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 ==
{{MvC2Header}}
= Introduction =
[[image:MvC2tronbonne.png]]
 
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 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).


= Colors =
Tron Bonne is most notable for her projectile assist, which does more damage then it should, and resets combo damage as well.
First row: LP, HP, A1. Second row: LK, HK, A2.


[[Image:Mvc2-tron.png]]
'''TO-DO''': Add frame data, as well as missing sprites
 
== Gameplay ==
= Moves List =
{{2 Column Flex|flex1=6|flex2=4
 
|content1=
== Normal Moves ==
{{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
{|border="1"
|pros=
!width="6%"|
* '''Assist Damage:''' Her projectile assist has 3 hits, each one dealing 15, allowing for huge meterless damage off an assist.
! Frames
* '''Healthy:''' With a 93% damage modifier, Tron can take a lot of damage.
! Advantage
|cons=
! Cancel
* '''Larger body:''' The mech suit that Tron is in makes her more vulnerable to combos and zoning.
! Block
}}
!colspan="3"| Hitbox
}}
! Notes
|content2=
|-
{{Content Box|content=
|colspan="9" align="center"| '''Standing'''
<center><youtube>https://youtu.be/Ebjdj0sUOyk?si=77N9jD8uHjxf4m9H</youtube></center>
|-
! [[File:Lp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Tron_s.lp(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_s.lp(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|align="left"|
|-
! [[File:Mp.png]]
|align="center"|
|align="center"|
|align="center"|
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Tron_s.mp(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_s.mp(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|align="left"| 
|-
! [[File:Hp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Tron_s.hp(1).png|center]][[File:Tron_s.hp(4).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_s.hp(2).png|center]][[File:Tron_s.hp(5).png|center]]
|valign="top" style="border-left:0px;"|[[File:Tron_s.hp(3).png|center]]
|
|-
! [[File:Lk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Tron_s.lk(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_s.lk(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
! [[File:Mk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Tron_s.forward.png|center]]
|
|-
! [[File:Hk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Tron_s.hk(1).png|center]][[File:Tron_s.hk(4).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_s.hk(2).png|center]][[File:Tron_s.hk(5).png|center]]
|valign="top" style="border-left:0px;"|[[File:Tron_s.hk(3).png|center]]
| [[File:Proj.png]]
|-
|colspan="9" align="center"| '''Crouching'''
|-
! [[File:Lp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Tron_c.lp.png|center]]
|align="left"|
|-
! [[File:Mp.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| HL
|colspan="3" | [[File:Tron_c.mp.png|center]]
| [[File:Proj.png]]
|-
! [[File:Hp.png]]
|align="center"|
|align="center"|
|align="center"| -
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[File:Tron_c.hp(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_c.hp(2).png|center]]
|valign="bottom" style="border-left:0px;"|
| [[File:Launch.png]]
|-
! [[File:Lk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Tron_c.lk.png|center]]
| [[File:Otg.png]]
|-
! [[File:Mk.png]]
|align="center"|
|align="center"|
|align="center"| C
|align="center"| [[File:Low.png]]
|valign="bottom" style="border-right:0px;"| [[File:Tron_c.forward(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_c.forward(2).png|center]]
|valign="bottom" style="border-left:0px;"|
| [[File:Otg.png]]
|-
! [[File:Hk.png]]
|align="center"|
|align="center"| KD
|align="center"| -
|align="center"| [[File:Low.png]]
|colspan="3" | [[File:Tron_c.hk.png|center]]
|[[File:Otg.png]]
|-
|colspan="9" align="center"| '''Jump'''
|-
! [[File:Lp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Tron_j.lp.png|center]]
|
|-
! [[File:Mp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Tron_j.mp.png|center]]
|
|-
! [[File:Hp.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|valign="bottom" style="border-right:0px;"| [[File:Tron_j.hp(1).png|center]][[File:Tron_j.hp(4).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_j.hp(2).png|center]][[File:Tron_j.hp(5).png|center]]
|valign="bottom" style="border-left:0px;"|[[File:Tron_j.hp(3).png|center]][[File:Tron_j.hp(6).png|center]]
| [[File:Aircombofinisher.png]]
|-
! [[File:Lk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3" | [[File:Tron_j.lk.png|center]]
|
|-
! [[File:Mk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|valign="bottom" style="border-right:0px;"| [[File:Tron_j.forward(1).png|center]]
|valign="bottom" style="border-right:0px; border-left:0px;"| [[File:Tron_j.forward(2).png|center]]
|valign="bottom" style="border-left:0px;"|
|
|-
! [[File:Hk.png]]
|align="center"|
|align="center"| -/-
|align="center"| -
|align="center"| [[File:High.png]]
|colspan="3"| [[File:Tron_j.hk.png|center]]
| [[File:Aircombofinisher.png]]
|-
|}
 
