User:Hypergrav/sandbox: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 1: Line 1:
{{MVC2 Character Intro|char= roll|full=Roll|short=ROL|content=
{{MVC2 Character Intro|char= tron bonne|full=Tron Bonne|short=TRN|content=
== Character Overview ==
== Introduction ==
Roll is [[Mega Man (MvC2)|Mega Man]]'s little sister.  She is a robot designed by Dr. Light, and was not designed for fighting.
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).
 
 
First seen in the VS series in [[https://wiki.supercombo.gg/w/Marvel vs Capcom|Marvel vs. Capcom]] as a secret character. Roll returns and this game has often been called the worst character in the game, owning her own special lowly, "Roll Tier" in the [[Tiers (MvC2)|Marvel tiers]].


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
'''TO-DO''': Add frame data, as well as missing sprites
Line 11: Line 9:
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Mega Man''' is a zoner with that has many different projectiles. His main strengths lies in his Buster shot.
{{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
{{ProConTable
|pros=
|pros=
* '''Double Jump:''' She has a double jump, that's pretty cool.
* '''Assist Damage:''' Her projectile assist has 3 hits, each one dealing 15, allowing for huge meterless damage off an assist.
* '''Small Body:''' She is tiny, so she is harder to combo.
* '''Healthy:''' With a 93% damage modifier, Tron can take a lot of damage.
|cons=
|cons=
* '''Poor range:''' Her standard buttons are absolutely tiny, making it difficult to even hit other characters.
* '''Larger body:''' The mech suit that Tron is in makes her more vulnerable to combos and zoning.
* '''Weak Damage:''' When she does get a hit, she can't convert into damage solo, even with meter.
* '''Zero Health:''' 137% damage modifier. Tied for the worst in the game, she cannot take hits.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>https://youtu.be/6xpH2XSJl98?si=hNnBrV5EVCiQAhpK</youtube></center>
<center><youtube>https://youtu.be/Ebjdj0sUOyk?si=77N9jD8uHjxf4m9H</youtube></center>
}}
}}
}}
}}
Line 33: Line 29:
|content1=
|content1=
{{Content Box|header=Special Moves |content=
{{Content Box|header=Special Moves |content=
;Roll Buster {{airok}}
;Beacon Bomb
*{{qcf}}+{{p}}
*{{qcf}}+{{p}}
;Weapon Activation
;Kobun Launch
*{{qcb}}+{{p}}
;Flowers {{airok}}
*{{dp}}+{{p}}
*{{dp}}+{{p}}
;Summon Rockball Power-up
;Bonne Strike {{airok}}
*{{qcf}}+{{k}}
*{{qcf}}+{{k}}
;Summon Leaf Shield Power-up
;Air Dash
*{{qcb}}+{{k}}
*While airborne {{f}}{{f}} or {{lp}}{{hp}} Unlimited amount
;Summon Tornado Hold Power-up
*{{dp}}+{{k}}
;Wall Bounce
* While touching a wall, jump away from the wall.
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos |content=
{{Content Box|header=Hyper Combos |content=
;Hyper Roll {{airok}}
;Lunch Rush
*{{qcf}}+{{lp}}{{hp}} Mash for damage.
*{{qcf}}+{{lp}}{{hp}}
;Beat Plane
;King Kobun
*{{qcb}}+{{lk}}{{hk}} Move plane in any direction. {{p}} fires a shot, {{k}} fires a bomb.
*{{qcb}}+{{lp}}{{hp}}
;Rush Drill
;Hyper Lunch Rush
*{{qcf}}+{{lk}}{{hk}} Use directions to move forward/backward/jump. Mash for damage.  
*{{a1}}+{{a2}} Tron A only; Rush always happens.
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types |content=
{{Content Box|header=Assist Types |content=
;Type α - Projectile Type
;Type α - Throw Type
*Assist: {{lp}} Roll Buster
*Assist: {{hp}} Throw
*Counter:  {{lp}} Roll Buster
*Counter:  {{hk}} Bonne Strike
*Combination: Hyper Roll
*Combination: Hyper Lunch Rush
;Type β - Anti Air Type
;Type β - Anti Air Type
*Assist: {{hp}} Flowers
*Assist: {{mk}}
*Counter: {{hp}} Flowers
*Counter: {{mk}}
*Combination: Hyper Roll
*Combination: King Kobun
;Type γ - Balance Type
;Type γ - Balance Type
*Assist:  {{hp}} Flowers
*Assist:  {{d}}{{mp}}  
*Counter: {{lp}} Roll Buster
*Counter: {{d}}{{mp}}
*Combination: Hyper Roll
*Combination: King Kobun
}}
}}
}}
}}
Line 79: Line 69:
{{MoveData
{{MoveData
|image=
|image=
|caption={{lp}} Roll Buster
|caption={{hp}} Throw
|name=Projectile
|name=Throw
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 89: Line 79:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{lp}} Roll Buster
  |AlphaCounter={{hk}} Bonne Strike
  |TeamHyperCombo=Hyper Roll
  |TeamHyperCombo=Hyper Lunch Rush
  |description=  
  |description= Unblockable, but very short range. Note that her Lunch Rush THC comes out even if the gun doesn't hit.
  }}
  }}
}}<br>
}}<br>
Line 97: Line 87:
{{MoveData
{{MoveData
|image=
|image=
|caption={{hp}} Flowers
|caption={{mk}} Gustaff Fire
|name=Anti-air
|name=Anti-air
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
Line 107: Line 97:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hp}} Flowers
  |AlphaCounter={{mk}}
  |TeamHyperCombo=Hyper Roll
  |TeamHyperCombo=King Kobun
  |description=  
  |description= Tron does her standing MK fire attack.
  }}
  }}
}}<br>
}}<br>
Line 115: Line 105:
{{MoveData
{{MoveData
|image=
|image=
|caption={{hp}} Flowers
|caption={{d}}{{mp}} Rings
|name=Balance
|name=Projectile
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
Line 125: Line 115:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{lp}} Roll Buster
  |AlphaCounter={{d}}{{mp}}
  |TeamHyperCombo=Hyper Roll
  |TeamHyperCombo=King Kobun
  |description=  
  |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>
}}<br>


