Marvel vs Capcom 2/Tron Bonne: Difference between revisions

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Projectile assist does incredible damage, resets combo damage too!
{{MVC2 Character Intro|char= tron bonne|full=Tron Bonne|short=TRN|content=
== Introduction ==
Tron Bonne was first seen in the [[Mega Man (MvC2)|Megaman]] game "Megaman Legends".  She later appeared in her own game, "The Misadventures of Tron Bonne."  She is a member of the Bonne pirate clan.  Her older brother is Teisel, and her younger brother is Bon (aka Baby Bonne).  She is 15 years old, and has a crush on Megaman.  She is a mechanical genius (which explains her Gustaff) and is assisted by her [[Servbot (MvC2)|Kobuns]] (known as Servbots outside of Japan).
 
Tron Bonne is most notable for her projectile assist, which does more damage then it should, and resets combo damage as well.


== Introduction ==
'''TO-DO''': Add frame data, as well as missing sprites
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content='''Tron''' is a zoner/brawler with that has many different projectiles. Her main strengths lies in her damage and assist, her main weakness is mobility.
{{ProConTable
|pros=
* '''Assist Damage:''' Her projectile assist has 3 hits, each one dealing 15, allowing for huge meterless damage off an assist.
* '''Healthy:''' With a 93% damage modifier, Tron can take a lot of damage.
|cons=
* '''Larger body:''' The mech suit that Tron is in makes her more vulnerable to combos and zoning.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>https://youtu.be/Ebjdj0sUOyk?si=77N9jD8uHjxf4m9H</youtube></center>
}}
}}
}}


Tron Bonne was first seen in the Megaman game "Megaman Legends".  She later appeared in her own game, "The Misadventures of Tron Bonne." She is a member of the Bonne pirate clan. Her older brother is Teisel, and her younger brother is Bon (aka Baby Bonne).  She is 15 years old, and has a crush on Megaman.  She is a mechanical genius (which explains her Gustaff) and is assisted by her Kobuns (known as Servbots outside of Japan).
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves |content=
;Beacon Bomb
*{{qcf}}+{{p}}
;Kobun Launch
*{{dp}}+{{p}}
;Bonne Strike {{airok}}
*{{qcf}}+{{k}}
;Air Dash
*While airborne {{f}}{{f}} or {{lp}}{{hp}} Unlimited amount
}}
|content2=
{{Content Box|header=Hyper Combos |content=
;Lunch Rush
*{{qcf}}+{{lp}}{{hp}}
;King Kobun
*{{qcb}}+{{lp}}{{hp}}
;Hyper Lunch Rush
*{{a1}}+{{a2}} Tron A only; Rush always happens.
}}
|content3=
{{Content Box|header=Assist Types |content=
;Type α - Throw Type
*Assist: {{hp}} Throw
*Counter: {{hk}} Bonne Strike
*Combination: Hyper Lunch Rush
;Type β - Anti Air Type
*Assist: {{mk}}
*Counter: {{mk}}
*Combination: King Kobun
;Type γ - Balance Type
*Assist: {{d}}{{mp}}
*Counter: {{d}}{{mp}}
*Combination: King Kobun
}}
}}


== Moves List ==
== Moves List ==
=== Assists ===
{{MoveData
|image=
|caption={{hp}} Throw
|name=Throw
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hk}} Bonne Strike
|TeamHyperCombo=Hyper Lunch Rush
|description= Unblockable, but very short range. Note that her Lunch Rush THC comes out even if the gun doesn't hit.
}}
}}<br>
{{MoveData
|image=
|caption={{mk}} Gustaff Fire
|name=Anti-air
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{mk}}
|TeamHyperCombo=King Kobun
|description= Tron does her standing MK fire attack.
}}
}}<br>
{{MoveData
|image=
|caption={{d}}{{mp}} Rings
|name=Projectile
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{d}}{{mp}}
|TeamHyperCombo=King Kobun
|description= One of the best assists in the game. This is a glitched version of her MP that hits three times (as normal) but does 15 pts of damage per hit (not normal). The third ring hits at a slight delay, allowing for some mind games. Note that the Tron-Y alpha counter is surprisingly safe.
}}
}}<br>


