Get in Line! - The Complete Guide to Tron Bonne
This Tron Bonne guide is for both beginners and advanced players. I will be covering a wide variety of subjects, and hopefully everyone can learn from this guide.
Table of contents
[details=Spoiler]
Use the code next to the section name to search by using Ctrl + F.
I. Why Tron Bonne?
a. Pros and Cons [PNC]
b. Stats [STS]
c. X-Factor Bonus [XFB]
d. Assists [AST]
II. Move Analysis
a. Normals [NRM]
b. Specials [SPC]
c. Hyper Combos [HPC]
III.Tron Bonne’s offense on point
a. Approaching [APR]
b. Notable normals [NTN]
c. Best Assists to back her up [BAS]
d. Grabs [GRB]
e. Combos [CMB]
IV. Tron’s defense on point
a. Baiting/Punishing [BNP]
b. Zoning [ZNG]
c. Defending yourself against good rushdown [DFN]
V. Tips and Tricks
a. DHC Glitch [DHC]
b. X-Factor [XFC]
c. Tron team positions [TTP]
d. Special thanks and links [SPL][/details]
I. Why use Tron Bonne?
Tron Bonne is an extremely powerful character, with an airdash for added mobility. She can kill just about every character with average health (950,000) in one combo. She also has some of the highest health in the game, and one of the best assists in the game. Her normals have good range, and she is a combo machine. Getting in to take advantage of these normals is easier said than done though. She needs the help of an assist like Sentinel’s Sentinel Force assist or Iron Man’s Unibeam. Once she gets a hit in though, it can be over very quickly for the opponent. She’s also one of the best characters to take advantage of the DHC glitch. Overall she’s a pretty good character. Not top tier, but she can hold her own very well.
a. Pros: [PNC]
[LIST]
[]Incredible damage
[]She has the second highest health (1,200,000) in the game, tied with Hulk and Haggar.
[]Amazing assist
[]Good range
[]Can begin the DHC glitch
[]Good damage from throws. She can basically do a kill combo off of a throw. Insane.
[*]Great battery. Most of her combos can build up to 2.5 bars of meter.
[/LIST]
Cons:
[LIST]
[]She has an extremely hard time getting in on an opponent with good zoning. Really relies on assists that can clear the way for her to airdash in.
[]One of her only ways of approaching on her own, the H version of Bonne Strike, is very unsafe on block. She needs to use an assist before this to keep the opponent in blockstun for a little longer.
[]She also needs an assist to really maximize the damage on her combos. She has powerful solo combos, but they don’t build a lot of meter, and use a lot of meter too.
[]Her special moves aren’t the greatest. Most of your time playing Tron Bonne will be using her normals.
[*]Her moves aren’t really that fast. They’re not Sentinel or Thor slow, but they’re not Zero speed either.
[/LIST]
b. Stats:[STS]
Health - 1,200,000
Power - 80,000
c. X-Factor Bonus: [XFB]
Level 1: Damage - 133%, Speed ? 105%
Level 2: Damage - 166%, Speed ? 110%
Level 3: Damage - 199%, Speed ? 115%
d. Assists [AST]
**α **- Bonne Strike
Assist version of Tron’s Bonne Strike. Pretty good for lockdown, but it’s nowhere as good as the MvC2 version. Also has uses in some combos, but other assists do it better.
β** - Gustaff Fire**
Tron’s best assist, and one of the best assists in the game overall. The assist version of her :f: attack. It’s invincible when Tron comes in, the hitbox on the flame is huge, it can be used to extend combos, and Tron is really hard to hit when the invincibility frames are over. Unless your team has some kind of weird gimmick, go with this assist before the others.
γ** - Bandit Boulder**
Decent projectile assist. The rock she throws is pretty dense, but it’s not as good as other projectile assists like Arthur’s or Sentinel’s.
II. Move Analysis
a. Normals
st.:l: Tron Bonne punches with one of Gustaff’s limbs. Can be linked into st. for combos.
Damage: 55,000
cr.:l: Tron uses the saws at the bottom of Gustaff to hit the opponent. Does 6 hits. Can be linked into cr. or st.. Low
Damage: 65,600
st. Tron Bonne pokes the opponent with Gustaff’s drill. Does 4 hits. Used in almost all of her combos.
Damage: 72,800
cr. Tron uses some…spiked thing to hit the opponent. Good for combos, if you don’t want added proration and hitstun deterioration, but builds less meter than st.. Also does chip damage.
Damage: 75,000 Low
Gustaff Flame ( :f: ) A very useful move. It’s used in almost every combo she does, after linking from cr. or st. because it juggles. It can also function well as an anti-air. Does chip damage, can be high jump cancelled, but it can’t be cancelled into hypers or a :h: move unless you high jump into a move. Does 5 hits.
Damage: 84,000
st.:h: Tron spins the top of Gustaff in place, with the arms stretched out. Pushes the opponent back quite a bit. Can be cancelled into :f::h: to make it safe (only on block). Don’t cancel this into Bonne Strike on block. It’s not as useful as the jumping variation.
Damage: 100,000
cr.:h: Tron spins the bottom of Gustaff. Hits OTG. Can be cancelled into :f::h: on block to make it safe.
