Welcome to the new Tron Bonne General Thread! This new thread was created in regards to the new changes in Tron’s playstyle and overall role as a character from Vanilla to Ultimate. This is where discussions about new Tech, discoveries, and Tron Love will take place.
General Character Information:
Vanilla Tron Thread
Vanilla Tron Hyper Guide
Ultimate Tron Hyper Guide
Character Biography
Character Theme
Tron Image Gallery
Tron Bonne Colours/Costumes
Tron Hitbox Data by FingerCramp (Removed)
Character Changes from Vanilla to Ultimate:
[LIST]
[]j.H causes greater knockback.
[]Increased down time from a normal throw.
[]Gustaff Fire is cancelable.
[]Increased jump cancel time of Gustaff Fire.
[]Untechable time from rock pickup part of Bandit Boulder decreases with combo length.
[]Can cancel after throwing the rocks in Bandit Boulder.
[]Increased minimum damage scaling of special attacks.
[]Servbot Launcher (all versions) can be rapid fire up to three times in a row.
[]Lowered float of ground Bonne Strike.
[]Untechable time from Air Bonne Strike decreases with combo length.
[]Fixed Bonne Mixer and Shakedown Mixer so they can come out on an empty cancel/kara-cancel.
[]Removed invincibility from Assist β (Gustaff Fire).
[]Additional hits can be added to Servbot Surprise through rapid buttons presses.
[]Additional hits can be added to Shakedown Mixer through rapid joystick rotations.
[/LIST]
Basics:
Brief Gameplay Synopsis:
Tron is primarily a Rushdown Character who applies pressure using air dashes combined with big normals. She also has a semi-competant keepaway game using Boulders and Servbots.
General Statistics:
Health: 1,200,000
Lvl1 X-Factor Bonuses: 135% dmg; 105% spd
Lvl2 X-Factor Bonuses: 160% dmg, 110% spd
Lvl3 X-Factor Bonuses: 185% dmg; 115% spd
Notation:
:l: - Light Attack
- Medium Attack
:h: - Heavy Attack
:s: - Special Button
:a1: - Assist Button 1
:a2: - Assist Button 2
:atk::atk: - Any Two Attack Buttons
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump
Normals:
s. :l:
details
Spoiler
Hits:1
Damage: 55,000
Meter Gain: 440
Startup: 7
Active: 3
Recovery: 12
Advantage on Hit: +1
Advantage on Block: -1
Gustaff does a simple jab attack. This is Tron’s fastest normal with average range. With a 7 frame startup, it will lose to many other attacks. You can use this to tick grab into a command grab if they dont pushblock. This move is often used in combos to connect after a Drill.
s.
details
Spoiler
Hits:4
Damage: 72,000
Meter Gain: 800
Startup: 9
Active: 8
Recovery: 29
Advantage on Hit: -10
Advantage on Block:-13
Gustaff sticks out a drill attachment which causes a multihitting attack with decent range for a midrange poke. Its a little faster than most of her other attacks, but is very unsafe on block and takes awhile to recover.
s. :h:
details
Spoiler
Hits:1
Damage: 100, 000
Meter Gain:800
Startup: 15
Active: 30
Recovery: 31
Advantage on Hit: 0
Advantage on Block: -38
nullifies medium priority projectiles and beams
soft knockdown
Gustaff performs a spinning attack with both arms which hits on both sides and has huge range with massive damage. You can try using this as a long range poke. but if it whiffs keep in mind that theres huge recovery. If you do happen to whiff, try canceling into a Drill or Servbot Launcher to keep yourself safe.
If you use this early in a combo keep in mind that the rest of your combo’s hitstun will degrade quicker.
s.:s:
details
Spoiler
Hits: 1 Hit
Damage: 100,000
Meter Gain: 800
Startup: 8
Active: 5
Recovery: 38
Advantage on Hit: 0
Advantage on Block: -20
*S is not special/hyper combo-cancelable. Can jump cancel on hit.
nullifies medium priority projectiles and beams
Gustaff punches the ground creating a small piller which Tron uses as her launcher. Its got short horizontal range but pretty good vertical range which you can theoretically use as an anti air for only 8 frame start up. Of course its huge recovery and major frame disadvantage on block will discourage you from doing that. Anti air only if youre sure.
This move will also negate projectiles, but putting yourself in massive recovery afterwards (which you cannot cancel) probably isnt worth it. If you have to however, this move will come out faster than her other projectile negate moves, so use at your discretion.
c. :l:
details
Spoiler
Hits: 6
Damage: 65,000
Meter Gain: 960
Startup: 8
Active: 13
Recovery: 18
Advantage on Hit: -5
Advantage on Block: -7
Tron pulls out a chainsaw from beneath Gustaff which hits multiple times. This is a great low attack since it hits so many times, and your opponent is forced to sit there and block all of them. For whatever advance guarding this move wont push Tron back immediately, so anyone who tries will have to continue blocking even after pushblocking.
This move will also beat armor moves such as Hulk’s H or Sentinel’s 2M clean with its multhitting properties.