=== Normal Moves ===
=== Normal Moves ===
-When grounded, Tron has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
==== Ground Normals ====
{{MoveData
|image= MVC2_Tron_5LP_02.png
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Tron_5MP_01.png
|image=MVC2_Tron_5MP_02.png
|caption= Drill baby, drill!
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Tron_5HP_01.png
|image2=MVC2_Tron_5HP_02.png
|image3=MVC2_Tron_5HP_03.png
|image4=MVC2_Tron_5HP_04.png
|image5=MVC2_Tron_5HP_05.png
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Tron_5LK_01.png
|image2= MVC2_Tron_5LK_02.png
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Tron_5MK_01.png
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Tron_5HK_01.png
|image2= MVC2_Tron_5HK_02.png
|image3= MVC2_Tron_5HK_03.png
|image4= MVC2_Tron_5HK_04.png
|image5= MVC2_Tron_5HK_05.png
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{projectile}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= Tron_c.lp.png
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Tron_2MP_01.png
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{projectile}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Note that her crouching MP (rings) hits three times - the third ring can often come out after you cancel into Lunch Rush, which will knock your opponent out of it. As such, it is not recommended to combo from the rings into the Lunch Rush.
}}
}}<br>
{{MoveData
|image= MVC2_Tron_2HP_01.png
|image2= MVC2_Tron_2HP_02.png
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{launch}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image= MVC2_Tron_2LK_01.png
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{otg}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


<table style="width:400px;border:1px solid silver" cellborder="1">
{{MoveData
<tr>
|image= MVC2_Tron_2MK_01.png
  <th>Name</th>
|image2=MVC2_Tron_2MK_02.png
  <th>State</th>
|caption=
  <th>Frames</th>
|name= Crouching Medium Kick
  <th>Damage</th>
|linkname= 2MK
</tr>
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
<tr>
|data=
  <td style="border:1px solid navy" rowspan=3>Jab</td>
{{AttackData-MVSC2
  <td>Standing</td>
|Damage=
  <td>4</td>
|Startup=
  <td>?</td>
|Active=
</tr>
|Recovery=
<tr>
|Guard=
  <td>Crouching</td>
|Special Property= {{otg}}
  <td>4</td>
|Cancel=  
  <td>?</td>
|Adv. Hit=
</tr>
|Adv. Guard=
<tr>
|Adv. Pushblock=
  <td>Jumping</td>
|description=  
  <td>4</td>
}}
  <td>?</td>
}}<br>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Strong</td>
  <td>Standing</td>
  <td>6</td>
  <td>?</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>7</td>
  <td>?</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>7</td>
  <td>?</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Fierce</td>
  <td>Standing</td>
  <td>9</td>
  <td>?</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>9</td>
  <td>?</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>9</td>
  <td>?</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Short</td>
  <td>Standing</td>
  <td>6</td>
  <td>?</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>5</td>
  <td>?</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>6</td>
  <td>?</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Forward</td>
  <td>Standing</td>
  <td>7</td>
  <td>?</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>9</td>
  <td>?</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>6</td>
  <td>?</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Roundhouse</td>
  <td>Standing</td>
  <td>10</td>
  <td>?</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>7</td>
  <td>?</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>8</td>
  <td>?</td>
</tr>
</table>


Note that her crouching MP (rings) hits three times - the third ring can often come out after you cancel into Lunch Rush, which will knock your opponent out of itAs such, it is not recommended to combo from the rings into the Lunch Rush.
{{MoveData
|image= MVC2_Tron_2HK_01.png
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{otg}}
|Cancel=
|Adv. Hit=  
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


=== Special Moves ===


{|
==== Air Normals ====
! Beacon Bomb
-When in the Normal Jump state, Tron has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
|-
 
| QCF+P : This captures the opponent for a surprisingly long time.
{{MoveData
|-
|image= MVC2_Tron_j.LP_01.png
|<br />
|caption=
|-
|name= Air Light Punch
! Kobun Launch (Shikidan)
|linkname= j.LP
|-
|input= j.{{lp}}
| DP+P
|data=
|-
{{AttackData-MVSC2
|<br />
|Damage=
|-
|Startup=
! Bonne Strike
|Active=
|-
|Recovery=
| QCF+K (can be done in air, can be mashed for more hits - up to 29 hits for the HK version)
|Guard=
|-
|Special Property=
|<br />
|Cancel=
|-
|Adv. Hit= 
! Air Forward Dash
|Adv. Guard= 
|-
|Adv. Pushblock= 
| F,F or 2P in the air: This can be done an unlimited number of times per jump, although you will descend slightly after each dash.
|description=
|-
}}
|<br />
}}<br>
|-
 
