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

is any one else having trouble with tron’s 9th mission? i can’t seem to get the second j.:h: to connect :<

Hey guys, any comments about this corner combo?

5a>2b>5c>s>j.b>j.b>j.c>j.s>[Assist1]>beacon bomb a>s>j.c>j.s>2c>[Assist2]>beacon bomb a>5c>bonne strike c>lunch rush

does about 700k damage

for assist 1 i used dante b, and for assist 2, its hsien ko a, so that as soon as you hit the 2c, the opponent is juggled, and then beacon bomb, etc…

Alright, today I’ve made some progress.

I’ve come up with a fairly good Tron/Sentinel reset that focuses on the left or right mixup.

This is off an OTG, basically after normal throw, :s: after launcher, or command throw near the corner.

:db::h: (4 hits) + Sentinel drone charge assist., :f::h:, :h: Beacon Bomb

Now for the mixup. After being hit by the Beacon bomb, the opponent cannot tech, they just fall straight down, however, they may double jump, attack, or air dash as soon as beacon wears off. So basically you have to attack right when Beacon Bomb wears off.

Beacon Bomb gives you enough time to wavedash under the opponent 2-4 times and jump and attack as it wears off.

Options:

  1. 2 medium speed wavedashes, neutral jump :s:, you will cross up once.

  2. 3 faster wavedashes, neutral jump :h:, j.:s:, you will cross up twice.

  3. 4 very fast wavedashes, neutral jump :m:, j.:s:, you will cross up three times. tTming is strict on this.

From here you can go into a combo that eventually ends in launcher to air combo ending in :s: to OTG again.

I’ve tested this on a real person, although online. Timing is definitely tough online, but more than doable offline. The reason this seems to work is that the sent assist and beacon bomb push the opponent high enough that you are no longer on the screen and are replaced by the 1P or 2P marker momentarily. Combine this with Tron’s ridiculous ground speed, you are bound to confuse the opponent.

This definitely works on larger chars, but for some chars like Zero, :db::h:, :f::h: doesn’t work because Zero ground rolls before :f::h: hits.

edit: depending on the opponent, you might not bring them high enough to disappear, i.e. amaterasu.

Also, you can mix up air throw instead of attack. This option would save you the air :s: ground bounce for later and you can still OTG setup.

That is pretty mean, dude! I can’t wait to try that. I’m going to be with some buds all weekend playing, I’ll report back and post some results from using it.

Well I’m not sure which caused it to work since I tried both at the same time, but try activating x-factor before the combo for the speed boost and canceling your Bs as soon as possible to minimise the hits they do.

I have a couple of questions.
What is the best way to approach with Tron when she is alone?
Does she have any good normals.

nope, but i’d assume it was referencing instant ones where you’re barely off the ground
if you can’t hit small chars I would think that’s when the falling frames would add to recovery

ok looking at it now;
so it actually took me a lot longer than expected to get this done again lol
so when i just did the inputs as said i was whiffing the last j.:h: like you said
so then I started doing it like I was actually playing…ie
I jump low airdash j.:s: then immediately hit :m: then cancel that into f.:m: roughly before it hits 3 times
your first j.:h: should hit s.hulk in the ankles basically any higher it makes it difficult
it’s strange how that changed the whole dynamic of the combo but it sets it up better
if that doesn’t help then I’ll go into where the opponent should be when you hit each button

how does tron’s infinite on sentinel work?

Linear: That’s almost exactly the same combo I do with Tron/Chun except it can be done at any point on the screen. I usually don’t add drill, unless it’s totally necessary.

currentlemon: I’d mainly use Tron’s j.B to help approach. It has great range and good priority against most air/ground attacks. Also remember that you can jump cancel her 6M (Gustaff Fire) and keep pressure up, when you’re close. I’d also TK drill for a safer approach.

iad j.C? lolololololol

I’m trying to debate what’d be the best jump in, and for me I personally like the iad, j.:h: which you can follow up with cr.:m: into combo, hell it even crosses up. It hits most crouching opponents whereas j.:m: whiffs, though you can do a whiff into throw to mix it up.

j. :s: is cool and all but you waste a ground bounce in the process and you don’t cross up with it.

edit: j.:s: is actually pretty good, the best combo you can do after nets like 450k which isn’t bad. And you can sorta cross up with it, just stand next to opponent and normal jump forward. Plus it’s easy as hell to execute.

