Marvel Vs. Capcom 2: In-depth Tron Bonne FAQ ----------------------------------------------------------- Updates and Revisions: ----------------------------------------------------------- v. 1.0 by Hoe Muffin, 5/21/00 (v. 0.5) Completed Preliminary FAQ. 6/20/00 (v. 1.0) Changed Tron's Assist info, added section 8, drastic additions to sections 10 and 3. Plus a bunch of other random additions. ----------------------------------------------------------- Warning: Everything here has been researched and used by Hoe Muffin (Jason Tang). PLEASE don't quote or post any part of this FAQ without e-mailing me first. This FAQ can NOT be sold, printed, or be incorporated into another FAQ without my expressed permission. Please send any questions, suggestions, comments and complaints too: poontanger@hotmail.com ----------------------------------------------------------- ----------------------------------------------------------- Table of Contents: 1. Legend 2. Purpose of the FAQ 3. Why Use Tron? 4. Moves you NEED to Know 5. Other Moves (Coming Soon) 6. Overcoming Tron's Weaknesses 7. Tron's Strategies 8. Tron's Assists 9. Character's That Go Well With Tron 10. Tron's Combos 11. Upcoming Revision Plans 12. Special Thanks ----------------------------------------------------------- ----------------------------------------------------------- Legend: I am assuming that the reader has some general familiarity with the MvC2 game system, so I'll just put down my conventions: U- Up UF- Up-forward UB- Up-back D- Down DF- Down Forward DB- Down Back B- Back F- Forward QCF- Quarter Circle Forward (D, DF, F) in a continuous motion. QCB- Quarter Circle Back (D, DB, B) in a continuous motion. DP- Dragon Punch Motion (F, D, DF) in a continuous motion. XX- Cancel into (i.e. interrupt during move) OTG- Off the Ground ----------------------------------------------------------- ----------------------------------------------------------- Purpose of this FAQ: This FAQ is not intended to be a stand-alone Tron Bonne FAQ. I won't be teaching you the basics of how to use Tron, Khaotika and Sailor Bacon both have EXCELLENT guides on how to use her. I'm going to attempt to teach you folks some more complicated strategies using Tron. I'm assuming basic knowledge of the MvC2 system, and basic understanding of Tron's moves. I'm going to break down this FAQ into 3 sections: First, I'll deal with Tron's Strengths. Then I'll cover her weaknesses, then I'll finish it all off with different playing styles. I might add an appendix later of useful combos and characters I think she meshes well with. ----------------------------------------------------------- ----------------------------------------------------------- Why Use Tron? So, why should anyone ever use Tron? Well, there are a bunch of different reasons, and here they are: 1. She's Unpredictable 2. She's Tough 3. She's Mobile 4. She's got cute little Kobun Workers 5. She's got great regular/special moves 6. She is VERY flexible. 7. She builds your Super Meter FAST. 8. She's got MUCHO High-Damage Supers. Of course, you have to take the good with the bad, and here are some of the problems she faces: 1. Her supers are not "easy" to connect with, ala Photon Cannon 2. She doesn't really have any good anti-air. 3. Like all big guys, she's slow. 4. She doesn't really have aerial dominance. 5. Some of her moves have MAD lag time. I'm now going to present an in-depth grade for Tron, covering aspects that I find to be absolutely vital in MvC2. Offensive Grades: Normal Attacks: Tron has a ton of quick, damaging normal moves that have great priority. Her 2 hit links are an important aspect of her game, and they do have LONG stun times to boot. Most people are surprised by how much damage she does… never underestimate her! The only problem she has is her horrendous lag after a good deal of her moves. This can potentially leave her wide open for many painful supers. -Final Grade: B+ Special Attacks: Let's start off with the bad. The radar guns are, by and large, fairly useless (even in combos, there are just better things you can do). The kobun launcher, while extremely effective, can only be used in situational circumstances, and takes practice to get used to. However, Tron has one of THE best moves in the game: The dreaded Bonne Strike. You'll see why later… -Final Grade: A (C+ w/o the Bonne Strike. Its that good) Super Attacks: Welcome to a world of pain. Tron's supers aren't quite as abuseable as Cable's, but they do a TON of damage and are fairly easy to combo into. Hideous lag if you blow it though… -Final Grade: B+ Predictability: Yeah right… As I mentioned in her strengths, Tron is an absolute nightmare to defensive players and pixies. In the hands of a good player, your opponent will have no CLUE what's going on. Learn to love it ^_^. -Final Grade: A Versatility: Tron can handle just about everything thrown at her. The speed of the Bonne Strike and Tron's general agility (thanks to the air dash) helps her to take on pixies and beamers. The fact that she takes 90% damage AND does a ton of damage