! Snapback
{{MoveData
|-
|image= MVC2_Tron_j.MP_01.png
| QCF+(A1 or A2): This is a nerfed version of her Fierce.
|caption=
|-
|name= Air Medium Punch
|<br />
|linkname= j.MP
|}
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Tron_j.HP_01.png
|image2=MVC2_Tron_j.HP_02.png
|image3=MVC2_Tron_j.HP_03.png
|image4=MVC2_Tron_j.HP_04.png
|image5=MVC2_Tron_j.HP_05.png
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{aircombofinisher}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Tron_j.LK_01.png
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Her jumping Short has a stunningly good hit box and beats all sorts of things you wouldn't expect it to.
}}
}}<br>
 
{{MoveData
|image= MVC2_Tron_j.MK_01.png
|image2=MVC2_Tron_j.MK_02.png
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Tron_j.HK_01.png
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{aircombofinisher}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
==== Command Normals ====
 
{{MoveData
|image=
|caption=
|name=Air dash
|linkname=Air dash
|input=While airborne: {{f}},{{f}}, or {{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Unlimited uses, only goes forward.
}}
}}<br>


=== Super Moves ===
=== Universal Mechanics ===
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{|
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


! Lunch Rush (Chuushoku Rush)
{{MoveData
|-
|image=
| QCF+2P : Tron shoots a short-range beam that hits up to about the top of normal screen height, down to her waist, about half a character length in front of her, and very slightly behind her. If it hits, a Kobun yells "Gohan desu yo!" (Meal is ready!), and the 40 Kobun charge through to eat and hit the opponent. It does very good damage.  If it misses, the recovery is horrible.  It can only be DHCd within a very small window - King Kobun is the better super to DHC out of.  The first Kobun OTGs the opponent, so if you have already used your OTG (for example, on a switch-in that hits, cLK (OTG), Lunch Rush), the Lunch Rush Kobuns will be blockable.
|caption=
|-
|name= Air Throw (Punch)
|<BR>
|linkname= Air Throw (Punch)
|-
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
! King Kobun
|data=
|-
{{AttackData-MVSC2
| QCB+2P : The Kobun grows to giant size and smashes the opponent with his squeaky hammer.  You are pretty much guaranteed that the hammer will swing/hit once, which means it can be used to trade in some situations. If it is not combo'd into, the opponent can jump or superjump (required for large characters) out of it.
|Damage=
|-
|Startup=
|<BR>
|Active=
|-
|Recovery=
! Team Hyper Combo: Lunch Rush (for Tron-A only)
|Guard=
|-
  |Special Property=
| A1+A2 : This modified version of the Lunch Rush always comes out, which can be used as a minor surprise.
|Cancel=
|-
|Adv. Hit= 
|<br>
|Adv. Guard= 
|-
|Adv. Pushblock= 
|}
|description=
}}
}}<br>


=== Assist Moves ===
{{MoveData
|image=  
|caption=  
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{|
{{MoveData
!Type
|image=
!Assist
|caption=
!Counter
|name= Snap Back
!Team Hyper Combo
|linkname= Snap Back
|-
|input= {{qcf}} + A1 / A2
!A
|data=
|Throw
{{AttackData-MVSC2
|HK Bonne Strike
|Damage=
|Lunch Rush
|Startup=
|-
|Active=
!B
|Recovery=
|Standing MK (fire)
|Guard=
|Standing MK
|Special Property=
|King Kobun
|Cancel=
|-
|Adv. Hit=
!Y
|Adv. Guard=
|Crouching MP (rings)
|Adv. Pushblock=
|Crouching MP
|description= {{hp}} This is a nerfed version of her Fierce.
|King Kobun
}}
|}
}}


=== Special Moves ===
====Specials====
{{MoveData
|image=
|caption=
|name= Beacon Bomb
|linkname= Beacon Bomb
|input= {{qcf}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=Capture state is counter mashable.
}}
}}<br>


{|
{{MoveData
|image=
|caption= Shikidan
|name= Kobun Launch
|linkname= Kobun Launch
|input= {{dp}}+{{p}}
|input2=
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<br>