Agh sorry to double post, but found an even more damaging. meterless/no assist combo. Note the first mashed drill is required to continue the combo in not already in corner. After ground bounce, let opponent drop to about head height then st.:h:. On some characters (i.e. tron) after the ground bounce, you have to wavedash into st.:h: for st:s: to connect.

Variation 1a: Off j.:m:

j.:m:, j.:m:, st.:l:, cr.:m:, st.:h: xx :h: Drill (mash), cr.:m:, :f:+:m:, jump cancel, j.:m:, j.:m:, j.:h:, land, cr.:m:, :f:+:m:, jump cancel, j.:h:, j.:s:, land, st.:h:, st.:s:, sjc, j.:h: xx :h: Drill (mash)

Note: ever since adding the st.:l: the combo is extremely harder to continue from the first :f:+:m: launch to j.:m:. The j.:h: most likely will miss unless you get the j.:m: asap off the jump cancel. So i suggest avoiding this combo for practical purpose or at least double tapping the j.:m:. This is definitely not doable online.

Damage: 628,800
Hits: 52

Variation 1b: same combo end in j.:s: instead of Drill

Damage: 594,200
Hits: 38

Variation 2a: Off j.:h:

j.:h:, st.:l:, cr.:m:, st.:h: xx :h: Drill (mash), cr.:m:, :f:+:m:, jump cancel, j.:m:, j.:m:, j.:h:, land, :f:+:m:, jump cancel, j.:h:, j.:s:, land, st.:h:, st.:s:, sjc, j.:h: xx :h: Drill (mash)

Damage: 606,400
Hits:49
Main difference is missing cr.:m: after first :f:+:m: launch

Variation 2b: same combo end in j.:s: instead of Drill

Damage:571,800
Hits: 35

Now I haven’t tested all these combos on every char but the general rule is that variation 1 works on the largest guys and even when some of them are crouching. Variation 2 works for most (hopefully all) even if crouching. And the amount of hits you get depends on character position, size of opponent, and how fast they fall.

Hyper Variation 1: Off j. :m: Into Lunch Rush

j.:m:, j.:m:, st.:l:, cr.:m:, st.:h: xx :h: Drill (mash), cr.:m:, :f:+:m:, jump cancel, j.:m:, j.:m:, j.:h:, land, cr.:m:, :f:+:m:, jump cancel, j.:h:, j.:s:, land, st.:h: xx Lunch Rush

Damage: 742,700
Hits: 76

Hyper Variation 2: Off j. :h: Into Lunch Rush

j.:h:, cr.:m:, st.:h: xx :h: Drill (mash), cr.:m:, :f:+:m:, jump cancel, j.:m:, j.:m:, j.:h:, land, :f:+:m:, jump cancel, j.:h:, j.:s:, land, st.:h: xx Lunch Rush

Damage: 720,300
Hits:73

A few random things off the top of my head before I head out for the night. I’ll try to get more in-detail with effective setups and escapes from dangerous situations on Monday.

You can easily combo 4 heavy drills, or 3 mashed heavy drills into Lunch Rush.

Doom’s Molecular Shield is still a superb assist when it comes to locking your opponent down with the drill. Time it right and you can keep a block string going seemingly endlessly. Likewise, Trons drill assist is good at making Doom’s Plasma Beam and Proton Shock much safer and adds some breathing room if you need to play keepaway for a while.

If your opponent is getting jumpy or is trying to lock you down from up close, call in an assist and fire off a Servbot or two into the air to keep them from trying to jump in or approach from the ground. This should give you a little breathing room while you decide how to take the offensive.

If an opponent is trying to lock you down from a distance with projectiles (ex. spamming Sentinel mouth lasers and Iron Man’s unibeam assist) your best bet is to superjump and airdash to try to close the distance. If they try to jump up and meet you in the air (which they will almost definitely do) hit them with an early airborne :s: and be ready to combo off of the ground bounce. If air-to-air combat isn’t an option just wait for them to attack and throw them out of the sky when you get an opening.

