Tron does not have any overheads (aside from air attacks of course). Box jumping aka instant air dash is done by doing a super jump, then immediately air dashing and using an attack. The super jump gets you to the required height to start an air dash quicker. Doing the attack mid air dash lets you keep the forward momentum (if you attack after it’s done, you’ll fall straight down instead of advancing).
Watch my inputs at the start of this video to see how it works: [media=youtube]9ySzh_aJOgk[/media]
I have tron as an anchor mostly to get mileage out of flame assist. Can anybody provide some good solo set ups for tron. Jumping H and S are great scub killers, n I’m working on blocked drill to
Mixer but it’s tough and risky.
Do you want to beacon bomb for DHC trick, or just so you can set up King Servbot? After a ground bounce you can usually just go into the super and it’s a habit ClakeyD started getting into, so I tried it and found it’s a lot easier. If you’re solo you can even use A1+A2 to get the King Kobun super off which makes it super easy. But if you’re setting up DHC then yeah, go for the beacon after the ground bounce.
My fave solo combo is: j.H, L, cr.M, H, Bonne Strike H, M, f+M, jump cancel, H, S, Servbot Surprise, H (if in corner), Bonne Strike H, Servbot Takeout.
Ness go to my first post on page 1 and see some advice about getting in with Tron. It’s all over the thread, and it’s only two pages. Just read.
After any basic tron combo you can get an ground bounce and land the L version of beacon bomb to start DHC trick. Just be careful with your inputs to make sure that st. L doesn’t accidentally come out. That happens to me all the time
You also need to do the j.S while you’re on the way to the ground or else you won’t land the Beacon Bomb L. If you do it while you’re too high in the air you won’t have time and it’ll miss.
i was in the lab the other day and noticed that i couldn’t do the full Clakey-D combo on Zero… the assists i tried out were Amaterasu-cold star and Dante-weasel shot… Zero appears to drop out of Tron’s :d:+:h:… In fact, you can’t combo OTG :d:+:h: xx :f:+:h:
Hitting a full combo on Zero is quite crucial in a match, so I was wondering if anyone noticed this or have a solution for this… one solution, of course, is to shorten the combo and do servebot capture after the ground bounce instead of launching with S… but is there a better way?
You can’t do that combo on him. He techs too fast for 2H 6H to work. Just use j.:h: st.:l: cr. st.:h: :rdp::h: (mash :h:) st. :f:. j. j.:h: j.:s: :qcf::l: :dp::atk::atk: st.:h: :qcf::atk::atk:
if it’s midscreen you can replace that last :dp::atk::atk: st.:h: :qcf::atk::atk: with :dp::atk::atk: :rdp::h: :qcf::atk::atk:, I think. Just cancel the drill with no mashing into Lunch Rush. Should do more than enough to kill Zero.
Try pressing assist before you hit cr.H - and do not press f.H after the c.H, it will never hit on Zero.
I posted some zero specific throw combos and a bnb in the assist combo thread using mags beam assist and chun kicks assist - you can see how it works there…
I?m contemplating a team of Tron Wesker Sent or Wesker Tron Sent, and I can NOT decide on the order! In theory (I?m at work so cant test stuff for a while), Tron and Wesker would both help eachother a lot, and Sent helps both massively as well.
I figure Wesker low assist could be really good to hit now and then while going for IAD jH attacks with Tron. I should say, though, that I?d plan to use this sparingly for the surprise value. Don?t want to be come predictable. But if I can find a way to set up a nice crossup IAD jH, even if they?re prepared to block it, calling Wesk at the right time could turn it into something nasty.
I figure Tron assist could help Wesker because, well, it?s Tron assist and it cures cancer (unless you?re on the opposing team, in which case it causes AIDS).
My thought is to use Sent to set up Wesk teleports and/or to support Tron?s lengthier combos. The other idea, though, is conditioning them to see that Sent is the assist I?m using to enable my strategy, so that when Wesker pops in along side Tron and vice versa, it comes as a bit of a surprise.
I?m leaning towards Wesker first just for the quick teleporty goodness to frustrate people. But there?s something to be said for Tron?s long ass Sent enabled combos that let the opponent go grab a soda while they wait for it to complete. Also Tron could DHC glitch to wesker, no? grrr, hard to decide!
So I guess dual question would be: Do you think this strategy in general could be effective? And in what order would you place it? (Sent as anchor pretty much non-negotiable)
I’m having a lot of issues with Tron’s c.H, fwd. H after air combo knock down. Lately virtually everyone I play can tech roll out of it. I never had this problem and if I did it was very seldom. Now it’s 100% of the time. I’ve tried different timings and have no such luck, oddly enough when I try in training they cannot escape with tech roll on. What the heck is happening?
It’s really destroying my primary means of doing hefty damage. What can I do so I can ensure that they don’t roll so I can follow - up with my assist beacon bomb combo?
I think this is a pretty common problem - in order to get the rock to chain, you have to wait until after the mini-bounce following the hard knockdown. After the air combo, wait a split second before starting your OTG. (Also be sure you’re chaining the rock with c.H - it can only chain with 3 hits of c.H or less).
Is there anything Tron can do to stop Chun-li’s Lightning Legs? j.C, j.S, and Drill (both ground and air), command grab, all loose to Legs. Gustaf fire and c.B work but require precise spacing. Anyone suggestions?
I’m looking for an intermediate Tron BnB that doesn’t require an assist and that can preferably be started at midscreen. Any recommendations? How much damage should I be doing from a BnB with no assist?