I think I can handle the General Thread. Writing it up now.
EDIT: Its up now, but im still adding to it.
Im planning to put in the frame data, if anyone wants anything in particular added do ask.
I think I can handle the General Thread. Writing it up now.
EDIT: Its up now, but im still adding to it.
Im planning to put in the frame data, if anyone wants anything in particular added do ask.
God the knockback from j. H is so frustrating. It’s so hard to do anything with her outside of the corner. She’s worse on point IMO than she was in vanilla. Vanilla tron on point was fun. Ultimate tron on point makes me want to throw my stick.
Sorry about not updating that guide I made from Vanilla. I kinda stopped playing Tron as much because Zero got more interesting for me. I’m currently trying to get a real grasp on my new team for Ultimate so who knows when I’ll try Ultimate Tron Bonne.
Yes, here’s my personal main problems with her in general I’m trying to overcome:
j.H is too easy to get air thrown from and too hard to get close/low enough to combo off of. There are combos and I can do them but getting that first hit is pretty hard against competent players
j.H to drill needs to be buffered it seems and I find it hard to hit confirm, but this is a minor problem that I’ll overcome with more usage
j.M is nice for poking more than directly comboing from I find, a moving target is really hard to line up properly with it
j.S is really good but kills your ground bounce immediately, this means your Clakey D ender is impossible which blows
Her launcher is ASS the hit box on this thing has be way smaller than the animation because the amount of times it whiffs annoys me to no end
Oh and this is execution issue I personally need to address, but on reaction/heat of the moment TK Drills are really hard for me at the moment. I find any TK that’s from a DP pretty difficult and will work on getting better but yeaaaaaah.
I like the character so I want to use her, but man is it a struggle.
Hey guys since I created the General Thread, lets try to move discussions over there.
My primary combo starter is j.M, j.S. It combos from either neutral or forward jumps. j.M is a really good normal - amazing reach, and hits the “blind spot” that j.H has.
Yes, using j.S so early makes you lose the groundbounce for the rest of the combo, but it also allows you to avoid using Drill until later in the combo.