Got a projectile hyper coming in? Superjump, airdash forward and drill your way to safety to avoid the potential chip damage and to reposition yourself. This doesn’t work with hypers that cover the screen practically instantly.


The following, depending on my opponent’s team, is a fun tactic that I occasionally like to start a match with that’s netted me two ragequits. It’s a >100 hit combo that uses X-Factor and should leave the opponent with one less character. It’s actually very simple for something this damaging, IMO.

  1. Play it safe while building a hyper bar or two depending on the opponent’s stamina using simple combos. Doom’s Molecular Shield works great for keeping Tron safe on the ground while doing some damage.

  2. Make an opening to start a drill combo with. Hit opponent with 3 mashed heavy drills. End third drill by canceling into Lunch Rush. X-factor as soon as the hyper hits.

  3. Get close and hit with another Lunch Rush the moment the first one ends. Lunch Rush is often the safer option here, since the opponent’s hit stun decay by this point will prevent King Servbot from being a viable option.

  4. Most characters will be dead by now as long as some damage was done during meter building. If not, or the enemy happens to be Sentinel, use that last meter to bring in Partner 1 (Doom, in my team’s case) and finish them off.

Edit: I just went into training mode to see how much damage this actually does.

3 mashed heavy drills, Lunch Rush, X-Factor, Lunch Rush: 125 hits, 830,700 damage.
Ended with Doom: 143 hits, 1,094,700 damage.

Good ish option.iv

Anyone else feel that j.:h:, cr.:m: is a little tight or am I crazy?

I might stick with s.:m: for now :wonder:

i got it all to connect using x-factor, thanks a bunch.

p.s. i made the mistake of turning off my ps3 during mission mode w/o realising you have to quit to the main menu for the game to auto save. i had to redo about 60 missions b/c of that =/

X-Factor drill/Lunch Rush stuff looks to be pretty buff. Thanks and subscribed

Filmed myself messing around with Tron combos if anyone wants to watch them.

[media=youtube]fpnLry7-cFE[/media]

You’re not crazy. I find that you have to let Tron hit with j.:h: low enough just so you can land and recover in time to hit cr.:m:.

Either set opponent to crouch or pick one that is short, it’s easier to link that cr.:m:. Now if they’re standing and you hit them on the head with j:h:, it’s definitely harder sometimes impossible to combo. So i guess as a rule if you want to combo from a jump in or IAD, try to hit them with j:h: as close to the ground before landing. Basically, let her fall a bit then j:h:.

Either that or start using j.:s: which is definitely much easier to combo into and hits at a more downward angle. It seems that most of her jump ins got the shaft, but I’m theorizing that the best way to use j.:h: is to space is out in the air. Because too many a times have I been hit out of it if the opponent is right under me and mashing dat :l:.

Also, from a ground bounce you can wavedash twice and go into cr.:m: into combo or :s: to dictate which direction the rest of the combo will take. So say you do a combo and eventually ground bounce, but you’re pretty close to the corner. Wavedash once, then one more cancel into cr.:m:, you’ve switched sides and continue to go for more left right mixup or vice versa push them into the corner.

Basically input is like this after ground bounce. 2x:atk:, :d:, 2x:atk:, :d:+:m:

Also good stuff Robo, I’m going to have to try that. I honestly just want to do brain dead drill pressure, haha.

Behold the power of science, HOHOHOHO.

s.:l:, cr.:m:, into 3 mashed heavy drills, into launcher followed by j.:m:, j.:m:, j.:h:, j.:s: into otg cr.:h:, :f::h:, Haggar spin assist, :qcf::h: (beacon bomb) into king servbot, into one final heavy mashed drill might just be my favourite combo in the game right now.

The drills are REALLY annoyingly long and they go from one corner all the way to the other, which is always a plus, only downside is it kills the fingers when practicing it (what with the 4 mashed drills), does a solid 620,000 dmg too, if you wanted to spend an extra meter, lunch rush combos off the final drill easily. Its probably not practical but fun as hell, this game rocks.

I’m going to have to revise those combo because apparently if you add st.:l: it tacks on 40-60k damage, plus it’s easier after an IAD j:h: to continue. I’ll get back with the changes.

Yeah, I was totally wrong about how much damage decay there was after st.:l:

edit: all all updated, jump in with j.:h: seems like viable bnb material.