Introduction
Tron is the daughter and heiress to the Bonne family of sky pirates. She appears in the Megaman Legends games, where she is a sort of rival character, and occasional comic relief. She also had her own spinoff game, The Misadventures of Tron Bonne. Tron is a mechanical whiz who can quickly construct robots and machines for a variety of purposes. In this game, her mechanical skill is seen through the army of tiny (and sometimes large) Servbots she commands, as well as her piloted mech suit, The Gustaff.
In UMvC3, Tron is an aggressive rushdown character who bullies her way towards opponents with powerful normals like her j.5H. Although she has several long-range and projectile attacks, these are primarily used to extend combos or support her primary goal of approaching the opponent to open them up with a throw or high/low mixup. Her command normals give her some unique advantages, such as 6H Boulder Bomb's ability to nullify enemy projectiles. Using Beacon Bomb (236X) she can place opponents in a special, lengthy capture state which greatly expands her combo potential.
Strengths | Weaknesses |
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Tron | |
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Character Data | |
Health | 1,200,000 |
Ground Magic Series | Stronger |
Air Chain Combo Limit | Three |
Forward Dash Duration | 34 frames |
Backdash Duration | 42 frames |
Jump Duration | 43 frames |
Superjump Duration | 81 frames |
Walljump? | No |
Doublejump? | No |
Airdash? | 2-Way |
X-Factor Damage Boost (1/2/3) | 35% / 60% / 85% |
X-Factor Speed Boost (1/2/3) | 5% / 10% / 15% |
Minimum Damage Scaling (Normals, Specials) | 15%, 30% |
Minimum Damage Scaling (Hypers) | 40% |
Minimum Damage Scaling (X-Factor) | 35% |
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
25,000 x6 | 33 | 14(1)2 | 110, 80 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Servbot Surprise. Tron dashes forward, crossing roughly half of fullscreen distance while attacking with her drill. |
Damage | Startup | Active | Recovery |
---|---|---|---|
25,000 x5 | 36 | 20 | 109, 79 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Servbot Surprise. Tron fires the Gustaff's flamethrower, creating a short burst of fire. The fire completely destroys any Low or Medium priority projectiles that come into contact with it. Gustaff Fire has short range, but it has a good amount of total active frames. It is good for keeping opponents locked down in combos or blockstrings. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x2 + 70,000 | 38 | 5(16)1 | 113, 83 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Servbot Surprise. Tron picks up a chunk of the stage and throws it at forward. The attack is split into two parts:
|
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 7 | 3 | 12 |
On Hit | On Block | Guard | Properties |
+1 | -1 | Mid | - |
Slow by L attack standards. 5L actually extends Tron's hurtbox further than its own hitbox, making it very vulnerable to getting stuffed by most attacks. |
Damage | Startup | Active | Recovery |
---|---|---|---|
25,000 x4 | 9 | 8 | 29 |
On Hit | On Block | Guard | Properties |
-10 | -13 | Mid | - |
Hits four times. 5M is only slightly slower than 5L, has a much better hitbox, and is easy to hitconfirm from. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 15 | 30 | 31 |
On Hit | On Block | Guard | Properties |
- | -38 (!!) | Mid | ![]() ![]() |
Tron rotates her robot as many times as she can before getting dizzy. Her arms constantly swing around on both sides, with very long range and a high number of active frames. Additionally, the active frames of this attack destroy Low and Medium Priority projectiles that come into contact with it. Pops opponents into the air and slightly backwards on hit, which can cause a chained 5S to whiff at the outer edge of its range. This can be mitigated by canceling into 421M Bonne Strike to close the distance. Despite swinging around several times, 5H can only actually hit an opponent once. This means that 5H is catastrophically unsafe on whiff or block, unless canceled. If blocked, your best cancel option to save yourself is 6H, which is plus on block, difficult to interrupt, and resistant to being pushblocked due to its range. You can't chain 5H into 6H on whiff, so your only real cancel choice is Bonne Strike (421X). Outside of combos, it is almost always better to use j.5H over the grounded version. It shares the great range, cross-up potential, and projectile destroying properties, but allows Tron to stay mobile and can land-cancel its recovery. |
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 x6 | 8 | 13 | 18 |
On Hit | On Block | Guard | Properties |
-5 | -7 | Low | - |
Hits up to six times, although some hits will whiff from the outer edge of its range. Tron produces a saw from the foot of her mech, and attacks near the ground with it. A fast (by Tron's standards) Low attack for pressuring the opponent. |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 11 | 5 | 19 |
On Hit | On Block | Guard | Properties |
-3 | -6 | Low | - |
Tron attacks with a weird yo-yo thing I guess. Has good range and is very disjointed. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 x4 | 11 | 9 | 16 |
On Hit | On Block | Guard | Properties |
- | +4 | Low | ![]() ![]() ![]() ![]() |
Tron sweeps the ground with her mech's propeller(?). Hits on both sides of Tron up to four times. During this attack, Tron can be steered slightly left or right by holding the stick in the respective direction, allowing her to manually readjust her spacing. This is Tron's only OTG-capable attack. It can be chained on hit or block into 6H, but is otherwise uncancelable. At very early stages of Hitstun Deterioration, |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 8 | 5 | 38 |
On Hit | On Block | Guard | Properties |
Launch | -20 | Mid | ![]() ![]() |
Tron strikes the ground, creating a small shockwave that covers the space right in front of her, and launches on hit. Is quite fast, making it easy to combo into, but very unsafe if blocked. |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 per hit | 8 | 13 | 18 |
On Hit | On Block | Guard | Properties |
-5 | -7 | OH | - |
Attack similar to Tron's 2L, but airborne. Can hit up to three times. Can work as an Instant Overhead against Big Body characters, or against normal-sized characters when set up via Fuzzy Guard, but converting this hit is difficult without assists. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 9 | 5 | 21 |
On Hit | On Block | Guard | Properties |
+17 | +13 | OH | - |
Tron swings a front loader(??) forward. Has extremely long horizontal reach and a good amount of disjoint, but does not cover the area below or behind Tron at all. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 15 | Until grounded | 3 |
On Hit | On Block | Guard | Properties |
- | +12 | OH | ![]() |
Tron spins rapidly with her arms outstretched. This move is very similar to her grounded 5H, but has several advantages. Tron will not stop spinning until she returns to the ground (although the attack can still only actually hit a target once). She continues to move through the air on her current jump arc while attacking, allowing her to remain mobile while attacking. Instead of having 5H's immense amount of recovery, Tron only faces a very short recovery window upon landing, and she is actually at frame advantage if a grounded opponent blocks this attack. Causes an enormous amount of hitstun, but does not actually force a True Soft Knockdown. It can be airteched at higher levels of Hitstun Deterioration. Box Dash j.5H - along with Box Dash j.5S - is one of Tron's best options in neutral and a central part of her gameplan. The attack has huge range and is difficult to challenge, leads into pressure on block or starts a full combo on hit. It also can hit very deep as a cross-up. |
Damage | Startup | Active | Recovery |
---|---|---|---|
100,000 | 17 | 4 | 30 |
On Hit | On Block | Guard | Properties |
- | +15 | OH | ![]() ![]() |
Tron performs a massive downward swipe, covering the area above, in front of, and below herself. j.5S is a strong neutral option that trades some of j.5H's horizontal reach and cross-up potential for a vertically taller hitbox. Besides its standard use as an Air Combo Finisher, Tron's j.5S causes a Ground Bounce if it hits outside of a Launcher combo, against both grounded and airborne opponents. This gives Tron a very strong, consistent tool for converting air-to-airs into full combos, and can also be used mid-combo as an extension tool. Keep in mind if you open a combo with raw j.5S, you will not have your Ground Bounce available later in the combo, and may need to use a different route. |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
25,000 x5 | 12 | 20 | 17 |
On Hit | On Block | Guard | Properties |
-3 | -6 | Mid | ![]() ![]() ![]() |
Tron fires the flamethrower on the front of her mech, creating a short-range burst of fire with a slight upward arc. Has a decent hitbox that is fully disjointed, and destroys Low and Medium Priority projectiles on contact. If any of 6M's five hits make contact - hit or block - then the move's recovery can be jump-canceled. 6M can not be chained into H normals, but it does chain into 5S, and it can be special-canceled. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 x2 + 90,000 | 15 | 5(15)1 | 21 |
On Hit | On Block | Guard | Properties |
+4 | +1 | Mid | ![]() ![]() |
Tron picks up a chunk of thee stage and throws it forward. The attack is split into two parts:
6H is important for Tron's pressure and offense, as it is plus on block, and can be canceled into from any of Tron's grounded normals to give them better frame advantage for very little risk. It is also the only cancel option from 2H, Tron's only OTG-capable attack, and so it is regularly featured in combos as well. |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 33 | 16 | 17 | |
On Hit | On Block | Guard | Properties | |
- | +5 | Mid | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
60,000 | 43 | - | 16 | |
On Hit | On Block | Guard | Properties | |
- | +6 | Mid | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
70,000 | 33 | - | 17 | |
On Hit | On Block | Guard | Properties | |
- | +5 | Mid | ![]() | |
Tron shoots a marker pellet. If it hits an opponent, they are placed in a Capture state - grounded or airborne - where Servbots appear and hold the target in place.
Beacon Bomb is difficult for Tron to combo into by herself due to its lengthy startup, and it has poor durability to throw out in neutral. However, if Tron does land the shot, she essentially gets a free hit and combo extension with the attack of her choice. Connecting Beacon Bomb is the easiest way for Tron to combo into her powerful Servbot Surprise hyper. It can also be used to set up air resets, cover Hard Tags to another character, or both. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
20,000 x3 ~ x7 + 30,000 | 9 | 8 ~ 20(1)2 | 18 | |
On Hit | On Block | Guard | Properties | |
- | -7 | Mid | ![]() ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x5 ~ x10 + 30,000 | 9 | 14 ~ 29(1)2 | 18 | |
On Hit | On Block | Guard | Properties | |
- | -7 | Mid | ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x7 ~ x14 + 30,000 | 9 | 20 ~ 41(1)2 | 18 | |
On Hit | On Block | Guard | Properties | |
- | -7 | Mid | ![]() ![]() | |
Tron charges forward while attacking with a drill. Higher button strengths travel further and hit additional times. The attack can also be mashed to increase the hit count, if desired, but this usually costs more damage due to scaling than gained from the hits themselves. The final hit of this attack pops opponents slightly into the air, allowing Tron to usually link a normal attack afterwards to continue the combo. Bonne Strike is useful for converting hits at the outer range of her larger normals, as it will close the distance and allow Tron to consistently connect her 5S attack. On block, this attack is very slightly unsafe, but this can be compensated for with an assist call, allowing Tron to advance forward safely. |
L (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
20,000 x3 ~ x7 + 30,000 | 13 | 8 ~ 20(1)2 | Until Grounded+7 | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
M (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x5 ~ x10 + 30,000 | 13 | 14 ~ 29(1)2 | Until Grounded+7 | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
H (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
20,000 x7 ~ x14 + 30,000 | 13 | 20 ~ 41(1)2 | Until Grounded+7 | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
Air version of Bonne Strike. It is almost identical to the grounded version, but with slightly slower startup. When done very low to the ground, it recovers faster than grounded Bonne Strike, and can even be plus on block if Tiger Knee'd (4217X). However, it has terrible recovery when done higher in the air, leaving Tron vulnerable until after she reaches the ground. Instant Air Bonne Strike has enough advantage on hit that - against smaller characters - it links into itself for an infinite. This infinite is not practical in terms of difficulty but is technically possible. |
Damage | Startup | Active | Recovery |
---|---|---|---|
70,000 | 18 | - | 37 |
On Hit | On Block | Guard | Properties |
-12 | -15 | Mid | mashable, Priority: Low, Durability: 5 |
Tron launches a Servbot up into the air, which then falls back down to the ground. While both rising and falling, the Servbot is an active projectile that can be used as a zoning tool.
If another regular attack button is pressed during this move, Tron will fire an additional Servbot of the corresponding strength. Tron can fire up to three Servbots in a chain before having to recover, which can improve the coverage of the attack by firing the L, M and H versions in sequence. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
120,000 (4 hits) | 5 | 1 | 41 | |
On Hit | On Block | Guard | Properties | |
- | - | Throw | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
165,000 (7 hits) | 3 | 1 | 43 | |
On Hit | On Block | Guard | Properties | |
- | - | Throw | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
210,000 (10 hits) | 1 | 2 | 44 | |
On Hit | On Block | Guard | Properties | |
- | - | Throw | ![]() | |
Tron's command grab. L version is slowest but has longest range. H version is 1frame startup but has range comparable to a normal throw. On a successful throw, Tron chucks the opponent far away. Midscreen, it is possible to pick up with quick plinkdashes or wavedashes and OTG with 2H. If thrown into the corner, a 2H OTG is easy with no dashes required. Despite being a command throw, this move does not apply the grab penalty. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 + 10,000 x40 | 10+6 | - | 83 |
On Hit | On Block | Guard | Properties |
- | -61 | Mid | Invuln until frame 10, ![]() ![]() ![]() |
Tron fires her gun forward, similarly to Beacon Bomb. If it hits an opponent, they are popped high into the air, and a stampede of Servbots are summoned. Ideally, the opponent will then land on the Servbots, taking heavy damage from them. This is Tron's standard combo ender. So long as the initial shot hits the opponent, the stampede will occur even if Tron DHCs out or cancels the hyper with X-Factor. This gives Servbot Takeout some unique combo utility, as it can be DHC'd to a hyper that is particularly fast or does not hit, such as Dante's Devil Trigger or Thor's Mighty Punish. The next character can then continue to combo the opponent while they are being hit by Lunch Rush. If the initial shot whiffs, this hyper can not be X-Factor canceled, although it can still be DHC'd on whiff. This hyper does have frame 1 invincibility, but it only lasts until the super flash. Attacks which are overlapping Tron during the super flash will hit her out of the remainder of the startup, and can not be avoided even with a DHC or X-Factor activation. |
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 x10 ~ x19 | 6+24 | - | 95 |
On Hit | On Block | Guard | Properties |
- | +24 | Mid | Invuln frames 4-7, ![]() |
Tron gives a command to her Servbot buddy, causing it to become massive and start swinging its hammer. The Servbot is active for 10 frames while growing, has a 22 frame gap, then swings its hammer for 65 frames. This hyper has very lengthy startup, mainly post-flash, which makes it hard to combo into. 5H/j.5H can combo into it when juggling at specific heights, and Beacon Bomb can hold an opponent in place long enough. As a reward for connecting it, King Servbot does very high damage by level 1 hyper standards, totaling to 376,800 fully mashed base damage. It also has enormous frame advantage, allowing Tron to continue to combo after the hyper, potentially landing a second King Servbot or another hyper for even higher damage. King Servbot is also massively plus on block, and can be used as a pressure tool, especially against cornered or oncoming opponents. It is considered an assist-type attack, so pushblocking King Servbot does not move Tron nor the Servbot, forcing the opponent to take the hits and also any follow-up pressure that Tron performs. |
Damage | Startup | Active | Recovery |
---|---|---|---|
440,000 ~ 490,000 | 6+0 | 3 | 43 |
On Hit | On Block | Guard | Properties |
- | - | Throw | Invuln until frame 9, ![]() |
Hyper version of Tron's command grab, gains invulnerability up through the active frames and has great range. On a successful grab, Tron deals heavy damage to the opponent, ending in a Hard Knockdown. Unfortunately, Tron does not get a combo off this grab, only the up-front damage. During the cinematic, the hyper can be "mashed" by spinning the stick. You do not need to actually spin the stick, only rapidly input different directions. Note: From some basic testing, it seems like only Left/Right inputs matter in terms of adding damage to the hyper. It seems like the easiest way to get max damage is to rapidly alternate 4646464646464646 inputs, rather than spinning or churning the sick. Needs more testing later maybe. |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Tron picks up the opponent and tosses them some distance away. Can be picked up fairly easily by wavedashing/plinkdashing up to the opponent and connecting an OTG 2H. If throwing an opponent into the corner, Tron can link 5L before they hit the ground to avoid having to OTG at all. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Tron picks up the opponent and tosses them some distance away. Can be picked up fairly easily by wavedashing/plinkdashing up to the opponent and connecting an OTG 2H. If Tron still has her airdash, it is possible to airdash after an airthrow and catch the opponent with a falling j.5M before they hit the ground. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 30 | 31 |
On Hit | On Block | Guard | Properties |
- | -38 | Mid | Snapback |
Animation and hitbox based on 5H. Note that it shares 5H's enormous active frame count and recovery, but does not have the cancel options of a regular 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | - | 23 | 34 |
On Hit | On Block | Guard | Properties |
- | -16 | OH | ![]() |
- |
Team Position
Tron is typically chosen as a Point character, since assists are very important for her gameplan. She has limited movement, a large hurtbox that makes her an easy target, and no armor. Assists can be utilized to cover her approach, such as being called alongside a box dash j.5H to prevent the opponent from anti-airing or running away. Additionally, Tron needs assists if she wants to effectively combo into some of her slower attacks, such as Beacon Bomb (236X) and Servbot Surprise (623XX). Tron also excels at setting up DHCs for other characters, as both of her level 1 hypers will continue to hit for full damage even if she DHCs out, so long as the first hit connected.
Notable Synergies
Thor: Although Thor's assists are slow, they last for a significant amount of time. This allows for Tron to combo or confirm into some of her slower attacks, such as j.5S or Beacon Bomb (236X). Might Spark in particular is a great assist for Tron, and she can call it freely while abusing box dash j.5H to approach nearly uncontested. Tron and Thor also have some unique and very powerful DHC synergy. If Tron DHCs Servbot Takeout (236XX) into Thor's Mighty Punish (63214XX), Thor whiffs and recovers quickly. Combined with the extremely lock duration of Tron's hyper (which continues after the DHC), Thor has time to cast several instances of 236H. Not only does Mighty Spark do great damage by itself, the initial hits of each cast are unaffected by damage scaling. This two-bar DHC combo deals significantly more damage than canceling into a standard hyper for its damage alone.
Players to Watch: Abegen (Tron/Thor/She-Hulk)
Haggar: Lariat is a powerful assist, especially for slower rushdown characters such as Tron. Haggar's invincible lariat will discourage opponents from pressing buttons against her, letting Tron run her high/low/throw offense with less risk. Lariat also juggles long enough for Tron to use it for extensions in her standard 2H > 6H OTG sequence. This shell also has a unique interaction involving Tron's Beacon Bomb. Since Beacon Bomb causes a long, fixed duration capture state on opponents, it gives her time to hard tag Haggar. Haggar can approach the opponent just as they recover from Beacon Bomb, and then scoop them out of the air with his command grab, leading to a guaranteed reset.
Players to Watch: Walrus (Tron/Haggar/Shuma)
Other Players to Watch: SurgingStorm (Tron/Nova/Doom), Kobun (Magneto/Tron/Wesker), Puma (Tron/Dorm/Magneto), Rikir (Tron/Dante/Arthur), Churro (Tron/Frank/Vergil), Ketsui (Tron/Frank/Morrigan), DirectJab (Tron/Iron Ma/Strange)
Combos
Solo Combos
= Ground Confirms
Tron BnB Combo Guide by Alrikir
5L > 2M > 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, dash up, 2H > 6H xx 421H (mash H) xx 236XX (699,000 for 1 bar, builds 0.95 bars of meter)
Video Timestamp. Simple BnB off grounded starter.
5L > 2M > 6H xx 421H, 5L > 5M > 6M jc. j.5M > j.5H > j.5S, land, 5M > 6M jc. j.5H > j.5S, land, 236H, jump, j.5H, land, 5H xx 623XX, 5H xx 421H (mash H) xx 236XX (930,000 for 2 bar, builds 1.55 bars of meter)
Video Timestamp. Gustaff Jump loop as a more advanced BnB route. Also shows the standard way to combo into King Servbot for a post-hyper extenstion. The initial H Bonne Strike will drop against smaller body characters. Use L Drill against them, which deals slightly less damage but won't drop.
5L > 2M > 5H > 5S sjc. j.5M (delay)> j.5M > j.5H, land, 5H xx 623XX, 5H > 5S sjc. j.5H xx j.421H (Mash H) (777,000 for 1 bar, builds 1 bar of meter)
Video Timestamp. Corner only relaunch using the very high hitstun of j.5H.
Jump-In / Box-Dash Combos
j.5S, land, 236H, jump, j.5M > j.5M > j.5H, rejump, j.5M > j.5M > j.5H xx j.421H, land, 5H xx 421H (mash H), xx 236XX (706,800 for 1 bar, builds ~0.95 bars of meter)
Video Timestamp. Confirm route off the Ground Bounce of a raw j.5S into a jump loop.
j.5S, land, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, dash up, 2H > 6H xx 421H (mash H) xx 236XX (740,000 for 1 bar, builds ~0.95 bars of meter)
Video Timestamp. Alternate combo off raw j.5S. Confirming into 5H is easier than confirming into 236H, and this route does more damage.
j.5H, land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, dash up, 2H > 6H xx 421H (mash H) xx 236XX (707,000 for 1 bar, builds ~0.9 bars of meter)
Video Timestamp. Basic combo off a box-dash j.5H.
j.5H xx j.421H, land, 5M > 6M jc. j.5M > j.5H > j.5S, land, 5M > 6M jc. j.5H > j.5S, land 236H xx 623XX, 5H xx 623XX, 5H xx 421H (Mash H) (842,700 for 2 bars, builds ~1.25 bars of meter)
Video Timestamp. Confirm box-dash j.5H into air Bonne Strike for better damage options. Also shows off double King Servbot setup in the corner.
j.4217H (instant air Drill), land, 5M > 6M jc. j.5M > j.5H > j.5S, land, 5M > 6M jc. j.5H > j.5S, land, 236H xx 623XX, 5H xx 623XX, 5H xx 421H (mash H) (747,000 for 2 bars, builds 1.25 bars of meter)
Video Timestamp. Tiger Knee Bonne Strike is a strong pressure tool, so learn at least a basic combo route off the hit.
Anti-Air / Air-to-Air Routes
236H (Anti-Air), jump, j.5M > j.5M > j.5H, rejump, j.5M > j.5M > j.5H, rejump, j.5M > j.5M > j.5H, land, 5M > 6M jc. j.5H > j.5S, land, 236H xx 623XX, 5H xx 623XX, 5H xx 421H (mash H) (957,000 for 2 bars, builds ~1.4 bars of meter)
Video Timestamp. If you catch an opponent out of the air with H Beacon Bomb, you get an extended jump loop for very high damage.
j.5M (Air-to-Air) > j.5H > j.5S, land, 5M > 6M jc. j.5M > j.5M > j.5H > j.5S, land, 5M > 6M jc. j.5H > j.5S, land, 236H xx 623XX, 5H xx 623XX, 5H xx 421H (mash H) (891,000 for 2 bars, builds ~1.3 bars of meter)
Video Timestamp. Air-to-Air Confirm into jump loops
6M (Anti-Air) jc. j.5M > j.5H > j.5S, land, 5M > 6M jc. j.5M > j.5H > j.5S, land, 5M > 6M jc. j.5H > j.5S, land, 236H xx 623XX, 5H xx 623XX, 5H xx 421H (mash H) (816,000 for 2 bars, builds ~1.4 bars of meter)
Video Timestamp. Convert Anti-Air Gustaff Fire into jump loops.
Throw / Command Grab Routes
(Ground throw into corner), 5L > 2M > 5S sjc. j.5M (delay) > j.5M > j.5H, land, 5H xx 623XX, 5H > 5S sjc. j.5H xx j.421H (mash H) (613,000 for 1 bar, builds 1 bar of meter)
Video Timestamp. Tron can catch an opponent with a 5L before they reach the ground if she throws into the corner.
(Ground throw midscreen), dash twice, 2H > 6H xx 421M, 5L > 5M > 6M jc. j.5H > j.5S, land, 236H, jump, j.5H, land, 5H xx 623XX, 5H xx 421H (mash H) xx 236XX (745,000 for 2 bar, builds 1.15 bars of meter)
Video Timestamp. Midscreen throw combo.
(Airthrow), airdash j.5M > j.5M, rejump, j.5M > j.5M > j.5H, land, 5M > 6M jc. j.5H > j.5S, land, 236H, jump, j.5H, land, 5H xx 623XX, 5H xx 421H (mash H) xx 236XX (748,000 for 2 bar, builds ~1.15 bars of meter)
Video Timestamp. Airdash conversion off airthrow. This can be very difficult to land depending on positioning, so it may be more practical to go for an OTG pickup instead, but this is more damaging if you can land it.
63214X (into corner), 2H > 6H, 5L > 5M > 6M jc. j.5H > j.5S, land, 236H, 5H xx 623XX, 5H xx 421H (mash H) xx 236XX (807,000 for 2 bar, builds ~1.15 bars of meter)
Video Timestamp. Basic combo off command grab in the corner. Damage given is for H mixer.
X-Factor Combos
TBW
Sample Team Combos
Various assist combo showcase by Alrikir
Tron/Thor/She-Hulk Standard Combos
Tron/Thor/She-Hulk Command Grab combo
Tron/Frank/Dante
Tron/Frank Level-Up Combo Second Tron/Frank Level-Up Combo
Alternate Colors
Color 1 | Color 2 | Color 3 | Color 4 | Color 5 | Color 6 | Alt Color |
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