I think Wolverine can only dodge the j.H if he does c.L/A but if he’s just crouching you should be able to delay the j.H off of an IAD and still catch him. I find Wolverine has a tough time against effective zoning so you’ll have to play more patient and try to zone a bit more but with Tron’s less then stellar zoning moves it’s pretty tough to do this strategy.
Does anyone use the Bandit Boulder assist? I kinda wish they’d given Tron Servbot Launcher or Capture Gun as an assist instead or something…
Oh I know, thats why I love the assist so much, it serves so many purposes. It nullifies the opponents projectiles, but also gets em off me when they finally make it in, and also acts as a combo breaker on some occasions. I love this assist, its won me so many games, but tron is no slouch on point either, she has won me so many games as well.
A lot of people used to use that assist, but then once people learned of the near complete invincibility of the flame, people switched. Besides, there are better projectile assists out there than the boulder.
Bandit Boulder isn’t bad as an assist, being a class Low 10 projectile that is capable of some fun timing tricks to beat moves it normally shouldn’t…
…But the flamethrower is far easier to use, in so many ways, for much more overall reward. It’s a projectile shield, it’s an anti-air, it’s anti-close-combat, it can extend a few combos, and so on. There’s almost no reason to pick Bandit Boulder when Gustaff Fire is so much better overall. Same deal with the drill/Bonne Strike: It solves one problem, maybe two, while the flamethrower solves several more and can duplicate at least one the drill’s functions.
Sadly, this is a case of a braindead choice; excepting very specific situations, you want the flamethrower assist almost every time. Amaterasu is similar in that the player has to ask “Why would I use these assists when I could use Cold Star?”
I need some advice for dealing with characters that constantly run away, have strong anti-air options, and/or can zone her well. Against players who have suffered enough j.C, they learn pretty quickly that playing smart can minimize damage. So basically I’m asking, what other tools do you guys use to advance on opponents safely?
Agreed. I had a real tough time yesterday dealing with a disruptor happy mag with hulk gamma wave assist. Approaching on the ground / regular jumps was impossible with the hulk gamma wave constantly pushing me back. When I tried to approach with super jumps though it was far to easy for him to just dash under me to the other side. I eventually had to swap out my tron for dorm.
Another problem Im having is against sentinels. My normal j.h approach just gets obliterated by by his launcher. Any suggestions?
You’ll just have to mix it up. Instead of spamming j.H, jump and push block or use j. S. Vary the timing on your jumping attacks to try and catch them off guard and have a good assist ready to cover you.
Haha, yeah. j.H spam works for a while, but people eventually learn to block it. I’m interested in ways people are approaching as well.
Hey guys, I’m having a lot of trouble with the Clakey D Tron combo. I can do it all fine except for the Sent assist midway through.
It goes j.H, L, M, f.M, j.M, j.M, j.H, H, S, j.M, j.M, j.H, j.S, ASSIST (I use Sent), c.H, f.H, hado H, j.H, j.S, hado L, hyper, H, hyper.
Can anyone help me out with the timing of the assist. When do you hit the assist after the j.S?
you hit it together with the c.H, but the c.H has delayed timing…
basically the second j.S still bounces the opponent a TINY bit (not a true ground bounce)… you must hit c.H AFTER the tiny bounce… if you land and hit c.H right away, you’ll miss the f.H… because of air recovery off the tiny bounce… if you hit it too late, you won’t combo…
try c.H to f.H without the assist first… it should combo if you’re timing the OTG d.H right… personally, i wait until i hear 3 hits from the c.H before i cancel to f.H
My team ATM is Tronne/Dorm/Morrigan
Iv’e been trying to extend tronne’s combos using dorms l"purification" assist (otg) I tried to hit beacon bomb (qcf + atk) after the otg assist, but havent been able to get it consistently, so I’ve been trying to super jump follow the assist instead, but haven’e got any big results aither. Tips are apretiated.
feels like as soon as people find a move that stops j.h it gets super hard to do anything to them with tron.
You always need an assist when using tron, otherwise she’s ass. Her attacks can be seen coming from a mile away and if you see her do a jumping H you can react and hit her with a super provided it has invincibility frames or is fast enough. She’s not fast enough to be tricky, her command throw has garbage range, and she can be blocked with ease. Unless you have assists that can bog the opponent down while you go for airdash crossups and the like, tron’s a pretty weak character. That’s why I play her on point so that she’s not left to fend for herself most of the time.
ZoneofEnders: I try mixing up the jH with jM from time to time, it hasn’t proven such bad results. It has a good hitbox, you can throw out 2 pretty fast, and can combo into a few things. (from air exchange)
You really gotta bulldog your way in. Be relentless.
Friend plays Deadpool on point with Mags beam assist. And a lot of time is spent empty airdashing in and blocking guns/EM blast. You really need to be patient. Mix up j.H and j.S, and take advantage of the fact that you can deal outrageous damage. I’ve put Tron last on my team, and it’s really hard to break down his defense. Beam assists help a lot.
I don’t have the game. I only get to play at a friends house at the moment. Anybody tried or had any results from using Tron’s j.m, j.m as an approach to a sentinel that uses s heavily? Does it nullify the super armor?
Here’s my two cents on tron, for what its worth.
If I start tron, I like to have a beam assist to help her out. (I use unibeam/plasma beam or sometimes both) If someone has a good keepaway game, just try to be patient, smart, and not predictable. Don’t just spam jumpins all day. If possible, wave dash in and go low (or go under them as they land from superjump) Remember to use her command grab, and be wary of the crappy range on the heavy version. Work on some combos from it, with my team I can easily assist, c. H, super for good damage. Also if they block my jumpin, sometimes instead of going low, I jump and do a crossup h. I suppose it’s risky, but if it hits that leads into combo of choice.
Finally, if you use tron third and find her crappy on point with no assists, then … use x factor mode. (and dont forget about the level 3 super! with xfactor that pretty much kills a lot of characters.) Also, after you hit an opponent with the flamethrowerxx j m, j m, j. h. you can easily land and use xfactor then continue the combo.
random thing I figured out today:
if you are trying to practice doing combos with your back to the corner, reset positions and do a fully mashed H drill, then dash and jump over their head. you should land squarely in the corner with minimal time/effort wasted
Tron may be the most underrated character right now, she runs an amazing battery, easily forming huge combo’s and she also has a crazy good assist. Right now I’m running Tron/Sent/Haggar and it seems to be working fairly well… Tron can get some crazy corner pressure with assists it’s really hard to block everything she has when haggar/sent are spamming their assist. Does anyone else feel like she’s pretty underrated? I know she has her problems with not being able to get in on zoning characters by herself, and I know that creates problems where you NEED assists, but I have barely seen her used online and by only a couple top level players.