in quick several hit combos makes her a nightmare for big guys (Kiss that super armor goodbye!). -Final Grade: A Defensive Grade: Ground Defense: Very good, thanks mainly to the handy dandy Bonne Strike. It punishes helpers, and it comes out almost instantaneously. Fun for the whole family. Tron's got a good launcher, and a useful projectile to keep people away. Just watch out for the lag after her moves. -Final Grade: A- Air Defense: Yuck… this is Tron's weak point. Her launcher is a pretty shoddy anti-air (Lots of horizontal range, but it seems to have crap vertical/air priority). Her flame-thrower is a medium, so it doesn't help. Her standing fierce is going to get you mauled if you miss. The standing roundhouse is handy enough, but only if the opponent is at a distance. I'll go over ways to deal with this later. -Final Grade: C+ Stamina: By Stamina, I don't just mean damage tier, but also how often Tron takes hits. If you look at a character like Doom, he's "bitch size", meaning pretty much any combo will work on him. Tron has the interesting property of being VERY heavy and pretty small at the same time (vertically, she's big horizontally). Which is handy. Tron is one tough cookie, due to her unpredictability, she's pretty darned hard to hit. If you're a moron and use her standing fierce when your opponents a million miles away from you, you're screwed anyways. Play her smart, and you'll find that she can last a LONG time. -Final Grade: C (if you're an idiot) A (if you know what you're doing) Misc.: Assist: Her beta assist sorta blows chunks unless you REALLY need anti- air, but her gamma and alpha assists are very useful. If you've got defensive characters on your team, use the alpha. If you've got an offensive minded team, gamma works wonders for dialers, and alpha abuses turtlers. Just remember: Tron's going to be out there for a LONG time, so cover her. You've got to be intelligent using her assists… sorry boys and girls, no icebeam assists here. -Final Grade: B ----------------------------------------------------------- ----------------------------------------------------------- Moves You NEED to Master to Beat Ass: Tron has several bread and butter moves that you MUST master if you want to use her well at all (and you do, don't you?). Bonne Strike (QCF+K) This is, without a doubt, the best move in Tron's many and varied arsenal. This move should be your bread and butter, for many different reasons. First off, its fast and does good damage. Secondly, it can do good block damage. Thirdly, it gets you places in a hurry. Great priority too... only bad point? The lag at the end of the move. Tron has a slow walk, and a fairly pitiful ground dash, so the strike makes up for it. In general, use the short strike as a method of transport, quick strikes out of nowhere, and use the roundhouse strike in combos. In fact, NONE of your combos (at least, none of your non-hyper linked combos) should end WITHOUT a Bonne Strike. If they do, then find a way to tag this baby on. One of the lesser-known functions of this move is its use as a helper killer. Thankfully, it drills "past" the block and hits those irritating helpers that try to nail ya. Also, it's fast enough that you can catch certain helpers before they prance off into the distance. It can be done in the air, and when done in the air, the Bonne Strike has an interesting little property: after lag lag is reduced to virtually zilch. What does this mean? Learn to hop/cancel into the strike, and you're going to be a royal pain in the ass. The Aerial Bonne Strike is just a great move, and serves as a good mix up to her.... Air Dash (F,F, in the air) Learn to love this move... for an air dash, it moves Tron pretty far and pretty fast, great for getting yourself out of corners or tricking people who try to nail you with an anti-air. Also, VERY good for crossup helper assists. For example, let's say you have venom as a helper. Summon Venom, leap towards your opponent, then instead of attacking AIR DASH so that you are behind your opponent, then hit fierce. You'll do Tron's spinning arm thingy, which is usually enough to trick your opponent (he'll probably still be blocking venom). He'll eat your fierce and Venom, which is pretty damned irritating :). This move, if done correctly, will drive your opponent up the wall. There are numerous times I've had Iceman players call me a cheap bitch with this handy move... don't forget, you can interrupt this with a Bonne Strike for even MORE unpredictable fun. Standing Roundhouse: Tron picks up a rock, and chucks it at your opponent. At close range, it's a two-hitter. At long range, it's similar to Cody's rocks in SFA3. This projectile comes out fast, and does pretty decent damage. More importantly, it helps punish characters that try to jump in and attack you from too far away. This is a perfect attack for Tron's keep-away game, which I will detail later. The greatest thing about this move, however, is the fact that it can be cancelled. What does this mean? Most people will either dash at you or try to beam you