! A: Throw
{{MoveData
|-
|image=
| Unblockable, but very short range.
|caption=
|-
|name= Bonne Strike
|<BR>
|linkname= Bonne Strike
|-
|input= {{qcf}}+{{k}} {{airok}}
! B: Anti-air: Fire
|data=
|-
{{AttackData-MVSC2
| A fairly poor move, but can surprise the opponent who will not believe you deliberately picked her B assist.
|Damage=
|-
|Startup=
|<BR>
|Active=
|-
|Recovery=
! Y: Projectile: Tron's MP
|Guard=
|-
|Special Property=
| This is a glitched version of her MP that hits three times (as normal) but does 15 pts of damage per hit (not normal)The third ring hits at a slight delay, allowing for some mind games.
|Cancel=
|-
|Adv. Hit= -
|<br>
  |Adv. Guard= -
|-
|Adv. Pushblock= -
|}
|description= Mash attack buttons for more hits.
}}
}}<br>


Note that the Tron-Y's alpha counter is surprisingly safe.


== The Basics ==
=== Hyper Combos ===
Generally, Tron is most useful due to her great assist (Y-type: Projectile), which does 15pts of damage per hit on normal game settings. This hits up to 3 times, but the 3rd ring is at a minor delay and as such will not hit unless either you hit the opponent deep with Tron, or if you continue to combo them as the rings hit.
{{MoveData
<br>
|image=
<br>
|caption= Chuushoku Rush
When she comes in, she is relatively limited. When she is played solo, it is ideal to have her near the corners, as that gives you opportunity to set up the throw into corner OTG into Lunch Rush (simple solution) or launch into one of her many air combos that reset via a throw into corner finisher.
|name= Lunch Rush
<br>
|linkname= Lunch Rush
<br>
|input= {{qcf}}+{{lp}}{{hp}}
She benefits most from projectile assists such as Doom-B, Storm-A, Sent-Y, or Megaman-projectile, which allow her to cross the opponent up or use the Bonne Strike for chip damage.  Being able to mash the drill for more damage is critical to having a usable Tron.
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit=
|Adv. Guard= 
|Adv. Pushblock= 
|description= Tron shoots a short-range beam that hits up to about the top of normal screen height, down to her waist, about half a character length in front of her, and very slightly behind her. If it hits, a Kobun yells "Gohan desu yo!" (Meal is ready!), and the 39 others Kobuns (plus Data the monkey) charge through to eat, hitting the opponent. It does very good damage. If the gun misses, the Kobuns do not come out and the recovery is horrible. It can only be DHCd within a very small window - King Kobun is the better super to DHC out of. The first Kobun OTGs the opponent, so if you have already used your OTG (for example, on a switch-in that hits, cLK (OTG), Lunch Rush), the Lunch Rush Kobuns will be blockable. It generally will not work on Captain Commando in the corner due to his tall/thin body. A Lunch Rush against two opponents will *hit* with the gun and send them flying, but the Lunch Rush itself will only damage the first character hit by the Kobuns.
}}
  }}<br>


<br>
{{MoveData
<br>
|image=
Her simple infinite is: Beacon Bomb, slight pause, Kobun Launch, repeat.
|caption=
<br>
|name= King Kobun
<br>
|linkname= King Kobun
She can rectangle-jump off using her air dash cancelled into a normal move.
|input= {{qcb}}+{{lp}}{{hp}}
<br>
|data=
<br>
{{AttackData-MVSC2
Her recovery on her Fierce Punch is terrible. If it is whiffed, you can cancel into a special, super, or taunt. Yes, even the taunt has better recovery.
|Damage=
<br>
|Startup= 
<br>
|Active= 
Her crouching Roundhouse has surprisingly good recovery.
|Recovery= 
<br>
|Guard=
<br>
|Special Property= 
The general guard break used if she is solo is a mashed Bonne Strike as they are coming in.  This is typically followed up a throw into corner, OTG into happiness.
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The Kobun grows to giant size and smashes the opponent with his squeaky hammer. You are pretty much guaranteed that the hammer will swing/hit once, which means it can be used to trade in some situations. If it is not combo'd into, the opponent can jump or superjump (required for large characters) out of it. It can not be cancelled to into cleanly - any cancel will allow your opponent to jump or superjump out of it at the least, or even walk forward or throw you before King Kobun can swing the hammer. Once started, the hammer will cancel nearly all off-screen projectiles (such as Doom's air super), even though the projectiles look as if they will go over the hammer.
}}
}}<br>


===Against Magneto===
The basic Magneto anti-Tron strategy is to mash Hyper-Grav.  Get used to it - if you can land close to him, you should recover first and be able to punish him.