 
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>
Her jumping Short has a stunningly good hit box and beats all sorts of things you wouldn't expect it to.
 
=== Command normals ===
Forward airdash (aironly):  f , f or pp
 
== Special Moves ==
 
{{MvC3MoveListHeader}}
{{MoveListRow | Beacon Bomb
| {{qcf}} + p
|35
| 10
| This captures the opponent for a surprisingly long time.  Don't be tricked: you don't get any life back from that little crystal the Kobuns bring back.
}}
}}
{{MoveListRow | Kobun Launch (Shikidan)
| {{dp}} + p
|16
| 15
| Decent antiair.
}}
}}
{{MoveListRow | Bonne Strike
| {{qcf}} + k
| 6 / 9
|3 + ... (up to 11)
| {{airok}} [[file:mash.png]] Incredibly mashable. Her best move: does great chip. Can combo into Lunch Rush.
}}
}}
{{MoveListFooter}}


{|
== Character Summary ==
! Air Forward Dash
{{3 Column Flex
|-
|content1=
| [[File:f.png]],[[File:f.png]] or [[File:lp.png]]+[[File:hp.png]] in the air: This can be done an unlimited number of times per jump, although you will descend slightly after each dash.
{{Content Box|header=Special Moves |content=
|-
;Beacon Bomb
|<br />
*{{qcf}}+{{p}}
|-
;Kobun Launch
! Snapback
*{{dp}}+{{p}}
|-
;Bonne Strike {{airok}}
| [[File:qcf.png]] + ([[File:a1.png]] or [[File:a2.png]]): This is a nerfed version of her Fierce.
*{{qcf}}+{{k}}
|-
;Air Dash
|<br />
*While airborne {{f}}{{f}} or {{lp}}{{hp}} Unlimited amount
|}
}}
 
|content2=
== Super Moves ==
{{Content Box|header=Hyper Combos |content=
 
;Lunch Rush
{{MvC3MoveListHeader}}
*{{qcf}}+{{lp}}{{hp}}
{{MoveListRow | Lunch Rush (Chuushoku Rush)
;King Kobun
| {{qcf}} + {{lp}} + hp
*{{qcb}}+{{lp}}{{hp}}
| 2 + 1 x 39 + 2
;Hyper Lunch Rush
| Doesn't do anything if whiffed. Horrible recovery.
*{{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
}}
}}
{{MoveListRow | King Kobun
| {{qcb}} + {{lp}} + hp
| 5 + 7 x 8
| {{otg}} invincible startup
}}
}}
{{MoveListRow | Team Hyper Combo: Lunch Rush (for Tron-A only)
| [[file:a1.png]] + [[file:a2.png]]
| 2 + 1 x 39 + 2
| Always causes a Rush even if the gunshot misses.
}}{{MoveListFooter}}


== Moves List ==


Lunch Rush: 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 herIf 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.
=== 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>


King Kobun: The Kobun grows to giant size and smashes the opponent with his squeaky hammerYou 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 hammerOnce 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.
{{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>


== Assist Moves ==
{{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 ===
-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.


{{MvC2CharacterAssists
  | Throw || Lunch Rush| HK Bonne Strike| Unblockable, but very short range. Note that her Lunch Rush THC comes out even if the gun doesn't hit.
  | Standing MK (fire)|| King Kobun | Standing MK| A fairly poor move, but can surprise the opponent who will not believe you deliberately picked her B assist.
  | Crouching MP |15+15+15| King Kobun| Crouching MP| 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>
==== Ground Normals ====
There have been multiple reports that there is some European version of MvC2 where the Tron-Y assist actually is her Kobun projectile special.  There has been no specific confirmation as to what version this might be, so at this point this is only an unconfirmed rumor.