=== Normal Moves ===
=== Normal Moves ===
-When grounded, Roll has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-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.




Line 138: Line 128:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_5LP_02.png
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
Line 160: Line 150:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_5MP_01.png
|caption=  
|image=MVC2_Tron_5MP_02.png
|caption= Drill baby, drill!
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
Line 182: Line 173:


{{MoveData
{{MoveData
|image=  
|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=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
Line 199: Line 194:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description=
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_5LK_01.png
|image2= MVC2_Tron_5LK_02.png
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
Line 226: Line 222:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_5MK_01.png
|caption=  
|caption=  
|name= Medium Kick
|name= Medium Kick
Line 248: Line 244:


{{MoveData
{{MoveData
|image=  
|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=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
Line 260: Line 260:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{launch}}
  |Special Property= {{projectile}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
Line 270: Line 270:


{{MoveData
{{MoveData
|image=  
|image= Tron_c.lp.png
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
Line 292: Line 292:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_2MP_01.png
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
Line 304: Line 304:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{projectile}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |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>
  }}<br>


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_2HP_01.png
|image2= MVC2_Tron_2HP_02.png
|caption=  
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
Line 326: Line 327:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{launch}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_2LK_01.png
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
Line 348: Line 349:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{otg}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
Line 358: Line 359:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_2MK_01.png
|image2=MVC2_Tron_2MK_02.png
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
Line 370: Line 372:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{otg}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
Line 380: Line 382:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_2HK_01.png
|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
Line 392: Line 394:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{otg}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Slide.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Roll has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-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
{{MoveData
|image=  
|image= MVC2_Tron_j.LP_01.png
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
Line 427: Line 430:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_j.MP_01.png
|caption=  
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
Line 449: Line 452:


{{MoveData
{{MoveData
|image=  
|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=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
Line 461: Line 468:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{aircombofinisher}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description=
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_j.LK_01.png
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
Line 488: Line 495:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Her jumping Short has a stunningly good hit box and beats all sorts of things you wouldn't expect it to.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_j.MK_01.png
|image2=MVC2_Tron_j.MK_02.png
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
Line 515: Line 523:


