Well, if you OTG into LR, then you’ve used up your one free OTG for the combo. Since the LR relies on using up your OTG also, it will only continue to combo if they land on the Kobuns (as a multiOTG), not if they hit the ground first. Knocking them into a wall (from anywhere about 3/4 screen away) solves this, as does DHC because DHC lets the Kobuns move without the opponent moving, so they catch up to him and he lands on them.
Against characters that are tall when lying down (Sent etc) it’s possible to hit with the LR so they are high enough that it will work even if you have OTG’d (say, after Doom’s air super). However, since KK will always OTG and get full damage (plus on those that take a lot of damage, it actually does more than LR!), better to use KK in place of LR if you can.
Also, off Mags-A, why not do s.RH? It’s safe if they blocked because of the rock throw, and if they got hit just combo off it into LR…
Good shit. Thanks for the explanation - that finally all makes sense now. I’ll try the RH-into-LR next time. I enjoy the surprise factor of a flying screen hit (sorry, don’t know the technical name: any combo ending move) combo’d further, and Mag-AA-into-RH-into-LR just sounds nicely wrong.
I’m thinking… fuck Storm, run-away or not. That’s a fucking timing game that you SHOULD lose every time. My general theory on Tron is that you just try to run around not doing anything - air dash/drill until they realize that they’ve got to bring the game to you a little, or leave you an opening. You want to be on top of them if possible, watch out for Lightning Attack and the 2 (vicious) redirects, and hope you can get a beacon gun hit (that invisible beam will trick people once every long time… ) or can cross Storm up into LR (note that Storm outprioritizes you to all, so your normal jump-ins won’t work) or can slowly get some chip from the drill or land air throw into corner OTG into pain. Kinda sucks to be you, though…
Same general theory with Sent - you need to be the hell above that (pretty much atll costs, although don’t make that too obvious…), since that helps you avoid stompdown, and most of his good attacks are down-based anyways. Generally you should be able to knock him down once (trade a FP with whatever the hell he wants to throw at you - you need him below you), chip him slowly down while maintaining the higher SJ ground, and try for the throw (and if you miss the superjump throw, you just cancel into drill anyways, so you’re happy…).
I agree with something I think Mixup said a couple pages back in this thread: Tron on point (or solo) has got some hideous matchup problems. My comeback strategy is a: not to give up and b: to run around in SJ air space (via drill/dash) until I see some openings. And don’t have the rest of your team be beat up like that.
I adore Tron for many reasons, notably her mindfuck game.
New favorite trick: when close and you know they’re not attacking right then, Cable light punch scimitar at the same time as you summon Tron. You will land at the edge of Tron’s rings and not recover just after Tron’s second ring fires (the point at which there is a gap in her assist’s attack). If they take the bait, they will move or attack, and get hit by the third ring firing off (15pts damage).
Isn’t it possible to mash her qcf hk move into more hits, I can only do like 12, which is preety weak, but I seen computer do it on me for like 19-22. Is there a trick for this?
I just mash like I would mash anything else. Wax on, Wax off.
I got a question though. I just started playing Tron/Sent. With Sent on point, I mostly just fly around and throw out Tron hoping that I get a crossup and Tron does some major damage. Do you guys have any combos?
With Tron on point, I use Sent (alpha). I like this cuz it adds a lot of damage to her regular LR combos. (+25,30 pts) I also feel that Drones cannot adequately cover her when she drills unless they are in midscreen, cuz she will push them back, and the drones have more room to fly. If she is in the corner, drones will end before Tron has a chance to recover. = ( So mainly, I just do TK drills without any coverage, seems pretty safe to me. Ideas?
Different people mash different ways. Rapid button tapping is supposedly the best, but I can’t get lightning legs (Chun Li) that way myself, so I just mash my palm back and forth across the buttons quickly. That gives me about 18 hits per HK drill. I think I got like 60 odd hits in a drill combo yesterday, but that was on two characters.
Tron/Sent-A kind of needs an anti-air. I usually use either Storm/Sent-Y/Tron or Sent/Cable/Tron or that nature. It’s really up to you. If I was playing against your Tron/Sent-A, I’d use Cable/Doom or that kind of thing to keep you the heck away. Sent-Y won’t help much more, but it will help some.
Use timed drones with a timed drill. LK,LK,LK drill should cover almost exactly the drones arrival, and then you can restart. It’s not a good trap, but it’s workable if they don’t know what they’re doing. Won’t work against good players, though.
Just because I find it wonderful when it hits: Thanos Roundhouse + Tron-Y + Thanos Superball (QCF+PP) does unbelievable damage due to the “super flash” assist glitch (80% life if you get the glitch). It’s the most eye-popping fewest hits/most damage I’ve managed to find here. I’m open to better combos, but that’s my current favorite.
New weird combo: if you time it right (and the timing seems pretty tight), you can DHC from Thanos Soul Gem (QCB+2K) into King Kobun. If you DHC from Soul Gem, they go flying up and don’t get recovery until they hit the ground. You have to time it so that they land right on Oyabun Kobun’s hammer as he walks forward, but it looks pretty trippy.
Not sure why you’d want to play Thanos/Tron when you can have Juggernaut/Tron (fewest hits/most damage :^) but:
Lunch Rush to um, Reality? (the wall) can actually do 80-90 dmg if you do it right. Also, if you get them in the corner, you can do Jab->Strong, call Thanos bubble, Lunch Rush, LR gun hits, bubble hits and they are standing for the LR, then you can do an unrollable OTG afterwards to another LR.
As an aside - since Thanos has no airthrow, lots of characters have [hold UB and call assists] as an extremely effective runaway tactic from him.
:^)
Also since this IS a Tron thread, I figure I’ll share that her s.Short breaks super armor on the first hit.
Mike: Precisely because people don’t know to run away from Thanos “yet”. (You put Juggy in and people are running for the goddamn hills… :sad: ) It’s pretty common that I’ll hit point + assist (usually Psylocke…) with Tron+Superball, and dear god that hurts. Thanks for the tips. I can’t believe Wall actually is good in a combo - I’ll need to check that out. The Tron/Superball combo does about 90 or so.
Hm… new tip…
off the midscreen throw to OTG, you can go for either cLK (OTG) to launch to air combo, or cLK to LK. That last option is inferior (but hits in some cases where the launcher isn’t in range), but you can then follow up a drill that goes through/slightly under at least Sentinel’s body for a cross-up. You’re recovering from the drill still, so you pretty much have to super cancel that with either Lunch Rush or King Kobun, but it’s interesting as a desperation tactic. =\