Tron's MvC3 Combos, DHC, and Assist Combos Living Guide!

So, anyone that uses Tron/Ammy can you see if this combo works:

(starting with Tron) j.:h: st.:l: cr.:m: :f::m: j.:m: j.:m: j.:h: st.:h: st.:s: j.:m: j.:m: j.:h: j.:s: :d::h: :a1: (Cold Star) :f::h: :qcf::h: j.:h: j.:s: :qcf::l: :qcf::atk::atk: DHC into :qcb::atk::atk: ( :d::d::m: ) :qcf::l: x6 :s: sj.:qcf::h:, (slight delay) [:h:] |> :qcf:[:l:] :qcf::l:.

My Ammy execution isn’t the best, so yeah. If it doesn’t work, what are some Tron/Ammy DHC combos?

I run Tron/Sentinel, and I love the ClakeyD combo. It’s so versatile. It can start from a j.H, a corner air throw, or any normal xx drill. You can end it the normal way (with a varying number of Servbot Surprises). You can DHC or do the DHC glitch. After the H.Beacon, you can wait a second (I usually take this time to whiff st.H and swear loudly), then jump and air throw into another combo. You can not call Sentinel during the OTG, throw the rock, H.drill, and if they forget to push block you command grab them. If you’re the type that likes air exchanges, you can down-exchange to Sentinel for a truly ridiculous fly combo that, altogether, builds you about 4 bars of meter (and you can DHC Plasma Storm into Servbot Surprise with the right timing). You also have a huge number of opportunities to use snapbacks.

Team 20-Minute-Combos for life!

what are good solo combo for tron?

Sorry I dont know if someone might have answered this question or no but…

With Peekaboo assist think grab resets. You cant use it well to extend combos, hell even Trish herself cant use it to extend her combos either. Thing dies too easily from hitstun scaling.

Sorry if this has already been discussed somewhere on the Tron boards, but I’m looking for the best meterless, assistless combos for her for my Zero / Tron / Phoenix team.

You can get the :qcf::L: but you can’t get the sj.:qcf::h:, you use up your ground bounce doing the j.:s: with Tron, and j.:qcf::h: with Ammy is a regular ground bounce. You can do charged H loops though. after the DHC you can get charge sj.:h:x4.

For fun, I created a completely ridiculous combo using Sentinel and Akuma assists. First it was an attempt to get more damage out of Tron prior to using the DHC glitch, and then I just went for complete madness. This can probably be reasonably be done with any assist that comes out fast enough, I just haven’t experimented enough with it.

( j.:h: ) :l: c.:m: :h: :rdp::h: xx :dp::atk::atk: :s: j.:m: j.:m: j.:h: j.:s: :a1: (drones) c.:h: :f::h: (drones hit) :qcf::h: xx :dp::atk::atk: - :h: xx :dp::atk::atk: :a2:(tatsu) :h: xx :qcf::h: xx :dp::atk::atk: - :h: xx :dp::atk::atk: - :h: xx :qcf::atk::atk:

Requires 5 bars to start, uses 6 bars total, about 1.5 million damage.

You can use her standard BnB and remove everything past the OTG.

(j.:h: ) :l: :m:(4 hits) :h: :rdp::h: - :m:(4 hits) :f::m: jump cancel j.:m: j.:m: j.:h: land :m:(4 hits) :s: super jump cancel j.:m: j.:m: j.:h: j.:s: land c.:h: xx :f::h:

Say hello to our new bnb.

j.:h: :h: :s: j.:m: (delay) j.:m: (delay) j.:h: (land) :h: :s: j.:m: j.:m: j.:h: j.:s: OTG and Finisher.

Using this combo as a comparison:
j.:h: :l: c.:m: :h: :rdp::h: c.:m: :f::m: j.:m: j.:m: j.:h: :h: :s: j.:m: j.:m: j.:h: j.:s: = 480,900, 1.5 meter gain.

j.:h: :h: :s: j.:m: (delay) j.:m: (delay) j.:h: (land) :h: :s: j.:m: j.:m: j.:h: j.:s: = 531,000, 1.4 meter gain.

Tested on the whole cast successfully, delay between j.:m: and j.:h: is basically 1 second.

Still working on a more practical version of this combo, so far its possible using :l: :m: after the j.:h: to hit confirm, but the timing is a lot tighter.

One thing that I discovered is that even a more simple combo yielded more damage with the same meter gain, provided both assists are available.

As a comparison, an assist will be used to hit confirm and another to OTG. (Taskmaster Horizontal Arrows, 3 hits 162,500, Wesker Lower Shot assist, 80,000)
:A1: hits, j.:h: :l: c.:m: :h: :rdp::h: c.:m: :f::m: j.:m: j.:m: j.:h: :h: :s: j.:m: j.:m: j.:h: j.:s: :a2: = 525,800 1.7 Meter gain. Damage keeps seeming to vary, probably do to damage scaling and when precisely j.:h: hits in relation to Taskmaster’s arrows. There is no possible combo after OTG. (Other than Beacon bomb xx super)

In this case, Taskmaster will be used as Combo Extension and Wesker to OTG.
j.:h: :l: c.:m: :h: :s: j.:m: j.:m: j.:h: j.:s: :a2: c.:h: (arrows hit) :s: j.:m: j.:m: j.:h: j.:s: :a2:(Wesker OTG) = 567,200, 1.6 meter gain.

