"Time for a Comeback!"- The UMvC3 Tron Bonne Combos/Combo Video Thread

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j.H BNB (Requires Boulder, Lariat, Missiles)
j.:h: s.:l: c.:m: s.:h: xx :rdp:+:h: s.:l::m: :f:+:m: :a2:~s.:s: sj.:m::m::h::s: dash to space :qcf:+:h: j.:h::s: :qcf:+:h: s.:h::s: sj.:h::s: :a1:~c.:h: s.:h: xx :dp:+:atk::atk: mash:atk: s.:h: :rdp:+:h: mash:h: til 2 bars :qcf:+:atk::atk: DHC on Hit to Haggar Reset*

j.S BNB
j.:s: land j.:m::m::h: s.:m: :f:+:m: jc.:m::h::s: s.:m: f:+:m: :a2:~s.:s: sj.:m::m::h::s: whiff :rdp:+:h: :qcf:+:h: falling j.:h: s.:h::s: sj.:h::s: :a1:~c.:h: s.:h: xx :dp:+:atk::atk: mash:atk: s.:h: :rdp:+:h: mash:h: til 2 bars :qcf:+:atk::atk: DHC on Hit to Haggar Reset*

*Haggar Reset (this is unoptimized, but not too necessary)
s.:l: :dp:+:h: sj.:m::m::h::d:+:h: :a2:~s.:s: sj.:m::h::u:+:h::s: s.:h::s: sj.:h::u:+:h::qcf:+:s: :a1: c.:h: xx f.:h: xx :dp:+:l: sj.:ub: :qcf:+:s: c.:h: xx f.:h: xx :a1:+:a2:

^ For those Tron combos that ended in Body Press, instead of resetting them, couldn’t you just do Hoodlum Launcher-L into Wild Swing->cH to finish any character off?

I like those combos, and the team has assists that help Tron’s neutral game and extending her combos (Lariat is great for picking up combos off throws), but it wouldn’t hurt you to have bNbs landed off assisted hits in your back pocket (i.e. Crossup Lariat + jH, jMMH, jMMH, jRDP-H, sHS + A2, jMMHS, cH, QCF-H, etc, or Ground Throw, Wavedash twice, cH + A1, jMHS etc).

Looking back at it now, the combo can be further optimized, yes. I think in the first combo I might be able to do a falling j.H into s.H instead of just doing s.HS, and at the end I probably could do what you said, but having the option of the reset is nice for what I call ‘ghetto confirms’ like a random drill or something, or if say, Doom is dead or I started the confirm off of missiles assist. I am super eager to do more tests and cook up more combos but I have three midterms this week starting monday, but alas creativity strikes when least convenient… haha

Ah yes, I have some Tron/Haggar tech I can share with you. Ill upload it later.

Just don’t one up me! lol

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I dont actually play Haggar, I just thought of this while looking at the Character Select screen lol.

Haha yeah that could be optimized a bit once you tag in Haggar (he can :dp:+:l: off of blue bottle twice I think, SprintGod did that early in ultimate) and you wasted a ground bounce it looked like after the Tron pickup. Interesting though… after the hard tag can you call Tron for the OTG or is it too soon?

Uhhh Im not too sure, Im about to go to bed so I cant really check right now lol.

Tried that myself and couldn’t get it to work (you mean call Tron assist after the Raw tag, right?), since you have to cH ASAP after the raw tag. It could just be me being crappy at these things though.

Probably old news, but Jam Session assist works really well as a hard knockdown combo assist. Puts them at the perfect height for an H-beacon bomb, just like with Drones assist (don’t extend d.H into boulder).

Also, Million dollars is one of the few hypers than can DHC into King Kobun… considering Dante counters a lot of characters Tron has trouble with, I’m seriously considering picking him up now…

So, I mentioned this to Rikir already, and I stumbled upon this by accident, but

on a j.:h: in the corner, you can connect a j. :m: :m: :h:, then launch and do the delayed j. :m: :m: :h: , then relaunching and doing your aerial magic series.

the total damage for this (this is before OTG) is 520,000 and it builds about 1 bar.

note: the timing for the j. :m: :m: :h: after the initial jump :h: is a little tricky to get down, but it must be executed immediately after you land.

note 2: works on everyone i’ve tested on so far (including wolvie :D). have yet to get to RR or ammy yet though.

And with Dante…

[media=youtube]EfuTwGuHsp8[/media]

Tron combos become even longer.

Man I really need to start experimenting with hard tags.

That Dante hard tag should work with Doom, right? Just need the self-otg normal and then I’d go into the Foot Dive loop. Couldn’t end it with the Takeout though, I’d have to stop it at Doom Time and spend more bar (or end it in Sphere Flame and spend one less). Wish I could test it out now. Bleh.

Try ending with with TK :qcf:+:h: xx :qcb:+:atk::atk: DHC lunch rush.

Oh hey that actually works very well.

Now if only my execution wasn’t complete shit and I could actually pull off TK moves with some consistency.

Oh mine is pretty bad too, you don’t have to TK it. In vanilla I just cancel sj.S with ADD to qcf+H. Works the same, but idk how well plasma beam works at sucking opponents up OTG into his fingers for photon array works in ultimate.

Link to video

edit: in fact, my execution is so bad when my combos drop i’ve figured out how to turn them into resets. My favorite is when I mess up the falling j.H to s.H… the falling j.H causes a soft knockdown and a lot of the time people hold back trying to block and dont anticipate the drop, so they tech backwards during the s.H. The s.H can be empty canceled into :hcb:+:h: in the corner for another combo B)

Ive done that :smiley:

Hey Rikir, how long have you known that cL relaunch combo you did at Winterbrawl? Because I just tried it and it does 1mil. :eek: You can add a sH or sM before the second S if you get the Drill low enough.

How are you getting 1mil with it?

Since the cat is out of the bag, I’ll share.

You can do the relaunch from jumping S, as well, if you just do standing H to launch. You might be able to do more on the ground, but that’s how I do it. The relaunch is also corner to corner, but you might want to omit the air MM on the second air combo for positioning purposes(you’ll land pretty much right next to the character if you just do H and won’t need to dash). Also if you do jumping MS, you’ll need to omit the air MM. Omitting the second air MM also makes it easier to hit smaller characters with the second air combo. This relaunch can also be done from jumping H, drill, launch, but it does way less damage that way.

An easy way of telling if you messed up the height of the air drill is whether you see ground or not. If you see ground, you’ll be able to launch. If you don’t see ground, you won’t be able to, but you can probably cross-under and set up for a reset before they recover.

Notation is something like:
cL Relaunch

Spoiler

cL (1 hit), cM, sH, S, jMMH (Paced), jRDP-H, sH, S, jMMHS, ClakeyD Ender, jHS, QCF-H, (Falling) jH, sH, SRK-XX (Mash), sH (Delay), RDP-H (Mash) (Pre-Cancel), QCF-XX

Good to know that it works off a jS.