The UMvC3 Tron Bonne Changes

I don’t have it yet but I’m also interested in the actual frame data in case of some shadow changes.

ClakeyD combo with Sent assist is still possible, but it’s WAYYYYYY harder to do (the Boulder + Drones ->Beacon Bomb H). I honestly still haven’t gotten used to the new timing yet. :bluu:

I can still do jMMH (delayed), jMMH, S after jS for massive meterless damage on characters that are at least “Cap” size (haven’t tested on Arthur and the like yet).

Edit: Got some combos worked out off jS and jH on grounded opponents. I am mashing as hard as my poor 360 pad will allow, so don’t be surprised if my numbers are off due to King Kobun.

Off a jS:
jM, jM, jH (Delayed), jM, jM, jH, S, jMMHS, Sent assist, delay, dH, fH, QCF-H, SRK-XX, sH, RDP-H (Mash)
799,500-??? (est. 45% net meter gain)

Off a jH
jRDP-H (Mash), jMMH, S, jMMHS, Sent assist, delay, dH, fH, QCF-H, jH, jS, QCF-L, SRK-XX, sH, RDP-H (Mash)
709,300-??? (2/3’rds of a Bar Net gain)

Edit2: Did Tron’s dash get buffed? Suddenly, I can easily get a hitconfirm off otg’d opponents w/dH after a fullscreen jS now…

The changelog said the unrecoverable time off of throws was increased. Dunno about j.S.

I just bought the guide, the only difference I see is that the Ultimate guide properly lists both st.M and St.H as having the ability to cancel out low and medium priority projectiles and beams. Her frame data is exactly the same as vanilla otherwise.

Edit: I found something interesting, although they removed invul on gustav fire assist itself, when you use it as a crossover counter it retains the invul from mvc3.

According to the guide, capture time is still the same as vanilla.

By the way, did the safer drills nerf get retconned? I never saw it on the changelogs and her drills don’t see safe at ALL.

It was most likely never an official change in the first place, a rumor just like the nonexistent beacon bomb nerf. All of her drills are -7 on block just like vanilla.

You don’t have to delay the dH fH, just cancel the Bandit Boulder into Beacon Bomb. The third drone should whiff though.

Tron has a pretty good kara grab now. St. H canceled into command throw or level 3 buffs her range quite a bit.

There’s no way. Maybe the hitbox on King Kobun’s first hit got nerfed, but it doesn’t seem like it. Maybe the capture time scales with HSD? That’s what I’m thinking, because that’s how Deadpool’s bolo works now.

What connects off of a canceled boulder? It feels like the boulder animation must complete in full before you can cancel, so far I can only see drill connecting. I was hoping for beacon bomb L at least. can this be done?

Also I’m able to do my BNBs from vanilla even off of j.H, you just have to hit deep into the gustaf’s armpits so to speak… crossup has harder timing. I’ll put up a video later today but the notation is

air dash j.:h: s.:l: c.:m: s.:h: xx :rdp:+:h: s.:m::s: sj.:m::m::h::s: --> whatever your OTG options are

In ultimate you just cant get the extra s.:m::f:+:m: j.:m::m::h: s.:m::s: after drill…

wouldnt you get more damage if you did the flame jump cancel relaunch bit instead of the drill?

edit: I’m having a really hard time getting relaunch to work midscreen. Tron sucks now.

btw to the guy 2 posts above: you could always kara level 3.

I’ll play around with it, but this is what I came up with for now:

[media=youtube]8vbi2Rdv58g[/media]

Air dash into deep j.:h: s.:l: c.:m: s.:h::rdp:+:h::m::s: sj.:m::m::h::s: c.:h:+:a1: s.:s: sj.:h::s: :a2: c.:h: s.:h::rdp:+:h: xx :qcf:+:atk::atk: DHC :qcb:+:atk::atk: mash:l::m::h:) :qcf:+:s: :qcf:+:s:

[media=youtube]1gToOWjzAtc[/media]

Here’s a crossup j.H + cart mixup variation

:a1: jump airdash crossup j.:h::rdp:+:h: s.:m::f:+:m: j.:h::s: s.:m::s: sj.:m::m::h::s: :a2: c.:h: s.:h::rdp:+:h: xx :qcf:+:atk::atk: DHC :qcb:+:atk::atk: mash:l::m::h:) :qcf:+:s: :qcf:+:s:

[media=youtube]dd2uvo5OVWQ[/media]

From airthrow

Airthrow j.:m::rdp:+:h: s.:m:s: sj.:m::m::h::s: c.:h:+:a1: s.:s: sj.:h::s: :a2: c.:h: s.:h::rdp:+:h: xx :qcf:+:atk::atk: DHC :qcb:+:atk::atk: mash:l::m::h:) :qcf:+:s: :qcf:+:s:

[media=youtube]RU11FaxYi4Y[/media]

Here’s a ground throw to reset, I could use help figuring out a way to get this to use a hyper or get some more damage in…

Throw wavedash :a2: wavedash c.:h: s.:qcf:+:l: wavedash s.:h::s: sj.:m::m::h::s: c.:h:+:a1: s.:s: sj.:h::rdp:+:h::h::h:

EDIT: just spent a bunch of hours in the lab and i’ve optimized these combos to look a bit different, i’ll have them up sometime tomorrow probably.