= The Basics =
{{MoveData
<youtube>9Oazp23Q5SQ</youtube>
|image= MVC2_Tron_5LP_02.png
== Combos ==
|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>


-d.c.LK > c.LK XX f,d,df + P
{{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>


-Corner When close, f + HP, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP \/ d.c.LK > s.LK XX qcf + PP
{{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>


-Jump LK > HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HK
{{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>


-Jump LK > HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
{{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>


-d.s.LP > s.LP XX qcf + PP
{{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>


-Jump LK > HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
{{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>


-Jump LK > HK \/ d.s.LK > s.LK XX qcf + PP
{{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>


-Jump LK > HK \/ d.c.LK > s.LP XX qcf + HK XX qcf + PP
{{MoveData
|image= MVC2_Tron_2MK_01.png
|image2=MVC2_Tron_2MK_02.png
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= {{otg}}
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


== Strategies ==
{{MoveData
Generally, Tron is most useful due to her great assist (Y-type: Projectile), which does 15pts of damage per hit on normal game settingsThis 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.
|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>


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.


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.  She has a relatively hard time landing hits, even if you use her rectangle jump effectively.  The key is that most of her combos do about 60pts of damage, so a couple key hits quickly take care of business.
==== Air Normals ====
-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.


The Beacon Bomb and Kobun Launch are generally not terrifically useful for most fights, but are fairly critical against fly-away/run-away characters such as Doom and Sentinel.
{{MoveData
|image= MVC2_Tron_j.LP_01.png
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
|image= MVC2_Tron_j.MP_01.png
|caption=
|name= Air Medium Punch
|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>


Her simple infinite is: Beacon Bomb, slight pause, Kobun Launch, repeatYou will likely need to walk forward to adjust your spacing so that the Kobun Launch keeps knocking them into the Beacon Bomb.
{{MoveData
<br>
|image= MVC2_Tron_j.HP_01.png
A more complex infinite is crossup jFP, (RH, sj xx LP, MP, land)There's a video of this here: http://www.youtube.com/watch?v=LPw6dzErPTc
|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>


She can rectangle-jump off using her air dash cancelled into a normal move.
{{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>


Her recovery on her Fierce Punch is terrible. If it is whiffed, you can cancel into a special, super, or tauntYes, even the taunt has better recovery.
{{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>


Her crouching Roundhouse has surprisingly good recovery.
{{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>


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.
==== Command Normals ====


One very important simple but punishing combo to learn is:
{{MoveData
* (in corner) drill xx Lunch Rush.
|image=
You need to learn the timing of that cancel - as soon as the opponent goes flying, cancel into Lunch RushThis does about 70pts of damage just for mashed HK drill xx Lunch RushIf you do it before the opponent goes flying, you will sit there waiting to get hit, stuck in Lunch Rush recovery animation.
|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>


=== 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>


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


===Against Storm===
{{MoveData
The fight against Storm is horrible. You 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 herFor the most part you can just normal jump straight up in the corner and your descending jumping Fierce will beat out any of her reaching normals, but that's not very effective. You will need to bait her out and punish her on recoveryFailing that, you can try to use the Drill to chip her down slowly. This is a horrible fight.
|image=  
|caption=  
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
  {{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=  
|Adv. Guard= 
|Adv. Pushblock=  
|description=
}}
  }}<br>


===Against Sentinel===
{{MoveData
You can't let Sentinel get above youUse 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 possibleGenerally 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.
|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>


===Against Cable===
{{MoveData
As always, Tron's strength is getting the corner throwA smart Cable is thus going to maintain distance with his guns and chip away at youYou will need to dash and drill to get close to him and at the least cross him upOnce you get in, you should be able to either do tiger-knee or other safe drills to chip, or punish any laggy moves of hisThe key critical thing to do with Cable is to NOT move forward if you're super-jumping and he's coming upwards too. The dash and drill are laggy and badly punishable - just wait for him to descend and then try moving forward.
|image=  
|caption=  
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
  |Adv. Guard=
  |Adv. Pushblock=
  |description= {{hp}} This is a nerfed version of her Fierce.
  }}
  }}


