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

though if i do stick with tron
would that limit my options compared to having akuma on my team
due to the speed difference(been told i would need a rushdown character to balance out arthur/doom but like i said to me a good protective assist for arthur seemed more important)

I’m not sure what a rushdown character could do that Tron isn’t capable of (although they might admittedly do it better)… keepaway is the counter to most rushdown characters, and it’s an equal counter against Tron, so what’s the difference really? I think it all depends on how effectively you’re using Tron - if you learn how to use her and can hold your own with her on point you should be okay, but if you’re gonna use her assist without practicing with her and then she’s useless on point, then it’s like any other character you don’t know what to do with.

I will say one thing other characters like Akuma have that Tron doesn’t is a full-screen punish, those beam supers can be handy when you’re the last man standing. (Although Tron can punish some projectiles if the opponent doesn’t have X-factor or meters to dodge/counter a Servbot Takeout)

does arthur/tron/doom have any team chemistry whatsoever?
i know you could make any team work if you tried hard enough
but do these characters mesh together right at the get go

i’ll probably keep tron on the team since she’ll last longer then akuma anyways

Sorry to self-reference, but I asked a question and wanted to “bump” it, so to speak before it gets buried in the new posts. It’s about jH’s sometimes letting me combo, sometimes knocking them away. Any idea why? And how I can make sure when I DO actually land a hit, I get the combo I deserve. Thanks!

I’m pretty sure that anytime you hit J. H (outside of a combo of course) you can start a combo with st. L or st. M, or at least air drill. Just keep practicing your reactions

You want to follow up with standing L whenever possible, it’s pretty easy to hit-confirm, has a deceptive amount of range, and isn’t so bad if you miss it or it gets blocked. j.H reaches a lot further than st.L though, so if you’re playing against a big character who was on his way away from you when he got hit, don’t be too surprised. T-bird’s suggestion of air drills makes the most sense in that case.

you have to guess which tatsu he is using
for L tatsu, pushblock 1st hit, resets distance
for M tatsu, pushblock 1st hit, punish with reversal drill
for H tatsu, pushblock 3rd hit, punish with cr.M s. H

if there are assists on the screen, that’s a different matter
also, mind games, if he sees you using this pushblock method, he’ll bait you into punishing and cancel into super making it “safe”

for really high in the air and far situations, use drill on the ground to confirm then combo afterwards

are there any tron block strings with low assist to create “hard to block” situations?
mine is x23 just do f. M, jump cancel, assist, air dash, j. H (works against pushblock, against no pushblock can create crossup)

Am I the only one on this thread who prefers using Tron on point instead of an assist? Ok, I know that she’s probably better as an assist, but you can do some nasty shit on point with her. Given the pace of the game and how quickly characters are in and out, you can still use her assist, but say if you use Sent Drones and Wesker Gun asssists. You can either call drones and jump over to cross up, or use wesker gun with j. c or j. s to make that high-low hard to blockable mixup. And once you get one hit with tron, that’s basically a 50 hit combo right there, as well as 2 more meters, which you can spend on her awesome DHC potential (Both her level 1’s stay on the screen after she goes out, so DHCing out of Tron is awesome and works with a lot of people) to utilize her assist.

Anyone else agree with me? Or am I just crazy?

I use her on point as well. You can still get a good use of her assist unless you keep her in until she dies, which isn’t really what anyone should be doing anyway.

My Tron BnB combo:

Team: X-23-B/Tron-B/Sentinel-A
Damage: 1,320,200
Assists required: 2
Meter required: 2
Meter used: 4
Meter built: 2

j.5H, land, 5S, sj, j.5M, j.5M, j.5H, j.5S, land, A1, j.5H, land, 5S, sj, j.5M, j.5M, j.5H, j.5S, land, 2H + A2, 6H, 236H xx 623LM, j.5H, j.5S, land, 623LM, 5H xx 623LM, 5H xx 236LM

A1 = X-23-B
A2 = Sentinel-A

As you can see this combo will kill everyone in the game and requires no XF and only 2 meters to start off.

Momo, do you ever try getting in by dashing forward, jump and air dash to S ?

You won’t win against any decent player by jumping around and spamming H. You need to fish for openings and punish your opponents mistakes. Airdash j. L, j. H, and j. S all have their uses depending on your distance from the opponent and you need to start throwing with her. Keep jumping, airdashing, etc and block until you’re at a range or situation where you can attack safely and then start spamming her godly jumping attacks or mixing up with empty jumps and throws. You really only need to get one clean hit with her to kill your opponent if you have the right assists and even solo she does over 600k damage easily.

You’re losing damage by doing MMH in your first air combo, just go j.H, S, then slowly j.H, j.S, and call X-23 assist, j.H, S, then continue your combo. You can see what I’m talking about in my video here: [media=youtube]xJAc28EaNAI&feature=player_embedded[/media]

check this out:

[media=youtube]A_JU-s2G5ko[/media]

^^^yeah exactly. i had heard that it was low invulnerable but i dont know if thats completely correct… looks more like a detached hurtbox low towards trons backside…

so like you said long range lows (deadpool slide, shulk slide, wolvie slide etc seem to work as slides seem to be what i see consistently stuffing it.

-dime

Learn how to block. In MvC2 you can’t just blindly rush in on someone with a Psylocke assist/other invincible AAA. Yet in this game people spam offence and then rage when they get hit by the assist. You know that it’s coming so back off and bait it or just block.

Uhhh… you do realize that the combo already kills everyone in the game, taking out the MM on the first air juggle will only give me less meter and make timing A1 harder.

If you know you’re going to land it from start to finish 100% of the time then awesome, but if you drop it you might wish you had the extra damage. It might also save you a meter if you kill the character before having to use one or the other hypers. Plus you’re not always going to start the combo on someone with full health.

Do what you want, just offering some helpful advice here.

I know a lot of people have said “beam hyper”…

But I have called it into the start of Ryu’s shinkuu hadouken, and had it TRADE with his hyper, knocking him out of hit. (Ryu player did it randomly as I rushed in for a mixup, Ryu caught the point character but he only took like 1/4th of the damage before Tron rescued him). It seems she is totally invincible up until the actual hit frames, ie. there is NO windup, so she will trade will all sorts of stuff.

Best thing you can do is just ride it out. It’s not like he can constantly keep calling it, he has to wait a while after his blockstring is finished in order to bring her back out again.

Also I’d like to mention that FULL INVINCIBILITY moves still do work. Haggar’s assist is 100% invincible, so it works. I haven’t tested it, but I’m 99% sure that zero’s level 3 works, probably dark pheonix’s hyper works (I know it has certain frames of invincibility), if you can tiger knee a hard drive with sentinel that should work… I guess you could also try a level 3 team hyper if you’re crazy like that, I doubt she will knock all 3 characters out of their hypers lol

Also anything that has the hyper keep going even if the point character is hit should work? Ex. hyper sentinel force

Why would you account for how much damage your combo does if you drop it? Instead of doing that why not just work on your execution to lower the chance of you dropping the combo so you only have to worry about the total damage. Either way I did more testing and if you remove the MM it actually does less damage (I’ve tested removing it on the first and second air juggle). So removing the MM gives you less damage, less meter and makes timing your assist harder.