Sorry, let me clarify. Compared with the other large heavy hitting characters (Haggar, Nemesis, ect.) I think Tron stands a much better chance against dorm. She has mobility, and with the correct timing you can use j/s H and j. S (what I meant to put in my first post, sorry for screw up) to punish the recovery of Dorm’s projectiles. I’m not saying the match up is easy, but compared to a lot other tank characters I think Tron has the tools to deal with him. Of course, thats not really taking assists into account. Also, does j. M have any projectile nullification properties? I’ve never really noticed it if it does.
Hey guys, how does your Tron deal with zoning from characters like Hawkeye, Morrigan, Arthur, etc. If Tron is matched up with these characters is she basically screwed?
IMO, she’s the 3rd least screwed heavy after Hulk and Thor. She has an airdash and projectile-nullifying normals, so zoning like Arthur is pretty beatable. Morrigan, I’ve navigated bullet hells with her, but I lost 70% of my health as I did it. I hate that succubus. [SIZE=4]H[/SIZE]awkeye is actually pretty tricky since she cant nullify most of his arrows. Piercing Volt just SHUTS EVERYTHING DOWN.>:( Suprisingly, she can beat a zoning Dorm pretty freely: for some reason, her projectile-nullifying normals will nullify all the hits of any given dark hole or pillar. As long as you play smart and mind the missles, he can be easy to get in on.
Here’s a few of my match videos from a tournament before Evo. Kinda forgot about them, and didn’t want to think about them, since they were so depressing. These are all matches against people in my local scene that have learned the Tron matchup pretty well, lol. I used to think Tron was solidly in the B-tier, but these guys are convincing me that she’s definitely low-tier.
Some sloppy play, but maybe y’all can learn something.
[media=youtube]KRqKRNMlnOw[/media]
Tron vs. TK-grapple. Gets ugly.
[media=youtube]dOyk1x_cxhY[/media]
Tron vs. Ammy assist. Gets hype, but I’ll be the first to admit I got lucky.
[media=youtube]aC8Rgc256p4[/media]
Tron vs. wtf, why am I playing this character T_T
Okay, but what if your opponent also has an annoying assist like Dante’s jam session, or Doom’s hidden missiles? Isn’t it pretty hard to navigate through all those projectiles? Even with her nullifying normals?
tron is pretty free vs smart keepaway. she has some projectile null tools, but you need a very good assist to actually get in. even then, the battle is unquestionably uphill. the only real solid pro she seems to have is that most of these chars will die as soon as you touch them (even then, missiles assist can potentially stop that).
well she can also stagger their assist (if standing) with Drill into a King Servbot super, but of course the point char will likely punish you for that. still, dmg is dmg and you can dhc out at that point anyway.
dante on point is actually one of her worst matchups imo rather than another char backed up w/dante assist.
Are you… secretly trying to get the Tron forums to tell you how to beat me? Thats a pretty dirty move, Alfred.
Anyway if youre bored, come by after school tommorow, im usually not doing anything.
EDIT: Right I actually have to answer your question. Since youre a friend, ill go into extra detail.
To put it simply. Yes, Tron is free to zoning. She has tools against it, but its still tough. Think of it as Zangief vs Dhalsim (I know you dont play SF but bear with me). You’re Zangief and the only way youre going to beat Dhalsim is by getting in. The biggest mistake you can make is to just carelessly advance forward. Dhalsim will blow you up hard. Youre big, fat, and easy to hit. Yes, you’re going to take chip, yes you’re going to be forced to block a lot, yes you probably wont be able to take many steps forward at a time. Just remember that what I just listed are all better situations than being hit.
Back to Marvel, if you’re seriously going to consider dealing with Morrigan + Missiles or Hawkeye/Arthur + Jam Session and w.e with Tron. The only way you’re going to win is if you play methodically. If youre not up to it, just go back to Vergil and put on the Gucci belt, or learn some other character that can do well against zoning.
Anytime you get hit by assists you will probably be forced to take hits from their point characters as well. And even worse, youll be sent back to where you started. So avoid getting hit as much as possible. Tron has 1.200.000 health, just take the chip and keep advancing.
Oh and you’re probably wondering how to actually advance forward. Jumping/Superjumping over the projectiles is the simplest option. Make sure that youre always holding back when you do so, so that you dont get clipped by any random projectile. Be ready to tech if they try to grab you. Dash only if you have the space (It should be noted that Tron cant block immediately by crouch cancelling, she can however jump cancel her dash into a block), one trick I suggest using is dashing forward, then jumping upforward while bringing your stick to downback to block. Air dashing is pretty tricky since theres a long period where Tron isnt able to block, so be careful. You can also use drill to help get around, but theres long recovery so you better be covered by an assist or at least know that you can recover in time safely. Theres also the overlooked option of just walking, yeah, just walk. Youre still moving forward, and youre in a position where youre ready to block at any given time. Its not fast, but in some situations itll take you farther than dashing. Seriously, if you dash toward a fireball, youll probably get hit, but if you walk towards it, you have more time to realize “oh shit im going to get hit”.