Looks like some pretty cool stuff. Will have to try it out.

Some things im noticing guys…

I justed wanted to point out that you can link a jab after a 2H > 6H.for the following NEW characters.

-Rocket Racoon
-Firebrand

As for the old ones:

-Deadpool (Didnt work before I believe, but does now)
-Arthur (Still works)
-V.Joe (Same as before)
-Amaterasu (Same as before)
-Morrigan (I think same as before)
-Wolverine (I think this is new)
-She-Hulk (Doesnt seem to work anymore…?)
-Tasky
-Shuma
-Jill
-Probably some more in the old cast that I didnt check yet.

This is so you dont have to cancel into a drill from 6H and scale your combo to hell. These only work in the corner btw, the rock mid screen causes a knockback. Actually the knockback is new, which is probably why its easier to link these jabs now.

Also to note 2H will whiff any hits after the first on a lot of characters that are just standing or crouching (Deadpool is a good example). Sometimes moving back and forth will get all the htis but its just weird.

Good to know, connecting s.:h: xx :rdp:+:h: such that you can follow up with S or M is hard enough in the corner. I’ll try this out…

Oh just something else to mention in terms of combos.You all know the delayed j.MMH into relaunch? You can still do it but you gotta do this now…

(After a pursuit) MMH (All delayed like normal) -> (land) -> Dash forward and S -> (pursuit) -> j.MMHS -> OTG rest of your combo.

Btw have you guys been taking advantage of being able to stop the ground bounce from the S occuring after an H? The knockback from the H gives you more time to land and intercept the ground bounce so you can insert a standing M and continue the combo (As illustrated in Tron mission 10). I think we might find more consistant BnBs if we toy with this a little.

This is a good find dude. I just wanted to share with you guys something I’ve noticed, after a grab the only way tron can continue for a combo is by using cr.H into f.H right?

Her f.H being special cancellable seemed useless at first because they kept dropping out. (Hit stun scaling hit her hard) so I had an Idea which wasn’t anything big but what if it was only certain moves that caused her horrible hit stun scaling. I then tried to do the same grab into cr.H however this time I only let the cr.H hit once then I immediately went into f.H then done drill however this time I was able to go into a launch air series.

Right now I’m trying to find out which moves cause the most hit stun scaling besides drill and cr.H because the less times these moves are used the more consistent her combos will be. (Hopefully)

As promised, here are improved versions of the combos posted above.

From a throw I can get to Frank instead of just a reset:
[media=youtube]R9YVOMQyuL4[/media]

Notation:
Throw wavedash :a1: wavedash :df:+:h: s.:s: sj.:m::m::h::s: :a2: (delay) c.:h: :qcf:+:l: s.:h::rdp:+:h: xx :qcf:+:atk::atk: DHC :qcb:+:atk::atk: mash [:l::m::h:] :qcf:+:s: s.:h: mash [:l::m::h:] :qcf:+:s:

[media=youtube]PCcfUVqElF0[/media]
Here is the Tron BNB optimized for damage and ease of confirming the drill. The s.:l: after drill makes it easier to confirm than s.:m:, and for a few more hits to power up frank I let the s.:m: rock a little, then cancel into gustaf fire, then immediately into s. The timing for the following aerial rave is tricky, if you do it too fast the sj.:h: will whiff, too slow and the sj.:s: will whiff.

Notation:
air dash into deep j.:h: s.:l: c.:m: s.:h: :rdp:+:h: s.:l::m: :f:+:m: s.:s: sj.:m::m::h::s: :a1: c.:h: s.:s: sj.:h::s: :a2: (delay) c.:h: :qcf:+:l: s.:h::rdp:+:h: xx :qcf:+:atk::atk: DHC :qcb:+:atk::atk: mash [:l::m::h:] :qcf:+:s: s.:h: :qcf:+:s:

[media=youtube]tVeEHsrmb58[/media]
Lastly here’s how I get confirms off of crossup cart -> aerial drill, or aerial drill in general.

wavedash :a1: crossup j.:h::rdp:+:h: land j.:m::m::h: (delayed) s.:m: f.:m: j.:h::s: s.:h::s: sj.:h::s: a2 (delay) c.:h: :qcf:+:l: s.:h: :rdp:+:h: xx :qcf:+:atk::atk: DHC :qcb:+:atk::atk: mash [:l::m::h:] :qcf:+:s: s.:h: mash [:l::m::h:] :qcf:+:s:

Those are great vids. I might have to switch to frank as my second just for that. Is there a reason you are mashing? I don’t think servbot takeout is affected by that.