Afterwords I added on a standard finisher from the Wesker OTG. (Beacon Bomb :h: j.:s: Beacon Bomb :h: xx King Squeakbot :h: King Squeakbot :h: Lunch rush)
It seems with any assist that can provide a enough hitstun to relaunch or Beacon Bomb into Supers will deal more damage in total if both assists are capable of being called. In the instance that an assist is hit confirmed off of, the current BnB will generate more meter, but less overall damage.

Its safe to say that Bonne Strike and Gustaff flame are basically one way around not using assisted relaunches. However since relaunching even without assists is generating more damage, our focus should be there as far as combo development.

It’s a cool combo, but far from a BnB. Requires 2+ meters to start, an air H without the cover of an assist, corner only(It’ll work on some of the cast outside the corner), and worst of all it’s assist specific.

What I generally do is King Kobun DHC to slow super. While King Kobun is hitting, I hardtag in Sentinel and then do his BnB. It’s pretty much my ghetto way of getting around the fact that I have no idea what to do with Ammy. It does plenty of damage though and I guess people tend to think that midcombo hardtags are freakin’ sick.

Before the supers it generates atleast 2 bars. I’ve gotten the combo to work corner on almost all of the cast(still testing), and have gotten it to work with Taskmaster H arrows as covering fire, and Wesker OTG assist for unblockable setups. Any assist that timed enough where standing :h: hits and pops them up works.

Whats more important is that
(j.:h: ) :l: c.:m: :h: :s: j.:m: j.:m: j.:h: j.:s: OTG+Assist :s: j.:m: j.:m: j.:h: j.:s:
On average will do MORE damage than
(j.:h: ) :l: c.:m: :h: :rdp::h: :m: :f::m: JC j.:m: j.:m: j.:h: :h: :s: sjc j.:m: j.:m: j.:h: j.:s:.

For all intents and purposes Tron has just become the easiest CKCer in the game, even more so with the DHC glitch.

The problem is the first one will either lead into nothing or require Tron to get a clean hit without an assist cover.

hi guys, i’m new to these forums and wanted to ask regarding throw combos. does tron have any way to go into her usual combo:

  • off her command throw midscreen, with or without assists?
  • off her normal ground throw midscreen, without assists?

i’ve seen it mentioned that you can combo off her normal ground throw with a s.L; would this only work in the corner though? thanks in advance for the help!

i’m more impressed with the ryu combo. that shit was dope.

and i agree with boeyoyo as far as that tron combo. that takes way too much meter. you could just do the tron bnb and dhc into your next character and finish the opponent.

The supers part doesn’t matter, what matters is everything before that.

Comboing off of She-Hulk’s command throw(video quality is ass fyi)
[media=youtube]qbbvIZmM6gI[/media]

If I would’ve had Spencer on my team I could use his assist with She-Hulk on point to stand up my opponent at the end of Lunch Rush for an almost inescapable reset. Without DHCing to back to She-Hulk the combo does ~825k, requires 0 meters to begin with, and builds 1.2 meters after using lunch rush.

TAC Exchange Glitch
[media=youtube]6h7YFGVg01Q[/media]

The timing on the TAC is mind numbingly difficult.

IF YOU WANT TO KILL DARK PHOENIX THEN HERE IS A NEW BUG FOR YOU!!!

with the nerf to tron’s flame assist in UMVC3 I’ve been experimenting with other assists.

Apparently if you kill a pheonix with 5 bars with Tron’s drill assist it will kill Phoenix and dark Phoenix immediately after her transformation.

Here’s a low quality video

http://www.youtube.com/watch?v=AU3j0Homnxo

Hey guys, I’m new to Tron in MvC3 (played her in 2) and I had a question…

Right now I’m using this combo for a BnB (straight outta the bible)…

st. L, cr. M, st. H xx Bonne Strike (H/Mash), st. M, Gustaff Fire, air M, air H, air S, st. H xx Bonne Strike (H/Mash) xx Serbot Takeout

First, I’d like to know if there is a better variation of this? Since it comes from the strategy guide, I’m assuming it’s outdated or there is a better one. Also, I’m having trouble with the very end. I don’t always connect with the Servebot Takeout. Usually the problem is that the opponent is too high to be hit with the marker. Also, sometimes after the st. M > Gustaff Fire, I’ll jump and hit air M, but after that the opponent recovers rather than the air H connecting.

Second, I use Captain America (point/Shield Slash) & Wesker (anchor/Samurai Edge). Can anyone give me any hints to reach this teams full potential or at least how Tron can benefit from these two characters?

Third, doing Tron’s otg (cr. H > Bandit Boulder) I know you can extend it using an assist. I’m sure Wesker’s Samurai Edge otg wouldn’t work well with that, but I’m curious if Cap’s Shield Slash or maybe Charging Star assist can fill that role?

Fourth, and maybe most important, I’m using Gustaff Flame as an assist (naturally). I’ve been using Haggar and Double Lariat assist since the game dropped, so I’m very used to how that works. It seems Tron’s Flame assist works a little different. I’m wondering what are some correct ways to use Gustaff Flame and how it differs from Double Lariat.

Thanks for any and all help!

I am working on the Tron combo with sentinel as the assist. I am having trouble getting cr. m to connect with st. h. As of now I have been using the st m. varient. Also when I get to the cr. h to forward h often times I mess up and drop there. Other times I get everything to land but the beacon bomb capture puts them just out of reach for a lunch rush. Is there a certain time where I do the beacon bomb capture, like after the second sentinel drone hits or something?