Iron Maiden: Tron Bonne 2.0 (Now With More Servbot!)

some of throns BNB combos without assists and with assists.
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I think she’s pretty much where she was in MvC2: good for certain teams, but not versatile enough to be ranked among the top characters.

I’ve been experimenting a lot with Tron/Hulk/Doom and there is a lot of stuff you can do with that team. Pretty much any time you hit the opponent you can confirm into at least 800k with one or two meters, and that team tends to have a lot of meter most of the time. From the very beginning of the match with Tron on point you can confirm almost any hit into a BnB from literally anywhere on the screen that will build slightly over two meters and do around 600k meterless, and can do over 900k if you spend those two meters for lunch rush DHC gamma crush. If you have a third meter, you can then DHC again to Doom for over 1.1 million damage. Essentially, you can kill almost any point character right from the start of the match without using x-factor if you wish, and the few characters who have enough HP to survive it will have very little HP left.

It’s not the strongest team against zoning but you have a lot of health to work with (Doom has the lowest but he still has one million HP) and once you get in a single hit can ruin their day.

I ordered a splitter that i need to get video capture working on my PC so I’m hoping to maybe get some videos up later this week of what I put together so far. I’m no expert but maybe someone can take what i have and improve on it, or at least perhaps some other mediocre players like myself will see what can be accomplished with minimal execution skill.

I almost created a new thread here on this forum to talk about bad Tron matchups and see if anyone has advice for getting in. It seems like characters with great keepaway like Magneto, Sentinel, and Wesker are always responsible for my Tron’s demise. Super jumping in hardly ever works, the ground approach is perilous, and if you add a Sentinel assist to the mix it’s nearly impossible to get through.

A practical example: I went into training mode vs. Sentinel, recorded nothing but Sentinel Force L spam (upward angle) as fast as I could, and then set it to playback repeat. I literally could not get out with Tron… Occasionally an advancing guard would “break up” the next robot in the string but even if I immediately sj’d I’d be caught by the next one. I feel just as powerless vs. Magneto EM Disruptor + Sentinel assist spam in online matches, to the extent that my only recourse is a crossover counter (which usually ends badly because it usually means a free hit on my switch-in).

There’s gotta be some trick to it that I’m missing. Not everyone stands there with Sentinel and takes a beacon bomb to the face (coughMarncough)

Tron 100% Assist Kill?

The chances of this happening in an actual match are like like next to none lol. Just cool that Tron’s cr.H keeps the assist in an you can pretty much get them down to 0% if you can manage to keep doing it.

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Marvel vs Capcom 3/Systems/Assist Actions: Snap Backs - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

You should read the Hyper Guide. It has a lot of good information.

Hmmm, for a complete VS game noob, Tron would be a bit too advanced to try to main? Seems like folks here think shes pretty limited, maybe only good for building team meter…

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I don’t think it’s her combos or limitations that make her unfriendly for VS noobs, it’s the fact that so much of her stuff is unsafe on whiff/block that you can get caught in a bad situation. You have to use assists and safe block string finishers and stuff to protect yourself.

On top of that, getting in on people with Tron can be a chore if you don’t have some cover fire to hold your opponent back and prevent advancing guards. If you’re not used to using assists then that could be trouble.

Funny you should mention beacon bombs and Sentinel force L, you may want to test this just to be sure, but when I had someone do that to me in the last few seconds of the game Tron’s lunchtime super seemed to beat it out, can’t remember if it went through the gap between the drones or just flat out went though a drone but it’s worth testing to see if it works as a punish.

(Although HSF definately beats it)

Lunchtime hyper has 1 point of high priority durability (from bradygames guide, which i recommend… acquiring…) which means it will eat all low/medium priority things in the way… sent force (and most non-hyper projectiles) are low priority, but HSF (being a hyper) are high priority… there are more HSF thingys than the one blue dot, so HSF wins but sent force loses…

MoFro, I REALLY like your team… i’ve been trying to play it, but my ammy sucks so much, i think she attacks tron and x-23… so i have sent instead of ammy… but i’m curious about tips and tricks with your team… do you have a tron OTG combo with ammy?

Personally, I like tron on point because she has a lot of life and can build a lot of meter early on… with x-23 second, tron can j.H off her for unblockables… also, weapon-x prime can be delayed from lunchtime and into the damage/hit stun reset glitch… for me it’s sentinel with HSF, but i know ammy’s slow hyper works too…

Do you guys even use the Drill into command grab thing Capcom repeatedly said would be the main part of her gameplan? I think I’ve pulled this off like three times since I got this game at launch. For people that TK drills, is there really enough time to drill after the blockstun? There definitely isn’t enough time after ground Drills.

