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 ==
== 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 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.


'''LP''' http://i11.photobucket.com/albums/a154/magnetro/LP-26.jpg '''HP''' http://i11.photobucket.com/albums/a154/magnetro/HP-25.jpg '''A1''' http://i11.photobucket.com/albums/a154/magnetro/A1-27.jpg
'''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>
}}
}}
}}


'''LK''' http://i11.photobucket.com/albums/a154/magnetro/LK-26.jpg '''HK''' http://i11.photobucket.com/albums/a154/magnetro/HK-27.jpg '''A2''' http://i11.photobucket.com/albums/a154/magnetro/A2-27.jpg
== 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>
{{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>
{{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>
==== 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.
{{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>
{{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>


<table style="width:400px;border:1px solid silver" cellborder="1">
{{MoveData
<tr>
|image= MVC2_Tron_j.LK_01.png
  <th>Name</th>
|caption=  
  <th>State</th>
|name= Air Light Kick
  <th>Frames</th>
|linkname= j.LK
  <th>Damage</th>
|input= j.{{lk}}
</tr>
|data=
<tr>
{{AttackData-MVSC2
  <td style="border:1px solid navy" rowspan=3>Jab</td>
|Damage=
  <td>Standing</td>
|Startup=
  <td>4</td>
|Active=
  <td>5</td>
|Recovery=  
</tr>
|Guard=  
<tr>
|Special Property=
  <td>Crouching</td>
|Cancel=  
  <td>4</td>
|Adv. Hit=
  <td>5</td>
|Adv. Guard=
</tr>
|Adv. Pushblock=
<tr>
|description= Her jumping Short has a stunningly good hit box and beats all sorts of things you wouldn't expect it to.
  <td>Jumping</td>
}}
  <td>4</td>
}}<br>
  <td>5</td>
</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>8</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Fierce</td>
  <td>Standing</td>
  <td>9</td>
  <td>14</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>9</td>
  <td>14</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>9</td>
  <td>14</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Short</td>
  <td>Standing</td>
  <td>6</td>
  <td>2h: 4+4</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>5</td>
  <td>3h: 5+5+5</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>6</td>
  <td>3h: 5+5+5</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>2h: 8, 10</td>
</tr>
<tr>
  <td>Crouching</td>
  <td>7</td>
  <td>14</td>
</tr>
<tr>
  <td>Jumping</td>
  <td>8</td>
  <td>14</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
<br>
|image= MVC2_Tron_j.MK_01.png
Her jumping Short has a stunningly good hit box and beats all sorts of things you wouldn't expect it to.
|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>


=== Special Moves ===
{{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 ====
! Beacon Bomb: 10pts damage
|-
| QCF+P : 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.
|-
|<br />
|-
! Kobun Launch (Shikidan): 15pts damage
|-
| DP+P
|-
|<br />
|-
! Bonne Strike
|-
| QCF+K (can be done in air, can be mashed for more hits - up to 29 hits for the HK version)
|-
|<br />
|-
! Air Forward Dash
|-
| 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.
|-
|<br />
|-
! Snapback
|-
| QCF+(A1 or A2): This is a nerfed version of her Fierce.
|-
|<br />
|}


=== Super Moves ===
{{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>


{|
=== 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>


! Lunch Rush (Chuushoku Rush): 43pts damage (2 for gun + 1 per Kobun)
{{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 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.
|caption=
|-
|name= Throw (Punch)
|<BR>
|linkname= Throw (Punch)
|-
|input= 6{{hp}} // 4{{hp}} near opponent
! King Kobun - up to 9 hits for 53 damage
|data=
|-
  {{AttackData-MVSC2
| QCB+2P : 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 situationsIf 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.
  |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= 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>


{|
{{MoveData
!Type
|image=
!Assist
|caption=
!Counter
|name= Raw Tag
!Team Hyper Combo
|linkname= Raw Tag
|-
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
!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=
|King Kobun
}}
|}
}}<br>


{{MoveData
|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.
}}
}}


{|
=== Special Moves ===
! A: Throw
====Specials====
|-
{{MoveData
| Unblockable, but very short range.
|image=
|-
|caption=
! B: Anti-air: Fire
|name= Beacon Bomb
|-
|linkname= Beacon Bomb
| A fairly poor move, but can surprise the opponent who will not believe you deliberately picked her B assist.
|input= {{qcf}}+{{p}}
|-
|data=
! Y: Projectile: Tron's MP
{{AttackData-MVSC2
|-
|Damage=
| 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.
|Startup=
|-
|Active=
|<br>
|Recovery=
|-
|Guard=
|}
|Special Property=
Note that the Tron-Y alpha counter is surprisingly safe.
  |Cancel=
<br>
|Adv. Hit= -
<br>
|Adv. Guard= -
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.
|Adv. Pushblock= -
|description=Capture state is counter mashable.
}}
}}<br>


== The Basics ==
{{MoveData
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.
|image=
<br>
|caption= Shikidan
<br>
|name= Kobun Launch
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.
|linkname= Kobun Launch
<br>
|input= {{dp}}+{{p}}
<br>
|input2=
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 TronShe has a relatively hard time landing hits, even if you use her rectangle jump effectivelyThe key is that most of her combos do about 60pts of damage, so a couple key hits quickly take care of business.
|data=
<br>
{{AttackData-MVSC2
<br>
|Damage=
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.
  |Startup=
|Active=
|Recovery=
  |Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |description=
}}
}}<br>


<br>
{{MoveData
<br>
|image=
Her simple infinite is: Beacon Bomb, slight pause, Kobun Launch, repeat.  You will likely need to walk forward to adjust your spacing so that the Kobun Launch keeps knocking them into the Beacon Bomb.
|caption=
<br>
|name= Bonne Strike
<br>
|linkname= Bonne Strike
She can rectangle-jump off using her air dash cancelled into a normal move.
|input= {{qcf}}+{{k}} {{airok}}
<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 inThis is typically followed up a throw into corner, OTG into happiness.
|Cancel=
<br>
|Adv. Hit= -
<br>
  |Adv. Guard= -
One very important simple but punishing combo to learn is:
|Adv. Pushblock= -
* (in corner) drill xx Lunch Rush.
  |description= Mash attack buttons for more hits.
You need to learn the timing of that cancel - as soon as the opponent goes flying, cancel into Lunch Rush. This 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.
  }}
}}<br>




===Against Magneto===
=== Hyper Combos ===
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.
{{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>


===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 her.  For 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= 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>


===Against Sentinel===
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.


===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 his. The key critical thing to do with Cable is to NOT move forward if you're super-jumping and he's coming upwards tooThe dash and drill are laggy and badly punishable - just wait for him to descend and then try moving forward.
|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>


== Advanced Strategy ==
== Other ==
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.  One basic finish / final reset to the corner combo is:
* (throw into corner), OTG cHK, Lunch Rush
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.
<br><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.
=== Colors ===
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.


== Discussion ==
[[Image:Mvc2-tron.png]]
[http://shoryuken.com/forums/forumdisplay.php?f=151 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



Game Navigation

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