===Against Storm===
{{MoveData
The fight against Storm is horribleYou will be hard-pressed to beat any of her ground anti-air normals (you will have the same problem with Psylocke and other characters) and will likely not be able to cross her up as many of her moves have broken hit boxes that hit behind herYou will need to bait her out and punish her on recoveryFailing that, you can try to use the Drill to chip her down slowlyThis is a horrible fight.
|image=
|caption=
|name= Hyper Lunch Rush
|linkname= Hyper Lunch Rush
|input= {{a1}}{{a2}}
|data=
{{AttackData-MVSC2
|Damage=  
|Startup=
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
  |Adv. Guard= 
  |Adv. Pushblock= 
  |description= Only available with the A Throw assist. The rush always happens regardless of if the gun hits.
  }}
}}<br>


===Against Sentinel===
== Other ==
You can't let Sentinel get above you.  Use the Kobun Launch and Copter to knock him down if possible, and then once he's on the way down, chip him as much as possible.  Generally you can drill faster than he can do anything else, so this is actually a pretty interesting / good fight as long as you can keep him from getting above you too often.


== Advanced Strategy ==
=== Colors ===
Pretty much every top Tron player has their own unique corner rethrow combo.  This is the real heart of Tron's solo game. Since Tron is so mobile, she can usually force her way to a corner, and then one hit can usually be followed up to significant damage.
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.


[[Image:Mvc2-tron.png]]


== Discussion ==
[http://shoryuken.com/forums/forumdisplay.php?f=151 Shoryuken MvC2 Tronn Bonne Forum]


[[Category:Tron Bonne]]
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 16:14, 9 September 2024

Introduction

Tron Bonne was first seen in the Megaman game "Megaman Legends". She later appeared in her own game, "The Misadventures of Tron Bonne." She is a member of the Bonne pirate clan. Her older brother is Teisel, and her younger brother is Bon (aka Baby Bonne). She is 15 years old, and has a crush on Megaman. She is a mechanical genius (which explains her Gustaff) and is assisted by her Kobuns (known as Servbots outside of Japan).

Tron Bonne is most notable for her projectile assist, which does more damage then it should, and resets combo damage as well.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Tron is a zoner/brawler with that has many different projectiles. Her main strengths lies in her damage and assist, her main weakness is mobility.

Strengths Weaknesses
  • Assist Damage: Her projectile assist has 3 hits, each one dealing 15, allowing for huge meterless damage off an assist.
  • Healthy: With a 93% damage modifier, Tron can take a lot of damage.
  • Larger body: The mech suit that Tron is in makes her more vulnerable to combos and zoning.
MVC2 tron bonne art.png

Character Summary

Special Moves

Beacon Bomb
  • Qcf.png+P.png
Kobun Launch
  • Dp.png+P.png
Bonne Strike Airok.png
  • Qcf.png+K.png
Air Dash
  • While airborne F.pngF.png or Lp.pngHp.png Unlimited amount
Hyper Combos

Lunch Rush
  • Qcf.png+Lp.pngHp.png
King Kobun
  • Qcb.png+Lp.pngHp.png
Hyper Lunch Rush
  • A1.png+A2.png Tron A only; Rush always happens.
Assist Types

Type α - Throw Type
  • Assist: Hp.png Throw
  • Counter: Hk.png Bonne Strike
  • Combination: Hyper Lunch Rush
Type β - Anti Air Type
  • Assist: Mk.png
  • Counter: Mk.png
  • Combination: King Kobun
Type γ - Balance Type
  • Assist: D.pngMp.png
  • Counter: D.pngMp.png
  • Combination: King Kobun

Moves List

Assists

Throw
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hk.png Bonne Strike Hyper Lunch Rush

Unblockable, but very short range. Note that her Lunch Rush THC comes out even if the gun doesn't hit.


Anti-air
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Mk.png King Kobun

Tron does her standing MK fire attack.


Projectile
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - D.pngMp.png King Kobun

One of the best assists in the game. This is a glitched version of her MP that hits three times (as normal) but does 15 pts of damage per hit (not normal). The third ring hits at a slight delay, allowing for some mind games. Note that the Tron-Y alpha counter is surprisingly safe.