Aerial Drill is +1, just as an FYI to anyone wondering.

just in case you guys missed it, tron can benefit from the dhc damage glitch. She can either start it, by hitting with a beacon bomb and dhcing, or be dhc’d into by the characters who have the right king of super or move. The problem with dhcing her in is you have to use king kobun, which has so much startup the opponent usually recovers from the spin state before it hits.

I’m thinking you can also use this with the airel exchange mechanic if you have an assist that lets you combo into beacon bomb after the exchange. So you could start a combo with say wesker, launch and exchange tron in, m,m,h,s land, assist, beacon bomb, king kobun, dhc whesker in and proceed to do another combo with the damage scaling and hitstun reset. (and I think you can time it where the king kobun still hits!) Off to training mode for me.

I’ve been playing Tron purely as an anchor(for her assist? shocking, I know!), and am wondering if you guys had any strategic advice for playing Tron with no assists. What are my goals, do I have something good to mix up with IAD C? I’m basically trying to run away and wiggle around and try to connect with quick IAD C’s, but there’s got to be more to it than that. Learned very quickly trying to score random drills isn’t such a good idea. Any general advice?

I think everyone is having the same problems right now. In the end, it might very well be that she’s an assist anchor that isn’t very good on point, or at least lacks the tools to break patient defense. Unless someone can come in here and show us the light, the consensus is that she doesn’t have enough options, her normals are slow, and she can’t fight at range. If you don’t manage to hit them with a quick j.C crossup, then you probably won’t be able to hit them period. She requires an assist to help push offense, but I personally think there are so many better characters at opening up defense than her, and that conflicts with the fact that everyone wants to put her in the anchor slot.

Wednesday Night Fights 2.1 has a bit of JWong’s Tron vs. Flo’s Wesker 1v1… plus other bits…

you see tron keep away a bit… it looks like Tron does jump back H to punish rushes, then air drill to get out of the corner… beacon bomb if you’re far enough… dash-jump-dash-H crosses up… if any of those hit, it’s combo into super x2…

bradygames guide mentions throwing the rock from max distance as it is quite durable (5 low) and recovers decently

from experience, it really sucks when a faster character is right next to tron! so i think keepaway makes sense… however, you CAN risk the 1-frame command grab up close…

It also really sucks when Sentinel spams Sentinel Force, which i actually was able to counter when i tried it in training! I did it by advancing guard all 3 drones in the first wave and then superjumping out in the gap between the first and second wave… at the right height, you can air dash with enough momentum for a crossup H!

Yeah, actually. My BnB looks like this right now:

j.H, st.L, cr.M, st.H xx Bonne Strike H (no mash), st.M, f.M, j.M, j.M, j.H, st.H/st.M (for large/small characters), st.S (sj cancel), j.M, j.M, j.H, j.S, land, (dash if necessary), :df:H xx f.H + P (Ammy Cold Star, hit both buttons at once), Beacon Bomb L, j.H, j.S, Beacon Bomb L xx Servbot Surprise, H xx Servbot Takeout

Does about 950k damage. >:) It almost makes me want to have Tron on point all the time, but she’s just not versatile enough for it in my opinion. Probably good for some matchups though. I usually use Beacon Bomb L all the time because it means I don’t have to switch between H and L depending on whether or not the opponent is cornered (and I’ve never seen L miss even if the character is high up in the air), but H does do a bit more damage if you want to use it after the assist.

Ammy is a great character but requires practice. She fills a lot of the gaps that X-23 and Tron can’t cover so well (namely keep away characters). You don’t have to do any Justin Wong/Clockw0rk gymnastics to be successful with Ammy, just abuse her excellent air dash, know some basic combos, and understand when to use each of the weapon modes.

@Momo~, I’ve had the best success with level 3 when people try to rush me down with unsafe moves on block or end a block string with a launcher. I never use TK drills but am thinking about trying to do more of it.

RE: Lone Tron - She can still do some really nice combos alone, you just have to cut them off sooner and go for the j.S into Beacon Bomb (which also won’t work if you start the combo with a j.S). You can also combo into a drill which will cancel into Servbot Takeout if you aren’t too far along with the hit stun deterioration. Also if you have Lv3 X factor on then Tron’s ordinary combos will take just about anyone out without the need for meter.

One thing that helps is mixing up j.H with j.S and j.M. Jumping M comes out a lot quicker than j.H and has a lot of range, and j.S is slower than j.H despite being closer range, so you can catch your opponent sometimes. Jumping S can cleanly hit some things that j.H can’t, like a lot of beam projectiles (unibeam, plasma beam and sent spits come to mind immediately) and also the timing is just different enough that if your opponent has been push blocking you, you might get an early push block and score a hit. If your opponent doesn’t pushblock you, you can mix up with some ground combos and go for low attacks - you can also put the :f::m: flame move into your block string and see if you can score an overhead with a jump cancel.

