"Thanks for Playing!" The UMvC3 Tron Bonne General Thread

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
:m: - 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

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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. :m:

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

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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

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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.:m:

details

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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.:m:

details

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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:.:m: Gustaff Fire

details

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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::m: 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

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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.

Specials:
Bonne Strike: :rdp:+ :atk:

details

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:l:

Hits: 4-8
Damage: 75,900- 118,400
Meter Gain: 720- 1360
Startup: 9
Active: 8-20 (1) 2
Recovery: 18
Advantage on Hit: 0
Advantage on Block: -7

can be mashed for extra hits

:m:

Hits: 5-11
Damage: 99,400 -140,300
Meter Gain: 1040- 1840
Startup: 9
Active: 14-29 (1) 2
Recovery: 18
Advantage on Hit: 0
Advantage on Block: -7

can be mashed for extra hits

:h:

Hits: 8-15
Damage: 118,400-160,000
Meter Gain: 1360-2480
Startup: 9
Active: 20-41 (1) 2
Recovery: 18
Advantage on Hit: 0
Advantage on Block: -7

can be mashed for extra hits
Tron pulls out a drill and vrooms forwards. This move is incredibly unsafe on block but similar to Cammy’s spiral arrow, it will be safe from punish if spaced properly. This move is great of chip and pressure if used correctly. All versions are relatively the same with the only difference being distance travelled and number of hits/damage.

Air Bonne Strike: :rdp:+ :atk:

details

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:l:

Hits: 4-8
Damage: 75,900- 118,400
Meter Gain: 720- 1360
Startup: 13
Active: 8-20 (1) 2
Recovery: Until grounded, 7 frames ground recovery
Advantage on Hit: 0
Advantage on Block: -7

can be mashed for extra hits
**A perfectly executed TK Bonne Strike is +1f on block

:m:

Hits: 5-11
Damage: 99,400 -140,300
Meter Gain: 1040- 1840
Startup: 13
Active: 14-29 (1) 2
Recovery: Until grounded, 7 frames ground recovery
Advantage on Hit: 0
Advantage on Block: -7

can be mashed for extra hits
**A perfectly executed TK Bonne Strike is +1f on block

:h:

Hits: 8-15
Damage: 118,400-160,000
Meter Gain: 1360-2480
Startup: 13
Active: 20-41 (1) 2
Recovery: Until grounded, 7 frames ground recovery
Advantage on Hit: 0
Advantage on Block: -7

can be mashed for extra hits
**A perfectly executed TK Bonne Strike is +1f on block

Exactly like her ground drill… but in the air! If you Tiger Knee a drill it will be safe on block. So if you get it out, dont worry about getting punished!

Beacon Bomb::qcf: + :atk:

details

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*All three variations capture the foe for 82f on hit. Projectile has 1 low priority durability point.

:l:

Hits: 1
Damage: 50, 000
Meter Gain: 500
Startup: 33
Active: -
Recovery: 17
Advantage on Hit: -
Advantage on Block: +5

**Beacon Bomb L disappears after 16 frames.

:m:

Hits: 1
Damage: 60,000
Meter Gain: 600
Startup: 43
Active: -
Recovery: 16
Advantage on Hit: -
Advantage on Block: +6

:h:
Hits: 1
Damage: 70,000
Meter Gain: 700
Startup: 33
Active: -
Recovery: 17
Advantage on Hit: -
Advantage on Block: +5

Tron pulls out a gun and shoots a pellet. If it hits Servbots will attack and capture the foe in place giving you time to follow up with a combo. The only problem with this move is that is has loonggg startup. It is however, safe on block which is on the plus side. The L version is the shortest range with the faster startup, the M version is the farthest horizontally but has the longest startup, the H version shoots diagonally up and has the same startup up as the L version.

Bonne Mixer :hcb: + :atk:

details

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*All three variations cause hard knockdown. L has the most range. H has the least range.

:l:

Hits: 4
Damage: 120,000
Meter Gain: 1200
Startup: 5
Active: 1
Recovery: 41
Advantage on Hit: -
Advantage on Block: -

:m:

Hits: 7
Damage: 165,000
Meter Gain: 1650
Startup: 3
Active: 1
Recovery: 43
Advantage on Hit: -
Advantage on Block: -

:h:

Hits: 10
Damage: 210,000
Meter Gain: 2100
Startup: 1
Active: 2
Recovery: 44
Advantage on Hit: -
Advantage on Block: -

Tron’s command grab. Not much to say, other than its a command grab. L is the farthest range with the least damage while the H version is the opposite. The M version is somewhere between the L and H version in terms of speed, damage, and range.

Servbot Launcher: :dp:+ :atk:

details

Spoiler

*All three variations can be mashed to launch another servbot after 30 frames for a total of 3 servbots. Projectile has 5 low priority durability points.
**L is active for 50 frames. M is active for 92 frames. H is active for 68 frames.

