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

Did some more testing on it but you guys should already know by now.
Works best in the corner. You can still land it mid-screen you just need to make sure tron is directly next to the character when landing the light beacon.

Only tested it on sentinel so don’t expect it to work on everyone.
I think it might only work with sentinel, dorm, hulk and maybe thor (They have a wide enough stun state while hit by the beacon)
And like MoFro has said, Timing Is Tight and you need a S attack that could reach.

Also to MoFro.
Magneto’s hyper grav does not last long enough to switch back out and try to continue a loop. I do however believe it is possible to “NTC” for magneto for an unscaled lvl 3 or anyones lvl 3 with full animations (Granted the are fast enough) if you don’t want to waste an extra bar with tron DHCing. and i never did test out if it was possible to call back tron as an assist after “NTC”.

I really hope this doesn’t become a cheap gimmick and turns into one of trons greatest weapons.

Ok check it guys. Not sure if this has been discussed but Tron can use two air :s: in a combo not including launch to :m::m::h::s:.

You know how those characters like Amaterasu, Morrigan, and Wolverine can crouch and air :h: will whiff… You are then forced to use air :s: to attack, but then lose a ground bounce later in the combo, greatly decreasing your damage output and shortening your already long ass combo.

Fear not, there is an answer. Right now tested with Magneto EM Disruptor, guaranteed to work on Ammy, Morrigan, and any character standing or crouching.

Here is the setup.

:d:+ EM Disruptor Assist, :u:, :atk::atk:,:s: (immediately out of air dash).

or

normal jump, :atk::atk:+ EM Disruptor Assist, :s: (dash at apex and :s: at end of air dash)

What happens is you super jump, dash, and hit with air :s:. What happens though is EM Disruptor somehow prevents the ground bounce from happening (most likely hitting the opponent before they bounce or before they hit the ground), and you can continue your combo as if you did an air :h: and still keep a ground bounce in the rest of the combo.

Basically you ground bounce them off of Magneto’s EM Disruptor which makes it not count as a true ground bounce. I’m sure this can be done with other beam attacks (i.e. Doom, haven’t tested), but seriously this is so awesome. No longer do I have to resort to a weak combo variation. It also works against airborne opponents.

The power of science!

HOHOHOHO

edit: Tested with Doom, also works with him as well, timing is a little different and opponent gets pushed back, but you can catch them with st.:l: before they are pushed back too far.

Doom Plasma Beam, :d:,:u:,:atk::atk:,:s:

General idea behind this is to hit the opponent with the beam and air :s: at the same time. So I’m assuming other chars can utilize this. Basically “Beam Bounce”

edit2: Tested with Haggar, timing is not down, but if hit with pipe and beam at same time, ground bounce is retained later in combo.

You could always try and bait Tron’s assist, then counter-call against the whiff. Timing and spacing is dependent on what assist you’re using. If you have Dante’s pillar, there’s a range where you can mash on it as soon as you see Tron appear. Same goes for Mags with beam assist. If you have Chun legs, you can time her just after the flame starts and she’ll beat Tron. Deadpool’s low assist seems to work. Hulk’s armoured DP can work, timed late at close range. (etc.)

Just don’t get baited into sending your assist on a suicide mission, haha.

Playing against a lot of Wolverines I’ve found he can slide under it, mash A under, and do a random teleport to the other side and hit her from behind, or even dive kick

Ammy can also duck under and hit her pretty consistently

But basically, if you want to beat Tron assist use Wolverine, he has too many easy answers for it

Was playing on-line last night and my Tron kept getting tatsumaki looped in the corner by an Akuma and I couldn’t reliably get out, I put this down to the LAG but tried again in the lab and was still having trouble with a 100% answer to it. Waited till last frame of loop and hit advancing guard before the restart, think I was having some joy with a c.L but would still get tagged from time to time.

Anyone offer me a solid solution or is this a case of me mashing advancing guard. thanks

Yesterday’s Wednesday Night Fights, clockwork was severely punishing jwong’s tron assist using ammy. I’m not totally sure how he did it, I think it might’ve been L power slash into easy combo. Keep an eye out for the youtube vid.

Bionic Arm?

Have tron on your team?