Normal Moves

-When grounded, Tron has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
MVC2 Tron 5LP 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 Tron 5MP 02.png
Drill baby, drill!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
MVC2 Tron 5HP 01.png
MVC2 Tron 5HP 02.png
MVC2 Tron 5HP 03.png
MVC2 Tron 5HP 04.png
MVC2 Tron 5HP 05.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
MVC2 Tron 5LK 01.png
MVC2 Tron 5LK 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Tron 5MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
MVC2 Tron 5HK 01.png
MVC2 Tron 5HK 02.png
MVC2 Tron 5HK 03.png
MVC2 Tron 5HK 04.png
MVC2 Tron 5HK 05.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Projectile - - - -


Crouching Light Punch
2Lp.png
Tron c.lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 Tron 2MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Projectile - - - -

Note that her crouching MP (rings) hits three times - the third ring can often come out after you cancel into Lunch Rush, which will knock your opponent out of it. As such, it is not recommended to combo from the rings into the Lunch Rush.


Crouching Heavy Punch
2Hp.png
MVC2 Tron 2HP 01.png
MVC2 Tron 2HP 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launch.png - - - -


Crouching Light Kick
2Lk.png
MVC2 Tron 2LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Otg.png - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Tron 2MK 01.png
MVC2 Tron 2MK 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Otg.png - - - -


Crouching Heavy Kick
2Hk.png
MVC2 Tron 2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Otg.png - - - -



Air Normals

-When in the Normal Jump state, Tron has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.

Air Light Punch
j.Lp.png
MVC2 Tron j.LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
MVC2 Tron j.MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
MVC2 Tron j.HP 01.png
MVC2 Tron j.HP 02.png
MVC2 Tron j.HP 03.png
MVC2 Tron j.HP 04.png
MVC2 Tron j.HP 05.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aircombofinisher.png - - - -


Air Light Kick
j.Lk.png
MVC2 Tron j.LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Her jumping Short has a stunningly good hit box and beats all sorts of things you wouldn't expect it to.


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
MVC2 Tron j.MK 01.png
MVC2 Tron j.MK 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
MVC2 Tron j.HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aircombofinisher.png - - - -


Command Normals

Air dash
While airborne: F.png,F.png, or Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Unlimited uses, only goes forward.


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hp.png This is a nerfed version of her Fierce.

Special Moves

Specials

Beacon Bomb
Qcf.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Capture state is counter mashable.


Kobun Launch
Dp.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Bonne Strike
Qcf.png+K.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Mash attack buttons for more hits.



Hyper Combos

Lunch Rush
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Tron shoots a short-range beam that hits up to about the top of normal screen height, down to her waist, about half a character length in front of her, and very slightly behind her. If it hits, a Kobun yells "Gohan desu yo!" (Meal is ready!), and the 39 others Kobuns (plus Data the monkey) charge through to eat, hitting the opponent. It does very good damage. If the gun misses, the Kobuns do not come out and the recovery is horrible. It can only be DHCd within a very small window - King Kobun is the better super to DHC out of. The first Kobun OTGs the opponent, so if you have already used your OTG (for example, on a switch-in that hits, cLK (OTG), Lunch Rush), the Lunch Rush Kobuns will be blockable. It generally will not work on Captain Commando in the corner due to his tall/thin body. A Lunch Rush against two opponents will *hit* with the gun and send them flying, but the Lunch Rush itself will only damage the first character hit by the Kobuns.


King Kobun
Qcb.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The Kobun grows to giant size and smashes the opponent with his squeaky hammer. You are pretty much guaranteed that the hammer will swing/hit once, which means it can be used to trade in some situations. If it is not combo'd into, the opponent can jump or superjump (required for large characters) out of it. It can not be cancelled to into cleanly - any cancel will allow your opponent to jump or superjump out of it at the least, or even walk forward or throw you before King Kobun can swing the hammer. Once started, the hammer will cancel nearly all off-screen projectiles (such as Doom's air super), even though the projectiles look as if they will go over the hammer.



Hyper Lunch Rush
A1.pngA2.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Only available with the A Throw assist. The rush always happens regardless of if the gun hits.


Other

Colors

First row: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-tron.png



Game Navigation

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