Damage: 95,000 Low
Bandit Boulder ( :f::h: ) Tron lifts a rock from the ground, then places it over her head. The lifting of the rock, and the throwing of it can nullify a lot of projectiles. One of her best zoning tools. Can’t be cancelled into hypers. It does chip damage as well, and leave a lot of frame advantage. Three hits in the entire move. Two hits from the lift, and one from throwing the rock. She can hold the rock over her head for a while before throwing it.
Damage: 165,300 (Lift: 50,000 x 2 - Throw: 90,000)
st.:s: Tron punches the ground with Gustaff, lifting the opponent in the air. Very good launcher. Can nullify some projectiles because of the fire that comes from the ground when she punches it.
Damage: 100,000
j.:l: Tron saws at the opponent with Gustaff’s feet. Does 3 hits.
Damage: 69,300 High
j. Scoops! Tron scoops at the opponent with a lift. Useful for jump cancelled :f: after the juggle.
Damage: 80,000 High
j.:h: Probably the move you’re going to be using the most as Tron Bonne. A fast, gigantic move that crosses up if you airdash into it. Airdashing into it also gives a lot of momentum. Starts a bunch of combos, has a lot of hitstun, and the lag cancels when you hit the ground. It also has a bunch of active frames. It’s pretty predictable though, so try not to abuse it too much. It’s one of her only approaches though.
Damage: 100,000 High
j.:s: Tron slams down on the opponent with Gustaff’s arm. Causes a ground bounce if used close enough to the ground. Pretty useful move. Not recommended to start combos since it will already use the one groundbounce per combo rule.
Damage: 100,000 High
b. Specials [SPC]
Beacon Bomb ( :qcf::atk: ) Tron shoots a target gun at the opponent. On hit, it causes a few frames where the opponent is stuck by Servbots, similar to Magneto’s Hyper Grav. Good for combos. Because of the startup, not as great for zoning.
:l: Fastest shot. Not as much range as version, but faster. Shoots straight forward.
Damage: 50,000
Slowest shot, most range. Shoots straight forward.
Damage: 60,000
:h: Shoots upward. Decent speed. Just like :l: version, pretty useful for combos where you can freeze the opponent for a bit in the air.
Damage: 70,000
Bonne Strike ( :rdp::atk: ) A useful move for combos. It can also be used for an approach, if you have an assist covering it. Does pretty good damage. All of these can be used in the air. Mash the attack button for more damage and to travel farther.
:l: Has the least amount of hits. Not very useful.
Damage: 75,900 -118,400
Somewhat useful, but not as useful as :h: version.
Damage: 99,400 - 140,300
:h: Most useful version of the drills. Does the most damage, and travels the farthest.
118,400 - 160,400
Servbot Launcher ( :dp::atk: ) Shoots a servbot into the air, which slowly travels down. If it touches an opponent, it does damage. It can take a few hits, but it won’t be destroyed. Pretty good against characters like Haggar, who will almost always approach you from above. The different versions shoot at different ranges. :l: being right in front of Tron, being a little bit in front of Tron, and :h: being very far away. Not very useful for combos.
Damage: 70,000
Bonne Mixer ( :hcb::atk: ) - A command grab where Tron spins the opponent into the ground with Gustaff. Not as useful as her normal throw, surprisingly. The reason is because Bonne Mixer puts the opponent in a position where you can’t follow up on it except with a very fast combo involving her cr.:h:. Her normal throw can still be followed up with st.:l: into a combo one touch combo, and the normal throw can be used in the air.
:l: Longer startup, most range.
Damage: 120,00
The “middle” ground in startup. Not as fast as :h:, not as slow as :l:. Mid-range.
Damage: 165,000
:h: Only has a single frame of startup, but it has as much range as her normal throw.
Damage: 210,000
c. Hyper Combos [HPC]
Servbot Takeout ( :qcf::atk::atk: ) Costs 1 bar of Hyper meter. Tron shoots a target gun at an opponent. It pops them into the air, and when they fall, Servbots rush them down. As soon as the target gun hits the opponent, all of the Servbots will hit. Great DHC options on hit because the servbots will still hit the opponent even if Tron DHCs out. If the move misses or is blocked, no Servbots come out and Tron is vulnerable for a long time. It’s best when combo’d into because there is no risk of missing. Don’t use this move randomly.
Damage: 251,800
Servbot Surprise ( :dp::atk::atk: ) Costs 1 bar of Hyper meter. After a bit of startup, a Servbot grows, and bashes the opponent with a hammer. The growth causes the opponent to be popped up, and that allows them to be combo’d into the hammer attack. Very slow startup. Best used after Beacon Bomb in combos, or after a j.:s: knockdown close to the ground. You can link two of these in one combo, but the timing is a little tricky. After a certain amount of time, even if Tron is hit, the Servbot will still come out and hit the opponent.
Damage: 320,700
Shakedown Mixer ( :hcb::atk::atk: ) Level 3 Hyper Combo. Tron grabs the opponent, spins them headfirst into the ground, then into the air with the opponent still grabbed and drops them, and falls down back into her robot which causes an explosion. Pretty good Hyper for reversals because of the invincible startup… The meter cost is a little bit much considering she can use three bars to outright kill a character. Useful when you cancel blockstun with X-Factor, and it can be used to “tick throw” the opponent into it. Does 800,000+ damage in level 3 X-Factor, so it is pretty good as a comeback reversal Hyper combo. It won’t catch jumping opponents, but it’s active as soon as the startup cutscene ends.
Damage: 440,000