So can anyone help me out with a tron combo with storm and doom. I’ll use any of their assists but I’d like hidden missiles.
I’m doing a basic combo into
:s: sj :h::s: call storm whirlwind :d::h::f::h::rdp: call doom h.missiles :s: sj :h::s: doom otg :qcf::h: j:h::s: :qcf::l: and supers.
Not even sure if this combo works on been practicing for like 15 mins and I’ve never used her so its kinda awkward for me.
I would appreciate any help, suggestions etc.
Edit: That combo really sucks lol. Probably gonna try some corner solo relaunches because she can get so many and tag on doom but its looking hopeless with storm.
I’ve experimented with Tron and Storm. She doesn’t really help Tron get in since it pushes them far back. As far as comboing, The character pops right out of the combo if you try to call whirlwind assist with the normal ender (:d::h:,:f::h:, :qcf::l:). The best idea I can come up with is a team super (assuming Storm is second in line) or DHCing.
Allright so I finished transcribing about a dozen solo Tron BnBs. Ill hopefully get them recorded tommorow and then compile them into a full combo video.
Omigosh, I was messing around in training mode again with Tron, and I found something pretty fun.
Right now I only tested it in the corner, but it starts with jumping S for ground bounce, followed by air MMH x2 cancel to H Drill (no mashing). Upon landing from the drill, you do a TK L Drill (without mashing), and upon landing you do S into air series.
Adds a little more damage and flair/swag(?) to one of my usual BNBs, just gotta check if I can get this working out of the corner too. I think it should seeing as H Drill should take the to the corner most of the time.
I think the relaunch still does more, but with my usual BNB with Hsien-ko Assist, I still get over 800k with this one. Wanna see if TK M Drill will work.
EDIT: So, M and H drills can work, though the timing for S is much stricter, so maybe sticking with L would be the best choice. This can be done outside of the corner also.
Ok so I’ve come across something that people haven’t been able to block at all. I’m not sure if it’s an unblockable or my friends just don’t know how to block it so let me describe it. My current team is Tron, Akuma, Sentinel/Tron, Spencer, Akuma
I call the Tatsu assist with an air dash S on a grounded character. The opponent blocks high. Tatsu keeps them in block stun long enough for me to go into c.H and it hits at every time, then I f.H, H Bonne Strike and so on.
Problem 1: Of course I don’t know if it’s a legit unblockable and
Problem 2: I don’t know any high damage combos from it other than the c.L mentioned on the first page which isn’t a one touch kill
I’ve been trying to get something going with Chris and Tron too, but from what I’ve tried, I don’t have a way to get a beacon bomb to land. The best thing I can get is crouching H and call gun fire assist, standing H > Drill H > Lunch Rush
Im pretty sure your friends just cant block lolol. If they held downback after the j.S the entire time they would be fine. Of course since Akuma assist is hitting this sets them up for a fuzzy guard (which is when you block low but your character’s hitbox is standing because of blockstun) where you can do instant overhead j.M to catch them off guard if they were holding downback…
So with this new TAC Infinite nonsense, any chance any of us finding a Tron TAC infinite? I got some stuff in my head, but they haven’t been working out.
One I’m thinking of but haven’t tried yet,
After the TAC, a delayed MMH like if you were doing her basic relaunch, then an air drill before the opponent hits the ground followed by TK Drills. Could it work?
I played with it, but couldn’t get anything to work. Can’t really come up with anything for sure until we even know how the infinites work, lol.
An early hypothesis is that TAC hitstun negation stays in effect until your character goes to neutral. If true, this automatically excludes any move with grounded recovery time - for Tron, that includes all her specials + j.H. Not really sure if this is true of the infinites yet, though.
Mid-combo, sir. You can’t do it off a raw j.S. The best example I can give is Tron’s mission 10. With a falling j.S while the opponent is air borne, you can connect a s.M before they hit the ground and preserve your bounce.
Okay so I’m not going to say that this is like…super definite or anything, but I had a basic idea for what Tron could potentially have as an infinite.
Off of a TAC, she can get j.MM (land) j.MM (land) j.MM and I think theoretically can make it into an infinite. I’ve been working on it and can get a loop or two down before I drop it because my execution is really bad and the timing is kind of difficult. Anyone want to try it or tell me that I’m wasting my time because it won’t work?
It might work. Here are my theories are on what allows the post-TAC infinite (PTI) mechanism:
Upon landing on the ground, your opponent should be airborne in a juggle state, and your point character should be in three states:
[LIST=1]
[]Inflicting hitstun
[]In the active frames of an aerial normal
[]Inputting an instant jump (jump cancel?) into the next iteration of the loop
[](Requires flight mode or air dash etc? Not sure yet…)
[/LIST]
So with all of these three things going on simultaneously, the game might not understand that you’ve landed on the ground, and hitstun scaling could be ignored. One reason I think this might be the case (and there may be more conditions/variables needed) is that if you look at almost all of the PTIs shown, these conditions are met. For example, Trish satisfies with her divekick move, Magneto connects and cancels his tridash j.M right as he hits the ground, as does Sentinel with j.H, as does Phoenix with her j.H (or maybe j.S), Dormammu with his j.S, Nova with his j.S, etc. The one exception to this is MODOK, but I don’t understand his character moves enough to see if his infinite fits the pattern
Now with that said, I think Tron might have an easy corner loop with j.MMH or something similar, but either the Ms or Hs need to hit really deep so she can jump cancel them again, and she would need a move that initiates the juggle state very quickly like rising j.M or something. I also think there might need to be nuances in the way the loop is executed, maybe utilizing air dashes for timing/pushing them back into the corner to keep the infinite in place. I don’t actually own this game and I rarely have access to it, but I just bought a console over the weekend and am picking up the game… should be able to get into the lab sometime next week, but I trust you guys would beat me to it.
Good luck