when you're picking up the rock. If you're in the "Tron Zone" (I'll go into that later too), interrupt it with the Bonne Strike... they fall for it almost EVERY time. Don't abuse it too much though, most good players will only get hit by it once or twice before making you eat a super. Two-Hit Chains: Basically, Tron has the greatest two hit chains in the game. Short, Short, Jab, Jab, Short, Jab, etc. These moves do a good amount of damage, have decent priority, and all have a "stun" property to them, similar to Jin's fire. This makes our favorite megalomaniac fairly safe from retaliation, AND gives you plenty of time to chain into your supers. These attacks are what make Tron unpredictable, they all have different "timings" and other miscellaneous quirks, check out SBacon's FAQ for more data on that. However, their most important use is for setting up Tron's BEST super: The Lunch Rush (QCF+PP): Ok, first some interesting facts. From what I can gather, when you use the lunch rush, the chef Kobun wearing his hat determines its maximum range. This move is an auto-combo, which makes it very easy to DHC from once it connects. More importantly, it does a TON of damage, and leaves very little recoverable damage. So what's wrong with it? If you've read Khaotika's and SBacon's FAQ, you'll know that IF you miss, you're going to be hurtin'. So, how do you solve this problem? The two hit chains mentioned above. During the stun period, interrupt to the lunch rush and laugh. Crouching Fierce: Tron's all-purpose anti-air/launcher. As far as anti-air is concerned, its pretty shoddy, at least compared to some other characters. Although it looks similar to Doom's crouching fierce, it seems to me (not entirely certain, got to check it out) that its hit effect is much more closely related to Captain Corridor. It does not have a whole lot of horizontal range, but you'd be surprised at how far up it reaches. Get the timing AND range down for this, and you'll have an almost decent anti-air defense for Tron. Also, as I've mentioned earlier, use this as a launcher to start off her aerial rave. Kobun Launch (DP+P): This is one hell of an underrated move. With that being said, there are some darned good reasons why it IS underrated. Its slow and it's pretty darned hard to use as an anti-air. So why use it? Two reasons: Tron's Keepaway game and the Tron Zone. I'll go into much greater depth on how to use this little gem later. ----------------------------------------------------------- ----------------------------------------------------------- Other Moves: (Coming Soon) ----------------------------------------------------------- ----------------------------------------------------------- Overcoming Tron's Weaknesses: I'll deal with these in the same order I've listed them in above. 1. Well... King Kobun can be done to do chip, and Khaotika has written up quite a bit on how to use this bad boy. I've given tips on how to connect with the lunch rush, so that shouldn't be a problem. Just remember this: Tron does NOT need her supers to be effective. Don't try to force supers in just to look flashy/do damage. She does enough damage as it is. If you have a super hungry user (Shuma Gorath, Silver Samurai), then save it for them. Obviously, if the opportunity presents itself, go for it, but if not, just save it up for the other characters. Ideally, you should have an almost 100% connect rate with her lunch rush super, if you're not ABSOLUTELY sure you're going to connect, don't do it. Any skilled opponent will make you hurt big time if you miss. 2. Errr... honestly, the easiest way to deal with this is to get a helper with a good anti-air assist. It'll save you a lot of headaches in the long run. If you don't feel like it, in addition to the moves listed in the vital moves section, use the Bonne Strike. Just hop back, then cancel into the Bonne Strike (I prefer the Short), that usually nails jumpers a good deal of the time. Or just dash underneath them if they're super-jumping. Actually, that IS the best anti-air... if you're not there when they land, they can't hit you :). 3. Use the air dash, use the Bonne Strike, and use her ground dash SPARINGLY. Do this, and you'll basically cover most of her speed problems. 4. If you're going to jump in, try for a crossover over using her J. short--> J. roundhouse air link. Try getting a helper assist to allow you to jump in freely, such as Venom Fang or Viper Beam or what have you. NEVER try to duke it out with people in the sky using your normal attacks. Either use your Bonne Strike or just block. 5. Not much to say here... Tron needs to be played intelligently. If you mash buttons, you're going to die, and die horribly at that. I'll provide more tips on this at the end of this FAQ. ----------------------------------------------------------- ----------------------------------------------------------- Tron Strategies: A WORD TO THE WISE: This section is currently SERIOUSLY under work. Most of this stuff is stream-of-conscience type things, and I have to go back to the DC and Arcade to SERIOUSLY test these out. I'm presenting them to you in a sort of "how-to" way, but I really want to stress that some of the stuff I'm saying here may not be 100% accurate, and severely fluctuates with your opponent. Once I get a more solid idea with what exactly I want to do with this section, I'll modify it as such. Tron Up-Close and Personal: Fairly self-explanatory. With Tron's weird-ass assortment of moves, you want to force your opponent back into the corner, then proceed to chip his or her sorry ass to death. This strat requires at LEAST one type of pressure helper to be used at optimal efficiency (i.e. Venom Fang, Ice Beam). In this case, you'll want to stick with Tron's two hit links to start pushing them back. If any of your hits connect, then interrupt into a Bonne Strike. If your opponent push blocks, summon your helper to STOP your opponent from moving, then Bonne Strike to get close again. You pretty much want to be summoning your helpers non-stop. Work in a throw every now and then if your opponent becomes TOO much of a turtle. This strat works best against Turtlers and Keep-Away folk, it generally gets them very agitated. Your helper's purpose is two-fold: Keep your opponent from retaliating, and nail his helpers if he tries to get some help. This is NOT a strategy you can carry for an entire match, its good in spurts here and then, and is a great confusion tactic. It works well to start off a match as it can really agitate your opponent and prevent him from playing well for the rest of the match. Ideally, you'll be able to pull of one lunch rush super, but the MAIN goal for this strat is NOT to kill your opponent, but to force them to be on the defensive. This is NOT a strat that I would build Tron around, its more of a scrub-cleaner upper, as often times, its just a little too predictable (which is DEFINITELY NOT what you want with Tron). Keep-Away Tron: Basically this move revolves around Tron's Standing Roundhouse and an anti-air helper. You'll be using the standing roundhouse to pelt your opponent form afar, your anti-air helper should prevent them from jumping in. Don't forget to mix up the roundhouse with the Bonne Strike every now and then, plus jump back and use the Bonne Strike to surprise some silly jumper. Keep in mind that Tron's keepaway is a LOT different from Iceman's standard Icebeam until the speakers break "strategy". Let me lay it out to you right now, you aren't going to beat any "real" projectile character using this strat. However, you can cause pixies and combo-mongers a lot of grief. Like the first strat, this is an ANNOYANCE strategy, used to piss of your opponent. Use your Kobun Launcher every now and then to stop folks from just dashing into you. More importantly, if your opponent decides to superjump over you, just dash under him, stop launch a Kobun, then start chucking rocks again. The descending Kobun does a surprising amount of damage, and more importantly, either forces your opponent to super jump again, or stop while you chuck some rocks at him :). Do this a couple of times, and your opponent's going to go berserk and do something REALLY stupid. Which brings us too... The TRON ZONE: Here it is, the secret little strategy that has one me almost ALL of my games with Tron. Where exactly is the Tron Zone? Basically, it starts from midscreen (with the front of Tron's mech being at midscreen) to the range of the Lunch Rush with the back of Tron's mech at midscreen. From here, you're effectively out of the range of most normal attacks, and you can punish anyone who tries to hit you with a Bonne Strike. Now you can finally discover the true power of the Kobun Launcher... Launch those suckers by the dozen, and basically prevent your opponent from either getting to close to you or running away. The main secret to this strat is to basically pressure with a good anti-air/anti-helper assist, with the Kobun launcher, and Tron's various long-range attacks and semi-long range attacks. Obviously, be wary of beam characters, but if you stay a little closer (i.e. out of range of sweeps), the Bonne Strike is often good enough to cover you. Basically, in this zone, your variety of options open tremendously. You can do nasty helper mind tricks, go on a full-scale offensive thanks to Tron's excellent range, play a pseudo-keep away, or just irritate the hell out of your opponent. The Kobun Launcher does good chip, and it is out for a LONG time, so if your opponent gets to jumpy, he'll either get hit, block it (allowing you to punish him/her) or get out of its range, keeping them in the Tron Zone. The most important part of this zone is that YOU have to keep the opponent guessing, preferably by being incredibly aggressive... most players automatically turtle up when they're confused... and you have to exploit that. Even if all you do is chip, your goal is to f**k with your opponent's mind. Keep them edgy and irritated, and NEVER let them get comfortable. ----------------------------------------------------------- ----------------------------------------------------------- Tron's Assists: Alpha/Throw Assist (Lunch Rush Super): Tron jumps in, and throws your opponent. This is my personal favorite, due to its incredible priority and the fact that it can set up some pretty mean combos. Also quite useful versus Turtlers, and also quite useful against hyper-aggressive combo freaks. She's invincible up to the point of the throw, and her throw is great for surprising people. Just don't overuse it... Tron is left VERY vulnerable if you miss. Note that the Lunch Rush sends out Kobun's regardless of whether you connect or not. Beta (King Kobun Super): Flame Thrower, "freezes" your opponent, good for setting up combos. Don't really like this one all that much, though it has its uses as an anti-air. King Kobun IMO doesn't work quite as well in a team super as Tron's Lunch Rush. Still, it has fairly decent range. Gamma (King Kobun Super): Tron jumps out and uses a wierd ass sonic attack. Also has a stun property, though it lasts longer then the flame-thrower. Not too bad, good for confusion tactics and setting up hard to connect supers. Surprisingly useful as a crossover, since it usually goes "past" the block, and can be used to help set up things for dialers. OK, in an earlier incarnation of this FAQ, I said that Tron's assists weren't that hot… I was wrong. Her Gamma assist is MEAN, it's basically a short range molecular shield. With some practice, you'll be able to use it to "combo into" supers… ----------------------------------------------------------- ----------------------------------------------------------- Characters that Go Well With Tron: In order to determine which character's go well with Tron, we'll take a look at what we're trying to accomplish with her. Before we begin, I'm going to point out that this is all personal opinion, these are just combinations that I find work well with our favorite little mechanic :D. 1. We like Tron to be unpredictable. That implies that we like Tron to be confusing… so what should we do? Well, having a bunch of things happening on the screen at the same time is a great way to make your opponent lose track of what's happening. 2. Tron just doesn't have any ultra reliable anti-airs… so lets give her something that will help her out. 3. Tron can have trouble against dedicated beamers… since we don't want her to die horribly, some help might be required to take care of those annoying Icebastards. Not that she sucks against them, but if you've got Omega Red in your party, why not use him? 4. Well, Tron is unpredictable and irritating, so why not throw in another person that just mixes up your game plan? Somebody to slow down the game, somebody that allows you to dictate what your opponent is doing. 5. Lets face it, Tron's supers aren't always going to cut it, so you might want to try to grab someone who can just use and abuse those damn things. 6. Tron isn't exactly a combo god, so why not consider adding one of these bad boys (or girls, as fate might have it) to your team? Of course, somebody who is ridiculously strong will do just as well! With those 6 guidelines in mind, I will now present my list of characters that (I think) go remarkably well with Tron: Jin: He covers 1 and 2 with his handy-dandy dynamite assist. He also covers 4 and 5 well since he has AWESOME supers plus a ridiculously powerful defensive game. Strider: He covers 3 and 6 very well, and if played correctly, deals with 4 quite nicely. Sentinel: Ahh yes, a nice big guy. His drone swarm assist gives Tron pretty decent anti-air and causes LOTS of confusion. Check 1 and 2. He's got great anti-beamer qualities (namely ridiculous range, ungodly damage, and super armor), so that covers 3. His supers are so-so, but his power makes up for the rest. His weird (and fast) moves help make him a perfect fit for 4. Venom: 2 words: Venom Fang. That basically covers 1-4… and Venom IS a combo machine if played correctly. Course, his supers are hurtin… Dr. Doom: Well, Molecular shield is irritating, and can provide semi- decent anti-air. Doom is great against beamers, and he's got good supers to boot. Watch out for pixies though! Colossus: He'll add confusion, he'll add pain, and he'll wipe Iceman's scrubby little ass all across the floor. His hyper armor is also pretty useful! Shuma-Gorath: Can help against beamers, but is great for combos and wasting that super (Chaos Dimension, anyone?) Silver Samurai: Ahh yes, the man himself. He can provide confusion with his assist, and he'll waste those supers while wasting your opponents. Too bad he doesn't do so hot against beamers, and his anti-air is even worse then Tron's. Captain Commando: What a godsend… Captain Corridor DEFINES anti-air, with him corridoring all day, you're bound to piss off and confuse your opponent. He can help waste beamers with well-timed captain swords, he's a combo demon, and Captain Sword is one of the most useful supers EVER. Too bad he's the most predictable sucker in the world. Well, that's my list (so far). Other characters work well, but IMO these are the best ones out there. Of course, don't let this discourage you from trying out other combinations! Also, feel free to send me your own opinions about who goes well with Tron. BTW, I know the Shotos and Iceman would go well with Tron, but I REFUSE to play them. Matter of principle, that's all :D. ----------------------------------------------------------- ----------------------------------------------------------- Combos: Ok, a little change in my plans. Now that I've gotten permission to use Khaotika's combos (Thanks!), I'll add them to my FAQ. Here are some of them, with little comments by yours truly: 1. Jump in R.house, XX into air Drill Strike -This should be a bread-and-butter combo… I use this one a LOT! This can be quite confusing for your opponent. 2. Stand jab, stand strong, XX into Drill Strike 3. Stand jab, stand forward, XX into Drill Strike 4. Stand jab, stand strong, XX into Lunch Rush 5. Stand jab, stand forward, XX into Lunch Rush -All these combos are based on Tron's simple two-hit combos I mentioned above… I'd like to add that these can usually be complemented by a jump-in short, jump-in Roundhouse. As always, try dashing to increase the hits/success rate of these combos. Also, thanks to Tron's stun ability, you have a little more time to decide whether or not to go into the Lunch Strike or the Drill Strike. Also, sometimes, even if you do connect with the two-hit chain, it might be better not to do anything, just to screw with your opponent some more :D. These are the combos you're going to be using the most. Trust me on this. 7. Jump in short, jumpin r.house, crouch short, XX into Drill Strike 8. Jump in short, jumpin forward, stand jab, crouch strong, XX into Lunch Rush 9. Crouching short (3 hits), XX into stand forward, XX into Lunch Rush 10. Jump in short, jumpin forward, stand jab, stand strong, XX into Lunch Rush 11. Jump in short, jump in forward, stand forward, crouch r.house, XX into Kobun Hammer 13. Jump in short, jumpin r.house, crouch fierce, sjump, jab, short, strong, air Drill Strike. (Best air to ground to air combo) -I find that the timing for the last Drill Strike (Bonne Strike) to be a little bit strange. I often find that I have a little more success using the short Bonne Strike as opposed to the Roundhouse Bonne Strike. It varies upon the size of the character, big ones you want to do it right away, while smaller guys you might want to wait for a split second. 15. Stand R.house, XX into Lunch Rush (has to be in close) 16. Stand short - 2 hits, XX into Kobun Hammer 17. Throw enemy into corner, r.house Drill Strike, XX into Lunch Rush 18. (in corner) Jump in short, ju r.house, crouch r.house, r.house Drill Strike, XX into Lunch Rush 19. Jump in short, short, stand jab, stand fierce, XX into Lunch Rush Misc. Notes: For all the combos involving a sweep like maneuver XX Kobun Hammer, don't do them if you KNOW your opponent likes to roll. You may get it off, but IMO it leaves Tron to wide-open if you miss. If you're having trouble connecting with the jump in short, jump in roundhouse, usually the jump-in short, jump-in short will do just as well (though it will obviously do less damage). Combos play a moderately important role in Tron's game, as I mentioned earlier, stick to the easy two-string xx Bonne Strike combos. Never forget to mash AFTER the Bonne Strike, extra hits and damage are always good. Tron's regular attacks do ungodly amounts of damage, as I've mentioned earlier, and even though it might not seem like much, after one or two of those basic combos, your opponent is going to wonder where the hell all their life has gone. Also, a mean trick you can sometimes use is to NOT finish a combo. That can sometimes screw your opponent up, allowing you to walk in and chuck them, or if they counter attack, allow you to block then punish them. ----------------------------------------------------------- ----------------------------------------------------------- Upcoming Revision Plans: 1. Grammar/Spelling/Typo problems 2. Reformat the FAQ 3. Table of Contents 4. Create a clearer purpose for the Strategy Section 5. Add Characters that go well with Tron. 6. Add more depth to dealing with weaknesses. 7. Adjust any factual problems, or modify any information that I discover to be erroneous. ----------------------------------------------------------- ----------------------------------------------------------- Special Thanks: Khaotika, the man who introduced me to Tron. None of this would have happened without your help. Before I read your FAQ, I thought she sucked :). Brrrrrrrrr... S.Bacon, for creating a FAQ accessible to beginners and experts alike. CJayC, for starting up Gamefaqs. After years of leaching off, I figure it's about time I got off my ass and contributed something. Fighters.net Forum Folk, for giving me a place to call home after I finally gave up on Starcraft. Ricky Lai, for generously allowing the dorm use of his DC for MvC2. You da MAN! And DAMN YOU and your Morrigan keep away game! Caffeine, for giving me the power to finish this darned thing. (C) 5/21/2000 Hoe Muffin (AKA Jason Tang), Poontanger@hotmail.com