:l:

Hits: 1
Damage: 70,000 (per Servbot)
Meter Gain: 560 (per Servbot)
Startup: 18
Active: -
Recovery: 37
Advantage on Hit: -12
Advantage on Block: -15

:m:

Hits: 1
Damage: 70,000 (per Servbot)
Meter Gain: 560 (per Servbot)
Startup: 18
Active: -
Recovery: 37
Advantage on Hit: -12
Advantage on Block: -15

:h:

Hits: 1
Damage: 70,000 (per Servbot)
Meter Gain: 560 (per Servbot)
Startup: 18
Active: -
Recovery: 37
Advantage on Hit: -12
Advantage on Block: -15

Tron shoots a Servbot at her opponent which can be used as an anti air or a meaty attack on jump in. You can throw three of these in a row to create a temporary wall between you and your opponent to give yourself time to come up with a plan. The L version sends a Servbot out the closest, M midrange, and H the farthest.

Hyper Combos:

Servbot Takeout aka Lunch Rush ::qcf:+ :atk::atk:

details

[details=Spoiler]
*Frames 1-10 invincible. Last hit is a soft knockdown. Projectile has 1 high priority durability point.

Hits:41
Damage: 251,800
Startup: 10+6
Active: -
Recovery: 83
Advantage on Hit: -
Advantage on Block: -61

Tron shoots her gun which causes a Lunch Rush when it connects. This move cannot be X factored cancelled on whiff or block, so be careful. [/details]

Servbot Surprise aka King Servbot ::dp: + :atk::atk:

details

Spoiler

*Frames 4-7 invincible. Soft knockdown. Can be mashed. Large servbot is active for 10(22)65 frames.

Hits: 10-19 hits
Damage: 320,700-376,800 dmg
Startup:6+24
Active:-
Recovery: 95
Advantage on Hit: -
Advantage on Block: +24

Tron summons a giant Servbot to smash your foes. This move is completely safe on block, and the Servbot will still attack even if Tron is hit. The only catch is that he has to have time to grow first.

Shakedown Mixer. :hcb:+ :atk::atk:

details

[details=Spoiler]

*Frames 1-9 invincible. Command Throw. Hard Knockdown. Spin stick for my damage/hits.
Hits: 16- around 40ish
Damage: 440,000 -
Startup: 6+0
Active: 3
Recovery: 43
Advantage on Hit: -
Advantage on Block: -

Tron’s LVL 3 Command Grab. It has great invulnerability so you can use it to punish all kinds of attacks.[/details]

Throw: :b:/:f: + :h:

details

[details=Spoiler]

Hits:2
Damage: 80,000
Meter Gain:
Startup: 1
Active:
Recovery:
Advantage on Hit: -
Advantage on Block: -

hard knockdown.
Gustaff picks the opponent up and tosses your foe like a ragdoll. You can follow up with an OTG or if youre in the corner, simply hit them before they touch the ground.[/details]

Dash: :b::b:/:f::f: OR :b:/:f: + :atk: :atk:

details

[details=Spoiler]

**34f forward dash; **
**42f backdash; **
Can cancel ground dashes after Frame 11.

Tron’s ground dash cannot be crouch cancelled right away meaning youll get hit if youre in the middle of dashing, but it can be jump cancelled at any time. So keep that in mind while youre wavedashing. [/details]

Air Dash: :b::b:/:f::f: OR :b:/:f: + :atk: :atk:

details

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2-way air dash,
**First frame possible after a normal jump is Frame 8 (Frame 4 for a super jump). **
**Forward and backward air dash is 30(7)f **
Like most characters, Tron cant block during her airdash. It also puts her in a long recovery period after the dash. Try to be smart with your airdashes so you dont get grabbed for free or anti aired.

**Jump and SuperJump: **

details

Spoiler

43f jump frames; 81f super jump frames
Theyre just jumps, what did you expect?

Snapback: :qcf: + :a1:/:a2:

details

[details=Spoiler]
Hits:1
Damage: 50,000
Meter Gain: 500 ( one bar spent for snapback)
Startup: 2
Active: 30
Recovery: 31
Advantage on Hit: -
Advantage on Block: -38

Her snapback attack is similar to her 5H attack and hits on both sides. Unfortunately it puts her in a long recovery which doesnt give you much time to setup a mixup on the incoming character. [/details]

Assists:
Alpha: Bonne Strike (L)

details

Spoiler

Hits: 6
Damage: 117,000
Meter Gain: 1200
Startup: 33
Active: 14(1)2
Recovery (this cross over assist): 110
Recovery (other partner): 80

*Guide says Drill assist (Alpha) knocks down, but I’m pretty sure it’s actually affected by HSD

An okay pressure assist, its allright really.