So ive stated before that Tron is fat, which means you’ll probably end up blocking a lot. Try to resist the urge to pushblock the point character’s projectiles. Sure youre taking less chip, but youre actually creating more space for the other character since youre pushing them further away from you. Youre also forcing yourself to be in stun longer. However, feel free to pushblock their assists when you feel its necessary since youre not pushing the point character away. In fact if youre blocking Jam Session you have to pushblock anyway so that you dont get knocked back by the move’s natural ability (at least thats how it works IIRC).
In SF, Zangief would counterpoke Dhalsim’s limbs to get in. Here, you’re going to use Tron’s normals and call assists to help get in. Im pretty sure you know this, but you can cancel into drill to help move forward. If you see an opportunity start poking the other character any chance you get. Even if they do block it, thats good for you, it means theyre doing something that isnt zoning you out. Then you can call your assist to pin them down and go in for high/lows/grabs/crossups, whatever you got. If theyre close enough to grab, do it. Once you get the hit, you better kill. Literally if you drop the killing combo, you basically just lost since you cant afford to have to go through all that zoning a second time.
Tron can win, it just takes a lot of work. And be glad youre not Haggar, then youre really playing Gief vs Dhalsim. P.S I dont actually play Gief, so dont ask me how to win in an actual match of SF.
Oh and like Chris G says, dont Hard Tag against the zoning menace. Otherwise you lose Evo.
Funny I was just about to ask Rikir how to deal with zoning with Tron and I find a wall of text on it.
I played Flocker and GreenAce last night and got bodied. GreenAce just zoned the shit out of me until I was close enough for a setup and just blew me up. Flocker just read me like a book ._. Makes me want to switch Tron out, but I love this bitch. It’s like a girlfriend with no goals in life that you can’t shake.
Rikir, you don’t play on PS3 by any chance do you?
Yep im on PSN. Al_Rikir, add me if you like. I kinda lag though.
A few more matches for y’all.
Maybe valuable for matchup knowledge, but honestly, this guy’s morrigan was mediocre.
[media=youtube]XCHMRkisJbw[/media]
I’m friends with Young, and his team destroys Tron on point. I didn’t bother - some vs Trish stuff in here that’s kinda good.
[media=youtube]JgX1wUC28sA[/media]
I hate this game:
[media=youtube]sgFjdCp8Bcc[/media]
^ Aside from the last match with Dark Wesker antics, it’s not surprising this match-up would be tough. Catching Zero can be troublesome, but I think he can really only get away with his antics is with the help of an assist, which in this case was Doom Missiles.
If it were me, I would have sought out attempts to punish Doom Missiles when he gets called out, especially if Zero is in the air somewhere. Best punish for Doom Assist would no doubt be a H Drill, or if you had the meter, maybe a Team Hyper Combo with Doom. Depending on how much red life Doom would have, obviously, he would be a bit more hesitant to call him out unless he keeps him well protected. But if he does’t use Doom assists so much, Wesker gun doesn’t really do all too much for Zero besides extending combos, so I think that would make things a lot easier in terms of landing that first hit. Haggar probably would still have a bit of trouble even with Zero alone…
My mindset is to call missiles, superjump back, and stay off of the ground/under missile lockdown/at normal jump height (where zero can capitalize off of buster and teleport lightnings). i felt like i did a decent job of punising his missiles, i believe in two of those sets i photon array’d him either to death or to below life lead.
the xfactor in the last match was supposed to be into level 3 grab to beat his ABC blockstring, but he told me afterwards that he can cancel s.C into teleport C on both whiff and block, meaning my grab would’ve missed regardless :[.
i was just hoping you guys had answers to shadows + missiles + rangeki rangeki buster buster…
These are some great videos of Tron in action. I play tron myself… but I can’t seem to do these combos you guys can. Using a controller probably hurts, but I can’t get the hang on a stick.
Anyway, watching your match bran saw that your main problem was getting in on Zero… which is a problem for most people. Wouldn’t Tron’s boulder be a good way to negate some of Zero’s spam? It has high durability, and goes through most projectiles.
Again, I am not as skilled as you, but it seemed that you wiffed a lot on supers. Why did you use the punch super with Haggar when so far away? wouldn’t using his body press be better? I mean, you had Trons giant servbot to protect you on block.
Also, I never seen that team combination with Tron before. Most ones I’ve seen have some sort of OTG assist to pop them into a becon bomb. And interesting team. I myself am still trying to find a good team combo for my Tron. Tron and Trish I like alot, but still trying for a third. I had felicia, but I was failing at using her. I kept wiffing so many times with basic combos. Anyway, trying to find a 3rd. Felicia is still an option if I could get better. Other options are Nemesis(I enjoy playing him), X-23,Hsien-ko(used her in vanilla), Super Skrull.
^ sometimes I just use king kobun -> RFF dhc to get haggar in, i guess body press is safer… other times if i whiff a super it’s cuz characters fall out of the drill before lunch rush… sometimes my combos didnt end cuz i didnt realize an assist was unavailable -_-. i should discipline myself to use meter when it guarantees a kill esp on chars like zero. but yeah getting in on zero is insane, when he’s in shadows i dont think tron has any answer to it because he throws out 4 projectiles at a time with missiles behind him. boulder wont cut it.
EDIT: my set vs DJDivine, but casuals
Oh I know the feeling of dropped combos, haha… all of those reasons plus accidently pressing the wrong button or pressing too fast also screws me up. And yeah, Saving meter is important, but don’t save it too much. I have lost some fights because i was saving meter, and never got to use it, ha.
Yeah, the boulder is durable, but not that durable. I think during shadow the only thing you can do is run, or look for a screw up and punish. Too bad her servbot anti air move is slow to come out…
Interesting, using dooms assist way early to keep them in the air for an becon bomb. I was never able to time dooms assists well when trying him out, haha.
Now… has anyone tried to do the capture glitch with Tron, or his her capture move not good enough for the glitch to happen?
Strategically, I’m of the opinion that you should always kill the first character if you can, even if it takes all your meter (exceptions to this rule: using Phoenix and vs. Phoenix). You’re using meter, which you will gain back, to take away their character and assist, which they will never get back. Even if it’s not a “problem character” you’re still killing an assist, depriving them of red life recovery, and depriving them of a DHC option.
Gameplay-wise, I think your biggest mistake is giving the opponent room when you should be pressing offense more. The most important time you do this is the start of the match - for some reason, you decide to just walk toward, letting the opponent get away, and the match starts with you working to get in. You have Haggar assist - every start of round faceoff will either end in your favor or neutral at worst (exception: if Viper decides to EX seismo at start). Jump toward during the “Ready” time instead, and you’ll have to spend a lot less time dealing with keepaway at the start of round.
what capture glitch are you talking about?
Haggar assist isn’t THAT good… but if you say I should rush down more then i’ll try it…
It’s a glitch where if you capture someone, like in deadpools bollos or spidermans web, and then they are hit by an assist like sentinel drones, damage scaling turns off for the rest of that combo. You can see it here, and how after the bollo and the drones, the damage scaling is gone.
[media=youtube]M55apauFyk4[/media]
This is the only one I have seen, but supposedly anyone with a capture state move can do it…
Haggar assist is broken for start of round exchanges. Lemme try to explain.
The opening round faceoff usually goes like this: when you’re at point blank, you can either go for throw, go for jump throw, go for an AA normal, or go for jumping normal.
Throw beats normals.
Jump throw beats jump normals.
Normals beat jump throws (and slower normals).
Jump normals beat ground throws (and slower normals).
All this happens in the first few frames after “FIGHT” appears
If your opponent happens to choose the same option as you, there will either be a tech or a trade, at which point, you’re basically in the same situation again, except assist calls will have had time to come out.
Tron has a very good opening round move: f.H optionselects throw and bandit boulder, which means it will beat all options except Jump-back and double jumps. (even then, the boulder throw will force a block on their way down).
So, the following will happen if you do this at the same time as calling Haggar:
They go for an AA normal, you get a ground throw (yay).
They jump back, you get Boulder (not bad - release the boulder, continue safe pressure).
They for for a jump throw, get hit them with the first hit of Bandit boulder (they tech - continue safe pressure, with Haggar starting off the blockstring).
They tech the throw, (forced to block Haggar).
Exceptions to this would be characters that can just stand underneath Haggar without getting hit, and doublejumpers who can completely avoid the opening faceoff.
Here’s the big picture with all of this: even if you mess up your timing a little, or your assist somehow loses, or things don’t completely go your way, Tron is still much more threatening from midscreen than fullscreen. If you don’t even engage at the start, you’re basically letting the opponent start zoning you out for free. If you don’t want to engage in the above RPS game, at least try to position yourself where you’re still in range to threaten with a j.M or something (and since Tron’s walkspeed is so slow, you’ll probably have to jump toward first.)
When you jump forward, you’re then forcing the opponent to either engage (go for your opening faceoff), or put themselves very close to the corner.
If you don’t you’re letting the opponent either engage, or start zoning you out (or set up their own safe offense with assists).