You wanna try and go under the assist…
Mag cr. C
Hsien cr. C
Trish cr. B
Any low with good range really…
And Dormammu’s Chaotic Flame destroys assists like hers i.e CFxxXFC D. Hole©, CF
Just dont forget about the point char.

That’s really all you can do as Tron. Akuma has frame advantage on tatsu M (+3) and H (+1), so really, just push block the last hit. Or if you can react to it from afar and have a beam hyper to DHC into, though it wastes two bar (meter is easy to come by), do that.

Also, I believe Tron can Servebot takeout from afar, since it’s high priority projectile (1 dura point) and Akuma can only cancel out low and medium priority projectiles.

If the akuma does a ground follow up after tatsu everytime, you can guess a reversal lvl 3 grab (0 frame). The window created by tatsu M or H isn’t a true block string. Now if they jump or do an invincible hyper, you’re screwed.

How do you guys deal with Sent spamming assists and spit from afar?

My team is Tron on point, with Doom plasma, dorm dark hole.

I have so much trouble just getting in and spit beats doom assist all day, so that can’t really cover me. When I do get in, they activate HSF to push me back and it resets. Any tips? (As I’m typing this, for some reason I think that tron drill can eat through spit…but can’t test atm, anyone know?

Pressure them until they’re out of meter, then wait for Sent to spit and shoot a Servbot Takeout down his throat.

Super jump over the spam and block in air (do NOT use sj.H against a Sentinel, you will be launched into oblivion), land, block the cr. M, and punish with instant overhead j.M, j.M -> combo of your choice.

And no, Bonne Strike will not beat spit (that would be so gdlk though)

I’ve joined the ranks of the tron players and sad to see the tron section isn’t that active(before my post the last one made in the team thread was 3/23…)

I find that when I?m fighting as Tron, usually on her own as anchor (sometimes w/ Ammy Cold Star still around), when I can score IAD crossup jH?s, sometimes I can go right into a cL into combo, but other times it the jH just knocks them away and now I have to get in all over again. Frustrating! Do I need to space the jH so our sprites practically overlap when I connect in order to follow up with a combo? Or is there something I?m missing? Thanks!

I feel like people have figured Tron out on point. :expressionless: When this game first came out I was hitting people with j.H all over the place and getting huge combos. Now, I can barely even get in. How are you guys approaching people outside of j.H? It just seems like she’s ridiculous easy to keep out and it’s frustrating.

Yeah Momo I feel the same way… TK drills are nice (especially in X-factor, delicious chips) unless your opponent can throw a projectile at you quickly (damn you Wesker!) and I’ve gotten a lot better at doing them with some practice. I also throw out beacon bombs from time to time, the H one can catch people trying to jump in on you too. Nice way to start a combo.

Yeah, I play Tron as my point character and it’s just :expressionless: I cannot get a hit in to save my life and it’s incredibly annoying to deal with a character with two assists behind him/her with Tron. I should just start playing more patiently or something, but it’s still a pain in the ass. If they just block everything there’s really not much I can do. j.H on block cancelled into air drill only works if they don’t advancing guard, so her mixup is lacking even in that regard. If they’re playing a keepaway character, holy crap I cannot do anything. So frustrated.

how good does Tron Work as a Get Off Me Assist for arthur?
this is a keep away/zoning team and the one thing i was missing was a real good get off me assist for arthur(i already have hidden missiles to keep them at bay from long range while arthur pelts them with projectiles)

my only good options were lariat or gustaff fire(i tried out akuma/tatsu but it doesn’t have the same effect not only that but with haggar/tron i’d have a character on my team that can take hits without bleeding all over the place)and on point i figured haggar would easily be stopped i mean he’s a simple character
it’s not hard to figure out what he’s gonna do

I don’t know about Arthur, but when I use Amaterasu’s beads stance to play keepaway, Tron assist works fantastic as a GTFO assist.

I have a question. One of my main teams currently consists of Dante (Jam session)/Tron (Gustaff Fire)/ Felicia (Rolling Buckler) and while for the most part it works, I find my Tron at a severe disadvantage when fighting against zoning characters with a super armored Arthur being one of my worse match ups.

I was considering changing Felicia’s assist to Sand Splash but I figured I’d get a second opinion on what some good anti-zoning tactics would include for Tron.