Keep in mind that if this move does connect, your combo will damage scale heavily.
c.
details
Spoiler
Hits:1
Damage: 75,000
Meter Gain: 600
Startup: 11
Active: 5
Recovery: 19
Advantage on Hit: -3
Advantage on Block: -6
Tron… hits you with weird spike balls…(?) attached by rope to Gustaff’s arms. This is Tron’s best low hitting poke with great range. If blocked this move will cause 22.500k worth of chip. This is also one of Tron’s best combo starters since theres practically no scaling.
c.:h:
details
[details=Spoiler]
Hits:4
Damage: 95,000
Meter Gain: 960
Startup: 11
Active: 9
Recovery: 16
Advantage on Hit: 0
Advantage on Block: +4
**cH soft knocks down, OTGs, can move forward or backward during the attack, can cancel into Bandit Boulder, not special/hyper-cancelable
A set of spinning legs comes from below Gustaff and hits the opponent while being able to move forward or backwards slightly. This is Tron’s OTG attack which you will be using a lot after a hard knockdown. Its also very safe on block (+4) so you can even use this to frametrap the opponent. This can only be cancelled into Bandit Boulder.[/details]
j.:l:
details
[details=Spoiler]
Hits: 3
Damage: 69,300
Meter Gain: 720
Startup: 9
Active: 6
Recovery: 21
Advantage on Hit: +14
Advantage on Block: +11
A multihitting overhead that is similar to Tron’s 2L attack. You can cancel this into itself on block for about 6 hits total of overheads that your opponent will have to block.[/details]
j.
details
Spoiler
Hits: 1
Damage: 80,000
Meter Gain: 640
Startup: 9
Active: 5
Recovery: 21
Advantage on Hit: +17
Advantage on Block: +13
Gustaff pulls out a shovel arm and smacks your opponent. This is Tron’s best aerial poke and will stuff airdashes and all kinds of attacks at midrange. Its also a great attack for IAD rushdown.
This move will instant overhead on larger characters.
j.:h:
details
Spoiler
Hits: 1
Damage: 100,000
Meter Gain: 800
Startup: 15
Active: Until Grounded
Recovery: 3
Advantage on Hit: 0
Advantage on Block: +12
nullifies medium priority projectiles and beams
Gustaff spins wildly in the air similarily to her 5H attack. This move will also negate projectiles as long as its attack (which is until Gustaff lands) and is good for getting through a barrage of projectiles being hurled at you. This attack also hits on both sides making it ideal for cross ups.
One of the nerfs that Tron got was that this move will send your opponent flying far back midscreen when this connects making it difficult to combo afterwards. The only way to combo after this move is to hit it deep and connect with a 5L or to cancel into Bonne Strike on hit.
Also keep in mind that Tron’s legs are completely vulenerable so she can be easily hit out of this if you dont space properly. Also may whiff on short characters like Amaterasu.
j.:s:
details
Spoiler
Hits: 1
Damage: 100,000
Meter Gain: 800
Startup: 17
Active: 4
Recovery: 30
Advantage on Hit: 0
Advantage on Block: +15
nullifies medium priority projectiles and beams
Gustaff performs a big overhead smack with huge range in front of her (hitbox starts on top and goes to the bottom) which causes a groundbounce on hit. Great for rushdown and pressure. This also negates projectiles. This move can even cross up if you jump over your opponent and do it.
Command Normals:
:f:. Gustaff Fire
details
Spoiler
Hits: 5
Damage: 84,000
Meter Gain: 1000
Startup: 12
Active: 20
Recovery: 17
Advantage on Hit: -3
Advantage on Block: -6
*5th hit of :f: is jump-cancelable. Inflicts chip damage. Nullifies medium priority projectiles and beams during active frames
Gustaff spits a flame from his chest which serves as an anti air. The flames have great priority which beats out many normals and even projectiles. This move can also be jump cancelled making it safe even on block. Only downside is a 12 frame startup which means you have to telegraph your opponents attacks a little.
For whatever reason this move can also be cancelled into S on hit or block.
A popular tactic against zoning is to throw this move out to beat projectiles and cancel into a Beacon Bomb to retuirn fire or cancel into Bonne Strike to try to get closer.
:f: :h: Bandit Boulder
details
Spoiler
Hits: 3
Damage: 165,000
Meter Gain: 1520
Startup: 15
Active: 5(15)1
Recovery: 21
Advantage on Hit: +4
Advantage on Block: +1
**:f::h: can be canceled into specials/hypers after frame 35. Inflicts chip damage. Nullifies medium priority projectiles during first 5 active frames. Rock can be held for 72 frames. Projectile has 10 low priority durability points.
Gustaff picks up a boulder and hurls it at your opponent. The rock travels to about midscreen which makes it decent for midrange zoning. When up close you should always cancel into this since its always (+1) on block to keep your block strings safe. Keep in mind that if youre not close enough, the rock pick up and the throw is not a true blockstring. You can be hit after the rock pickup and before Gustaff throws it.
A popular tactic against zoning is to throw this move out to beat projectiles and cancel into a Beacon Bomb to retuirn fire or cancel into Bonne Strike to try to get closer.