{{MoveData
{{MoveData
|image=  
|image= MVC2_Tron_j.HK_01.png
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
Line 527: Line 535:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{aircombofinisher}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
Line 541: Line 549:
|image=  
|image=  
|caption=  
|caption=  
|name=
|name=Air dash
|linkname=
|linkname=Air dash
|input=While airborne {{u}}+{{hk}}
|input=While airborne: {{f}},{{f}}, or {{lp}}{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 551: Line 559:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
|Special Property=
  |Special Property=  
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name=Double Jump
|linkname=Double Jump
|input=While airborne {{u}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
  |Special Property=
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= Unlimited uses, only goes forward.
  }}
  }}
  }}<br>
  }}<br>
Line 586: Line 572:
|image=  
|image=  
|caption=  
|caption=  
|name= Universal Launcher (Kick)
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Kick)
|linkname= Universal Launcher (Punch)
|input= 3{{hk}}
|input= 3{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 601: Line 587:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Launchers higher than standard HK.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 689: Line 675:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description=  
  |description= {{hp}} This is a nerfed version of her Fierce.
  }}
  }}
  }}
  }}
Line 698: Line 684:
|image=  
|image=  
|caption=  
|caption=  
|name= Roll Buster
|name= Beacon Bomb
|linkname= Roll Buster
|linkname= Beacon Bomb
|input= {{qcb}}+{{p}} {{airok}}
|input= {{qcf}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Does half the damage that Mega Man's Buster does even though it's a special motion. Makes Roll float upwards in the air, giving it extremely long recovery...
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Weapon Activation
|linkname= Weapon Activation
|input= {{qcb}}+{{p}} {{airok}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 735: Line 699:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description=Activates weapon. Default weapon is Rockball.
  |description=Capture state is counter mashable.
  }}
  }}
}}<br>
}}<br>
Line 741: Line 705:
{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption= Shikidan
|name= Flowers
|name= Kobun Launch
|linkname= Flowers
|linkname= Kobun Launch
|input= {{dp}}+{{p}} {{airok}}
|input= {{dp}}+{{p}}
|input2=
|input2=
|data=
|data=
Line 758: Line 722:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Throws a flower bouquet into the air and it slowly floats down.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 765: Line 729:
|image=  
|image=  
|caption=  
|caption=  
|name= Summon Rockball Power-Up
|name= Bonne Strike
|linkname= Summon Rockball Power-Up
|linkname= Bonne Strike
|input= {{qcf}}+{{k}}
|input= {{qcf}}+{{k}} {{airok}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 780: Line 744:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent. Rockball is very useful both to help stop rushdown and to set up better trapping/zoning.
  |description= Mash attack buttons for more hits.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image=
|caption=
|name= Summon  Leaf Shield Power-Up
|linkname= Summon  Leaf Shield Power-Up
|input= {{qcb}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= The Leaf Shield forms around you and serves as one-hit full armor. You can then fire it straight-forward (in the air as well) using QCB+P (weapon activation), and can do up to 6 non-chipping hits. The Leaf Shield goes away after about 5 seconds even if not fired.
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Summon  Tornado Hold Power-Up
|linkname= Summon  Tornado Hold Power-Up
|input= {{dp}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= The Tornado Hold OTGs. It does no damage if blocked. It can cancel some projectiles. LP does a close range Tornado, the FP does it farther away. The spacing is obviously very important.
}}
}}<br>


=== Hyper Combos ===
=== Hyper Combos ===
{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption= Chuushoku Rush
|name= Hyper Roll
|name= Lunch Rush
|linkname= Hyper Roll
|linkname= Lunch Rush
|input= {{qcf}}+{{lp}}{{hp}} {{airok}}
|input= {{qcf}}+{{lp}}{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 847: Line 768:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Hyper Roll is pretty much her only useful super, but it's simply a nerfed non-chipping version of Hyper Mega Man.
  |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>


Line 854: Line 775:
|image=  
|image=  
|caption=  
|caption=  
|name= Beat Plane
|name= King Kobun
|linkname= Beat Plane
|linkname= King Kobun
|input= {{qcb}}+{{lk}}{{hk}}
|input= {{qcb}}+{{lp}}{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 869: Line 790:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=Roll's Beat Plane cannot be started from the air - it is ground only, for no good reason. You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Ending it by moving to the far side of the screen as close to the ground as possible is usually the safest. You can counter an anticipated guard cancelled punishment by putting spaces between the bullets. You can be hit out of the Beat Plane by almost any move, and it does not have invulernable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him.
  |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.
 
Mash kicks for bombs, punches for bullets, can move plane in any direction.
  }}
  }}
  }}<br>
  }}<br>
Line 879: Line 798:
|image=  
|image=  
|caption=  
|caption=  
|name= Rush Drill
|name= Hyper Lunch Rush
|linkname= Rush Drill
|linkname= Hyper Lunch Rush
|input= {{qcf}}+{{lk}}{{hk}}
|input= {{a1}}{{a2}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 894: Line 813:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Mash to drill faster, can move forward/backward or jump. The drill is invincible once started. It also has very bad start-up and recovery.
  |description= Only available with the A Throw assist. The rush always happens regardless of if the gun hits.
  }}
  }}
  }}<br>
  }}<br>
Line 903: Line 822:
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}.


[[Image:Mvc2-roll.png]]
[[Image:Mvc2-tron.png]]




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

Revision as of 18:17, 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

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief