sent/tron combos?
Painful discovery:
I’ve been working on getting a little better against Cable in particular, and think I’m getting there (thanks Jon/Frank). BUT: I already know that Tron’s blocked drill is suicidal against good Cables (they’ll GC and then you’re in trouble), but just learned that Cable can AHVB you off of a connected non-canceled drill - he recovers midair as he flies off before you recover. The counter to that would probably be wasting a level on King Kobun to trade hits or chip him, but … man, as if fighting against Cable wasn’t already poopalicious. :\ I’m sure the rest of you already knew that, but man… that sucked to learn about in the middle of a match I thought I was about to win.
Thankfully most opponents don’t exploit Tron’s weaknesses:
- you can GC against her blocked drill
- you can AHVB a connected drill
- you can jump out of or throw Tron out of King Kobun
- she just dies to concerted run-away if you can get above her
, but… man. She’s supposed to be my comeback character. Gah.
None of her problems are bad enough to make me stop using her as a 3rd character because of her one unusual advantage that most people probably don’t think about:
- her weight/width makes it really hard for most people’s Sents to land the unblockable
That rocks.
I’d probably pick Tron over CapCom anyways (except maybe against a really good Storm), but CapCom dies to Sent’s unblockable for giggles so incredibly bad it’s not funny. Unless your opponent is an idiot, your CapCom is dead before he gets started. Tron has her work cut out for her, but at least she gets in alive. :\
Ouch… I didn’t know all of that, and it’s brutal to learn… None of the Cables around here have picked up on the punishability of her Drill. Then again, I rarely use the ground drill unless I’m gonna chain into the Lunch Rush, since the blocked ground drill was always punishable. Or, if I want to finish off an opponent with about 1 inch of life bar… Go Mashed Chip.
As far as the King Kobun goes… I’ve seen many situations where it isn’t possible to jump it, but I know it can be done… getting thrown out of it, though, is really scary.
I wish I could come to your arcade, see you play… see your competition. Good luck, and if you need any help on specific situations, I’ll give you whatever I can come up with.
Fight well!
Tron Jon
Hey Tron Jon ! I love using Tron on point but now I use her as my second character, sometimes third. I use Sakura Tron IM in that order. Would you say Tron benefits from those assists ? I’ll still use that team no matter what but I’d still like to see some opinions on how people see tron in that team…
Well, Tron can benefit from a good cover assist (Sakura), so she can set up her TK drill, or cross up. She also benefits from any assist that can counter rushdown… (IM, Sak), but I’d still suggest an AAA. Tron’s ground to air-capabilities are limited, and hitting storm out of runaway is almost impossible at times.
So, I’d say an AAA might complement Tron’s abilities more than IM… but then again, you have to consider how that character will mesh with Tron’s assist. Experiment, and have fun… but if you get good with what you play, you’ll surprise people. It’s not a bad team.
And (connected) King Kobun xx P. Cannon is fun.
Have fun playing!
Tron Jon
Tron Jon, how do you decide on a low tier team and stick to it ? I love sakura, tron, felicia, MM,hulk, but can’t seem to find a working team that I want to stick with. Too many characters @_@. Also, I feel weird not dishing out 50% damage per combo because I’m so use to mags (Tempest) storm sentinel (DHC of death) cable (AHVBX3) easy damage. When I take out Tron or put her on point and she dies, the other low tier characters don’t seem to be dishing out damage as quick or effectively half of the time unless I have the lead. Mega Man Strider Doom could work, I’ve tried that and had success, mainly coz of strider doom, then again, it’s really a top tier team. I just don’t know, I see too many sentinel and magneto’s nowadays. Heck, I’m glad to see this one and lone jin player I know kick my ass :bluu: …I think…
Hey y’all. Yeah, I play Tron too and found some good combos (especially in the corner). What I need to do now is find a good way to put some assists in to help gurantee hits, as they are sometimes hard to get against all those damn magnetos and storms. I know one thing, Colossus dash assist works pretty well vs Commando anti-air and I think Sentinel drones too. I might also try the mech Gief ground assist as well. I’m also experimenting with connecting her lk, c.hk xx king kobun, mabye after a corner air combo or after tag in…
How do you decide a low tier team, and stick with it? I don’t have a clue. Hayato - Sonson - Tron was the first team I ever used, and even though I’ve gone through some changes to figure it out, it works for me, and always has. But I probably got lucky, picking a team with at least two good point characters, and two incredible assists. Every time I get a new skill… my team gets better.
My guidelines to team building would be, if you can, get at least one anti-air assist, and one cover assist… and at least one good point character.
Why do I suggest this combination? Because:
1.) You can run with it (AAA = get the fck off!, cover = stay the fck down!),
2.) You can pursue with it (AAA = aerial pursuit, cover = bait or pin after landing)
3.) You can attack with it (AAA = counter stuffer / canopener, cover = cover, bait, and combo booster)
So, you don’t get locked into a single playing style. I’m amazed at how well a melee Cable can do… because no one expects Cable to be aggressive. The lesson: The more options open to you, the harder you are to predict or pin down… the deadlier you become.
As far as what assists are good for what, experiment, and read up on it. It’s also good to consider DHC runs and THCs… consider how your characters work together. I personally think it’s a bad idea to really rely on DHC damage… but it’s still nice to be able to finish a character off from 75% life, or just tack on that extra little bit of damage needed to push someone over the edge. Some DHCs (Any Autocombo xx Rameiken) are simply devastating. Some THCs (Ex: Gamma Crush, Blodia Punch, Hyper Megaman) can totally reshape a match, by wiping out an assist or point. Others (Zaza’s Wolvie/Boner/Sent) can provide a good chipping finisher.
I’d recommend that you also consider how you like to play on point. Do you like runaway, combofreaking / rushdown, or just dealing massive, massive damage off a single hit? Do you like countering other characters, or mindgames? Experiment. While the Top Tier definitely is good at these strategies, the low tier can use them too… sometimes, to incredible effect
If you like to play with MM and Hulk, try putting the two together. MM, Hulk, AAA is one of my fun teams… MM for meter building and keepaway, Hulk for massive damage (if you can get hits) and the team super is a guaranteed Double Crush. (i.e., 75%+ damage to an assist, 90% most of the time)
But really, you have to stick with a team you like. I can’t really help you on that too much.
Most Ridiculous DHC
Anybody have a clue on how to fill this in? In the corner, or on the way: Engetsu (1st Wave shows) xx POW! (Sonson is almost about to bite) xx King Kobun, ???, Lunch Rush
So far, I usually just do an HP, but I’m there’s a way to link to the L. Rush, and probably without OTG’ing them.
Tron Jon
Once I get my driving license, I have to play you Tron Jon, because I haven’t seen anyone use Hayato effectively or even use him at all. I’m one of the very few, somewhat good low tier players. I’m no God and I’d lose more times then win against high level magneto/storm/cable/sent but I put up a fight and in the end they don’t just look at me like I’m some scrub but respect me for being able to compete with the top 4 using “low” tiers.
Anyways, I add you on my list of favorite people in the mvsc2 community ^.^. Megaman ownz hayato for free :evil: …just kidding, you’d prolly rape my ass. You can link lunch rush after king kobun !!!
PS. I always make long posts most of the time and it looks like this is no exception. That line about what style of play I like helped me a lot. I rotate six characters in my roster but I mostly stick with the formation in my signature. Again thanks for all the help !
The DHC is simply bizarre… depending on how you cancel out of the POW, strange things happen. If you do it after Sonson starts eating, they enter spinfall… if you do it before, they disappear from the screen… then, when the King Kobun starts to pound, they show up underneath the hammer. No chance to roll, and afterwards, they get popped into the air a ways, so you can continue the combo.
Engetsu connects fully (but must be cancelled off the first hit), POW buffers the two, and deals very little damage… King Kobun connects fully. I’ve been following it up with a standing HP, because it’s a guaranteed hit, and I think it could be followed by a Kobun Shot. I don’t know what I have to do to guarantee the Lunch Rush in the corner… when I figure that out, I’ll post it.
I’ve been told there’s a way to Lunch Rush or air combo after the standard King Kobun combo… but I haven’t managed it yet. Mostly because I usually don’t combo into King Kobun… it needs an OTG hit.
Tron Jon
Hey, thanks for the information. Oh, I did find a way to get the lunch rush to connect in the corner. There are a couple of way to do this (mabye more I don’t know of).
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Start up a combo, something like lp, mp, then do qcf+hk and now the tricky part. At the end of the bonne strike, the enemy pops up slightly, allowing for a guranteed lunch rush in the corner, but the command has to be inputed right at the finish of the strike. If done correctly, the enemy will be in the air when the lunch rush is called out.
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Land a standing hk, but hold the button down to keep the rock in the air so that when you release it, the rock will smash into the opponent, then call lunch rush immediatedly.
A.K.
Good info, but I was looking for a way to combo from the King Kobun into the L. Rush, in corner… I know a fair amount (too many) L. Rush combos in the corner. I’ll have to try the s.hk one, though… I don’t use the move enough. I don’t know if it’s actually possible to connect the K. Kobun this way outside of the POW DHC, since the hammer is in deep, the opponent is flat (not at all popped up, since they miss the OTG), and Tron’s only an arms length away from the corner… and it’s unrollable, and unmashable.
What I really need is a half an hour alone with a DC and MAS stick. And damn my friends for making me think that’s dirty sounding.
:bluu:
Good luck, all.
I’m sure y’all are already aware of this, but:
So on switch-in to Tron if you hit the opponent, you can c.LK into Lunch Rush. But if they’re not backed into a wall, they play Captain Commando on you and recover block just before the first hit from the rushing Kobuns. This of course sucks, so the switch-in Lunch Rush combo doesn’t usually make sense outside of the corner (where it does 58 pts damage). What I noticed playing around on DC (fiiiiinally got one cough four years later cough) is that if you DHC just before the bots hit into something that hits the opponent, they don’t recover block after all and thus eat the Kobuns + your super. My combo I’ve used a couple times now in casual is switch-in hit, c.LK, Lunch Rush, DHC to HVB. Not killer damage (96 pts, though…), but still worthwhile. This isn’t mightily useful, but since you probably won’t be switching Tron in unless your team is junked up, the ability to hit the LR + DHC combo off of switch-in therefore begins a little more valuable, at least as something more in your bag of tricks.
And along the lines of switch-ins, if you didn’t already see Dasrik’s video, check it out. His nifty Tron trick there is: (Tron on point) Tron deep jumping Fierce punch, ground Roundhouse hits, immediate switch-out, switch-in hits. So it’s a 3 hit combo that can immediately combo into your favorite switch-in combo.
I saw the Dasrik video… kicked butt. I’m glad I know the switch combo… doesn’t go into the switch infin, unfortunately. OTOH… If you do it with Magz, you get some nasty sh*t out of it. Maybe unmashable tempest?
Thanks for the info on the DHC… it’s really, really useful.
My new fav. fun tidbit… the False Guard Break. Land a deep j.hp on someone who’s normal jumping in the corner, or coming in after you killed your last opponent. Immediately after they land, HP throw, L.Rush. Or, King Kobun, if you like the super and have the distance / timing right.
I hear you can do the real guard break into the throw off a low sj. LK or HK Drill… but, for now, I’m having fun with this one. Even better… there’s a vid out which suggests that, with perfect timing, I might be able to do a double Lunch Rush off of it, since they land on it, rather than in it.
Tron Jon
are you sure it’s 96 points? the most is what 143 or something right? that’s more than half life, and are you mashing the super zach. Also DHCing into cable make sure to aim it down…get as low as possible, cause that way when the super is done, they roll out like it’s an otg i think, if you see it you’ll know what i am talking about.[/color]**
Yeah, 143 total. I ran it through the training room again tonight using Cable as dummy, and (Tron switch-in hits,c.LK,LR,DHC to HVB) did 93 points this time. Which is actually almost exactly what (Tron on point) LP,LP,LR,DHC->HVB does (93 pts when I tried this just now). [I’m mashing it quickly to low, then raising it to high as they inevitably bounce upwards.]
Yeah, this hurts a heck of a lot. You’re stuck in HVB at the end, but … it’s still enough to kill off almost any half-life character, so … it’s one of the reasons I have Cable on almost all my Tron Bonne teams. She gets snapped in and manages to land LR->HVB (which isn’t hard when you’ve got Storm or Sent assist backing you) and the game quickly is back in your favor again.
Note that a “naked” LR off of switch-in still works (and hits regardless of whether you DHC to Cable), but the timing on that is brutal. I use the c.LK because then I can be sure that I managed to hit them first before doing LR. But if you don’t have a DHC that will reach them in time (before they recover block, which happens as soon as the first Kobun hits unless you hit them first), you’d want to just either launch and combo them OR (if you’re feeling really show-offy) just Lunch Rush them on the way down without that first c.LK. I do this sometimes when I’m a full character life bar ahead because it looks cool, but you’d want to be sure the person you were playing against doesn’t take it personally and that you had the timing exactly right. [I do this sometimes at work, where I play against scrubs (who know they suck) who enjoy cool tricks, but I rarely break out switch-in to direct Lunch Rush at the arcade.]
The cool thing is that Tron’s c.LK pre-OTG OTGs them, which is why this all works and why they can’t roll out of her corner throw into c.LK,Lunch Rush. I don’t even know how this works, but it’s a very cool benefit of her c.LK.
Sorry… just came back from a good arcade visit, and had to mention why I love Tron:
- Anti-rush-down
–> If they run into Tron, that’s at least 1/5 their life (or about two fierces of damage) - Anti-Storm run-away
–> At some point, they’re going to come down, and then you get your opportunity to cross them up onto Tron. If that hits, again, mad damage. - Anti-stompdown
–> They stomp down and summon assist to lock you up, you jump up just to fake while summoning Tron (who eats 1/4 of their assist’s life), repeat. Managed to kill near full life CapCom’s three times today against pretty good players using that trick (and have done this pretty regularly for a while now). She’s so low to the ground that most people don’t notice how deathly much damage she’s dealt against their assist until too late - Anti-Cable counter
–> Tron’s rings hit on the beats (1…2…(pause)…3) [which is why you have to combo the rings if you want the full ~45 points of damage], which leaves a meaty gap for them to do a whiffing snapback instead of an alpha counter. So when my opponent with ~four bars would leave his almost dead Mags in, I settled for letting him bounce on Tron rather than ever try to beam or hit him.
My current favorite team is (still) Storm/Cable/Tron. Cable AHVB + Tron assist (in any combo’d form), or Tron LR->DHC to HVB do mad damage. Tron with Storm’s typhoons is a beast (all the benefits of Tron comeback with that meaty typhoon to help you with crossover) in a way that Tron/Mags just isn’t. You have no great DHC into Cable, and lone teams of Storm/Cable or Cable/Storm will likely get owned fairly easily, but:
- Storm has less match-up problems against Storm or Sent
- Cable/Tron comeback is pretty great
Yadda yadda.
I’ve been trying to pick up Tron recently (Storm/Cable/Tron), any specific advice for that team?
This thread makes me sad…
Just use Tron and Jugs and INF all day. Now stop theory fighting.
Care to explain how that works?
And why do you have a problem with a thread on how to actually play as Tron? It’s useful. She’s generally used as an assist character, but she’s better than most people bother to get.
I cannot count the number of good players who had never had to fight a good Tron on point, and then lost to mine… She’s a beast, when played right.
Tron Jon