== Advanced Strategy ==
=== Special Moves ===
=== Corner throw resets ===
====Specials====
Pretty much every top Tron player has their own unique corner rethrow comboThis is the real heart of Tron's solo gameSince Tron is so mobile, she can usually force her way to a corner, and then one hit can usually be followed up to significant damageOne basic finish / final reset to the corner combo is:
{{MoveData
* (throw into corner), OTG cHK, Lunch Rush
|image=
which does 72 pts of damage.  You can OTG with cLK as well - from cLK you can either relaunch them or combo into Lunch Rush.
|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>


{{MoveData
|image=
|caption=
|name= Bonne Strike
|linkname= Bonne Strike
|input= {{qcf}}+{{k}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Mash attack buttons for more hits.
}}
}}<br>


Jaminis' throw reset is: (launch in corner), SJ xx dash, throw reset.
<br>
Preppy's throw reset is: (launch in corner), SJ, SJ LP, SJ LK, SJ LP, SJ LK Drill, very slight pause, throw reset.
<br>
A few from Mike Z are: <br>
- Launch in corner, sj.LP, sj.LK (2 hits), sj.LK, airthrow.  If you press HP quickly you can get a Fierce that combos, but if you slow it down slightly you get an airthrow instead.  Also remember that if you launched them from the ground, the sj.Short has to hit twice - but if you launched them from the air (after an OTG, or after a combo to a juggle Trap Gun) then you should only let it hit once.<br>
- Launch in corner, small pause, early sj.LP, airthrow.  This is actually very useful because normally people set themselves up to tech the throw after a small combo, so very often they are not ready to tech if you immediately throw them.  You also don't run the risk of getting hit as can happen with the airdash/airthrow.


Also note that if they do successfully tech her airthrow, they are released out into the stage rather than towards the corner. However, you can follow your airthrow attempt with a small pause into a backward RH drill. If done with the proper timing, the drill will come out only if they tech hit, forcing them to block, and if they don't tech then the combo continues as normal.
=== Hyper Combos ===
{{MoveData
|image=
|caption= Chuushoku Rush
|name= Lunch Rush
|linkname= Lunch Rush
|input= {{qcf}}+{{lp}}{{hp}}
|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>


=== Death via drill ===
{{MoveData
From Mike_Z:
|image=
"Tron and Bison-explode actually have an un-pushblockable blockstun loop in the corner, with [Bison, HK drill fully mashed, optional dash]xN. If they pushblock the drill you don't move, and if they pushblock afterward Bison is what gets affected. It's also very difficult to pushblock guard cancel since when you recover from pushblock is usually in the middle of the Bisonball.
|caption=
I tried to use them for a while since it is guaranteed death, but it was impractically hard - as in I couldn't do it consistently even after a few weeks of practice. It HURTS your hand. Plus it tends not to work on Sentinel, of all characters. >.<"
|name= King Kobun
|linkname= King Kobun
|input= {{qcb}}+{{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery= 
|Guard=  
|Special Property=
|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>


From Beats:
"Tron Bonne with MBison explosion assist serves for a real fun and jank trap setup. LK+MBison, MK, DrillxN is really strong in the corner. Especially since during the whole sequence you can alter the timing and cancelling. They can't call assists if timed right...even if not, the assists usually get stuffed and if they are even able to leave blockstun they get hit with explosion. Tron can mixup, combo into flying screen, super, or other. Either way, whatever you decide to do it can always lead back to the trap.


Sonson monkey assist can sorta do a much weaker version midscreen. Monkeys at least help you control that area somewhat but it's not nearly as stuffing as MBison explosion."
{{MoveData
|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>


Tron drill plus Sent drones also works: once you get them on the ground, do the LK drill while you call drones.  If they pushblock, mash the drill, if they do not then don't mash the drill.  Let the drones hit and reset the loop while they're in block stun.  They *can* get out of this if they cancel properly, but you can also take out full characters via chip if you time it right.
== Other ==


= Fun Stuff =
=== Colors ===
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.


== King Nobun ==
[[Image:Mvc2-tron.png]]
sj xx dash (quickly at normal jump height), land, King Kobun. Since Servbot just superjumped and is still up there (he doesn't sj cancel like you do), the super screen is active, but there's no King Kobun onscreen until he lands.  Not useful since you'll be killed, but amusing.


= Discussion =
[http://shoryuken.com/forum/index.php?forums/tron-bonne.245/ Shoryuken MvC2 Tronn Bonne Forum]


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



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