Beta: Gustaff Fire

details

Spoiler

Hits: 5
Damage: 102,300
Meter Gain: 1000
Startup: 36
Active: 20
Recovery (this cross over assist): 109
Recovery (other partner): 79

**Gustaff Fire assist (Beta) nullifies low and medium priority projectile and beams during active frames. (Guide doesn’t mention that it’s jump cancelable as a Crossover Counter).
Similar to her regular Gustaff Fire great for pressure and you can use it for the same purposes as her regular Gustaff Fire. Its invincibile as a COC.

Gamma: Bandit Boulder

details

[details=Spoiler]
Hits: 3
Damage: 151,600
Meter Gain: 1360
Startup: 38
Active: 5(16)1
Recovery (this cross over assist): 113
Recovery (other partner): 83

***Boulder assist (Gamma) nullifies low and medium priority projectile and beams during first 5 active frames. Projectile has 10 low priority durability points. (Also travels almost full screen)
Tron’s projectile assist which travels farther than her regular Bandit Boulder. It will beat out most other beam,projectile assists if you get it to come out in time. Not bad really.[/details]

Misc. Tech:

Its possible to link a jab after 2H > 6H in the corner on certain characters.

They include:

Small Hitboxes:
**-Arthur **
**-V.Joe **
**-Amaterasu **
-Zero
-Rocket Racoon
-Firebrand
**-Morrigan **
**-Wolverine **
-Jill

Fat hitboxes:
-MODOK
-Tron
-Thor
-Shuma

Just sorta works for no particular reason hitboxes:
**-Deadpool **
-Tasky
-Super Skrull

Beacon Bomb Setups:

[media=youtube]FfJ6vo9wXb4[/media]
[media=youtube]nMQitzGAZ14[/media]

RESERVED

RESERVED

This General Thread is open for business btw.

What does this mean anyway? Was the damage at max scaling increased? Is it some kind of nerf…?

XFactor bonuses from the guide:
Lvl1 135% dmg; 105% spd
Lvl2 160% dmg, 110% spd
Lvl3 185% dmg; 115% spd

Some moves will cause a minimum amount of hitstun no matter how late in the combo you do them. In vanilla, Tron’s air Drill had high enough minimum hitstun that you could do an infinite with some tight execution.

For the OP, “empty cancel” should probably be changed to “kara-cancel”. (It means you can kara-cancel the command grabs - most notably with st. H for a ton more range).

The Air Bonne Strike nerf was already listed seperately in the official changelog. It’s also referring to damage scaling, not HSD so I don’t see how that’s what it means. IIRC, IronMan got a similar change involving his normals.

Then again, you could be right (and this would explain why her HSD went down the toilet), but that’d mean that Capcom worded it wrong.

Ok I don’t know much about frame data, but the guide says Bandit Boulder is +1 on block have any of you superior Tron players tested/can confirm this? I find myself often fishing far too often for drills and H in general (terrible habit I know) but this seems to be her ONLY even remotely safe move besides maybe st.L. Is it the entire animation of the pick up to the throw or is it just the pick up portion of it? I’m not saying the guide is lying it’s just essentially a two part move that at a glance I wouldn’t think to consider safe at all so perhaps you can understand my confusion.

The +1 has been around since Vanilla and ive been pretty sure its always been after the throw animation. I usually tag these at the end of block strings to try to stay safe. Even if it wasnt safe +1 on block, you at least create enough distance between you and the opponent where youre safe.

Yeah allright ill add that. I kinda just stole this list off of the site I linked to lol.

oh ok thanks

don’t throw out random mashed H drills unless they’re TKed at least or have an assist to cover them, you can easily get thrown by mashing back+H in blockstun. luckily her f.H and c.H are safe (+1, +4 respectively) and arent special moves so you can call assists during them for even more safe coverage. The +1 refers to the boulder throw not the pickup IIRC.

well I don’t mash em, but yeah I know it’s a bad habit in general

Allright I think now is a good time as any to address an issue with Tron.

Getting a proper followup after any ground Drill (mashed or not) mid-screen on small charactters is HARD. On characters like Zero,Wolvy,Ammy, RR, etc, Tron’s s.L will usually whiff. Of course if you got them in an airborne state (ex. after a s.h) its okay. But any random punish with a drill usually wont grant you full damage on a smaller character.

So are you guys familiar with the inescapable grab setup with Tron? It’s at around 2:22 in this video:

[media=youtube]mSjRMkU4YwA[/media]

This is totally inescapable right? Does it only work with She-Hulk or would Thor’s air Mighty Hurricane (or any other air-to-air or anti-air command grabs) work?

I’m glad someone else has trouble confirming a ground drill; I just assumed it was my crappy execution. I haven’t done too much testing but it almost feels like Tron can be punished if you try to hit the s.L and end up whiffing since they recover from the drill so quickly.

For characters with low aerial mobility, its a guaranteed reset. Characters with a fast air dash or with invincible air hypers have a chance of getting out.

Thanks… time to construct a Tron team.