Of course, if your opponent is a good blocker and won’t give you anything, then it’s a tough situation - I’m sure all Tron players have seen this before.

edit: Oh yeah, and about Servbot Takeout beating other projectiles - this is an awesome way to counter keepaway beam characters. You can shoot this right down the barrel of a Unibeam, Plasma Beam or any number of “normal” projectiles and beat people out. The funniest is watching the little bullet pass through an entire Sentinel spit and hit him in the mouth. You’ve gotta be careful for beam supers as a counter though, because if an Iron Man with meter sees you do that he could Proton Cannon to counter (same goes for HSF, Proton Array, etc.)

I posted this in the tiers discussion and thought you guys might want to give it a read, perhaps you have differing opinions:

I like Mr. X’s idea in regards to grading a character; here is my two cents on Tron Bonne:

Out of 10

Building Meter: 9
[LIST]
[]Tron IMO is one of the best batteries in the game. Her combos are often long enough (especially paired with assists) to build any meter she may potentially waste. Of course she needs to land hits (or get hit) in order to build meter and needs assists to cover most of her unsafe attacks.
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Using Meter: 8.5
[LIST]
[
]As stated above Trons battery potential is quite good and she does not have a lot of hyper chip potential, so burning meter is often not a concern and it can be saved for combos (which build plenty of meter) and DHC. [/LIST]
Supers: 4
[LIST]
[]Lunch Rush is a good strong super and has lots of combo potential, but really that is about it. It has relatively slow start-up and hard to hit outside of a combo. Also slow on the emergency DHC start-up.
[
]King Kobun is large and covers a lot of room and does fairly decent damage but is slow and somewhat difficult to combo without a beacon shot. The start-up is slow it typically makes a poor DHC.
[]Shakedown Mixer is a great super when it hits, it requires Tron to be up close and it’s often used as a tick or an unblockable set-up. Many people can see it coming and it burns 3 meters and typically it’s a gamble. But it does some good damage and can be surprising at times.[/LIST]
Assists:10
[LIST]
[
]Gustaff Flame over shadows her other two assists by a wide margin. Although he other two assists are no slouches, Gustaff is seemingly invincible due to it’s small hit box making it very difficult to punish on reaction without super. It’s kind of sad to see so many players using her just as an assist and nothing more.
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DHC into: 6.5
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[]For the most part Lunch Rush places Tron in close proximity to DHC into virtually anything in the game. Because of the nature of the super enemies are forced to stay low to the ground making most DHC’s safe and damaging. King Kobun when it hits also has a lot of corner potential but more often then not brings them to far away from Tron to DHC into any close Hypers. Often the juggle state can cause problems with characters bouncing out of the DHC.
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DHC out of: 4
[LIST]
[
]I give this a low score because of her super start-up and limited range. Lunch Rush is semi reliable and King Kobun just takes way to long. Often I burn another Hyper just to get to my third character to ensure that the DHC is successful.[/LIST]
Effectiveness with assists: 7
Effectiveness alone: 4
[LIST]
[*]Tron without the aid of assists can really struggle to effectively punish and get in making spammy trap teams very dominant. With assists he possibilities with instant overheads and unblockables become much greater and offense is generated a lot easier.

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Special Notes/Final Verdict: On average I would say dependent on how she is played she ranges from a questionable 6 to a solid 7. She is very reliant on teammates to do substantial damage and has trouble generating offense without them. Many of her normals are slow and unsafe on block. Although she can jump cancel out of Gustaff Flame and c. H is +4 on block. No matter what way you look at her Tron is always stronger with a team and Gustaff is a great assist that benefits the whole cast.

If anyone has any differing opinions or would like to add some comments about her game plan let me know. This is only based on a months worth of experience in MVC3, but it’s very easy to weigh negative findings vs. positive ones.

So there’s no way of actually beating it head on unless you’re more invulnerable, can make it whiff, can hit it with a super or cross her up. It’s unsafe on block but you still have the point character to contend with.

id rate her higher in the DHC Into/Out of categories because of the DHC glitch. BeaconBomb/KingKobun works with it. http://shoryuken.com/f340/dhc-trick-damage-hit-stun-scaling-reset-267849/index4.html

the fact that any randomly connected M, H, jH, jM, grab, command grab, drill, or beacon bomb = a dead sentinel (assuming you have the right team setup to do the DHC trick) is really, REALLY, satisfying.

There are more ways to beat it than you guys think. Wolverine mashing cr. A will crouch under the flame and hit Tron. Im sure other chars can do this as well