Difference between revisions of "Power Rangers: Battle for the Grid/Green Ranger"

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*In the air, it knocks them straight down.
 
*In the air, it knocks them straight down.
  
Possesses OTG properties as of version 1.6.
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Can also be used by pressing S after 6S connects, and possesses OTG properties as of version 1.6.
 
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Revision as of 08:33, 4 December 2019

Tommy Oliver
Mighty Morphin Green Ranger

Introduction

Health: 950
Walk Speed: 850 forward, 375 back
Chain Rules: Magic Series

Tommy sold his soul to Rita in exchange for the dark power of TODs. Joke's on him though 'cause she got a sweet candle out of the deal.

Overview

Tommy has pretty normal tools, but a very unique super that launches missiles onto the screen, doesn't deactivate on hit and recovers almost instantly; it's not as easy to use in combos as most supers, but has more utility outside of combos compared to most. His assist is kind of slow and awkward, but it crosses through opponents, leading to cheap character swap cross-ups. A beginner-friendly character with lots of tools in his arsenal for those that invest the time into learning his finer tricks.

Normal Moves

5L
5L
BFTG GRN 5L.png
Damage Guard Startup Active Recovery Frame Adv
35 High/Low/Air 5f - - -1

Typical jab.


5LL
5LL
BFTG GRN 5LL.png
Damage Guard Startup Active Recovery Frame Adv
63 High/Low/Air - - - -
  • Deals 26 damage if used after 5L


5LLL
5LLL
BFTG GRN 5LLL.png
Damage Guard Startup Active Recovery Frame Adv
89 High/Low/Air - - - -
  • Deals 49 damage if used after 5LL
  • Lightly launches opponents


5M
5M
BFTG GRN 5M.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Low/Air 7f - - -

An advancing spin kick.


5MM
5MM
BFTG GRN 5MM.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Low/Air - - - -

A second advancing spin kick. Knocks down.


4M
4M
BFTG GRN 4M (1).png
BFTG GRN 4M (2).png
The do-it-all normal
Damage Guard Startup Active Recovery Frame Adv
45x2 High - - - -

Two-hit overhead kick that also works as an air-unblockable anti-air and, if that wasn't enough, OTGs. Can link 5L afterwards to combo off it meterlessly at close range, or use assist to combo at any range.


5H
5H
BFTG GRN 5H.png
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air 12f - - -

Advancing slice with a generous hitbox.


5HH
5HH
BFTG GRN 5HH.png
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air - - - -


5HHH
5HHH
BFTG GRN 5HHH.png
Damage Guard Startup Active Recovery Frame Adv
90 High/Low/Air - - - -


2L
2L
BFTG GRN 2L.png
Damage Guard Startup Active Recovery Frame Adv
35 High/Low/Air 6f - - -

Despite appearances, this move does not hit low.


2M
2M
BFTG GRN 2M.png
Damage Guard Startup Active Recovery Frame Adv
60 Low/Air 8f - - -

Knocks down.


2H
2H
BFTG GRN 2H.png
Damage Guard Startup Active Recovery Frame Adv
75 High/Low 11f - - -

Dedicated anti-air and, thus, air-unblockable.


j.L
j.L
BFTG GRN j.L.png
Damage Guard Startup Active Recovery Frame Adv
35 High/Air - - - -


j.M
j.M
BFTG GRN j.M.png
BFTG GRN j.MM.png
Version Damage Guard Startup Active Recovery Frame Adv
j.M 35 High/Air - - - -
j.MM 35 High/Air - - - -

Pressing M once again after connecting with a regular j.M makes Tommy do a move that lifts the opponent up slightly, enabling a ground conversion or even do another j.M.


j.H
j.H
BFTG GRN j.H.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Air - - - -

Groundbounces.


Special Moves

5S
5S
BFTG GRN 5S.png
Damage Guard Startup Active Recovery Frame Adv
20x3 High/Low/Air 29f - - -

(Energy Ball)

A multi-hitting projectile that covers a good distance. As of patch 1.3, you can do this move during a backdash, increasing its versatility. This can be used in specific combos as well.

It's no Hadouken, but it does service as a good projectile on top of Tommy's already versatile moveset.


4S
4S
BFTG GRN 4S.png
Damage Guard Startup Active Recovery Frame Adv
100 High/Low/Air 29f - - -

(Green Spark)

Creates a small ground shockwave in front of Tommy that launches opponents backwards if it connects. The best use for this move is in corner combos, where it will launch the opponent up high enough to extend the combo. Midscreen, its use is rather limited and not that recommended, though it can clash with other projectiles. But hey, give it a try in neutral?

Gained OTG properties as of version 1.6.


6S
6S
BFTG GRN 6S.png
BFTG GRN 6S2.png
Version Damage Guard Startup Active Recovery Frame Adv
6S 55 High/Low/Air 23f - - -
6[S] 22x2, 36x3 High/Air - - - -

(Missile Dropkick) 6S, when pressed normally, makes Tommy perform a shotgun-style dropkick that crumples the opponent. You can call an assist before the move hits, and then Takeover into it to get Tommy out if you need to. A nice combo starter. Pressing S again in the air will have Tommy perform his j.S.


(Spiral Kick) 6S, with S held down, has Tommy squat for a little before unleashing a twirly green spiral kick of sorts. A combo extender, should you wish to do so, due to its groundbounce properties.


j.S
j.S
BFTG GRN j.S.png
Damage Guard Startup Active Recovery Frame Adv
55 High/Low/Air 21f - - -

(Aerial Dive)

As covered a little up, this move can be chained from Tommy's 6S. Its effect on hit changes depending on whether your opponent is grounded or in the air:

  • On the ground, it launches them for a combo.
  • In the air, it knocks them straight down.

Can also be used by pressing S after 6S connects, and possesses OTG properties as of version 1.6.


EX Attack

5S+L
5S+L
BFTG GRN 5S+L (1).png
BFTG GRN 5S+L (2).png
BFTG GRN 5S+L (3).png
Damage Guard Startup Active Recovery Frame Adv
150 High/Low/Air 12f - - -

(Dancing Dagger)

As of patch 1.3, the first hit of EX Attack grounds the opponent, making it easier to combo into, but making it harder to combo off of outside of Super, Zord Call or an assist. Still, it's a nice move that has slight invincibility.


Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG GRN FT.png
BFTG GRN FT2.png
Damage Guard Startup Active Recovery Frame Adv
161 Throw - - - -


Back Throw
Back Throw
4M+H
BFTG GRN BT.png
Damage Guard Startup Active Recovery Frame Adv
81 Throw - - - -


Super

Super
H+S
BFTG GRN Super.png
BFTG GRN Super2.png
The Gentlemen's Handshake.
BFTG GRN Super3.png
Damage Guard Startup Active Recovery Frame Adv
300 - - - - -

(Dragonzord Missiles)

Fires a series of missiles that rain down from the sky. These missiles can OTG, and they cause a juggle state upon hitting an airborne opponent. Even if they block it, it's an excellent lockdown tool. Furthermore, the missiles will still come out even if Tommy is hit. A very fun super.


Tag Actions

Assist
Assist
A1/A2
BFTG GRN Assist.png
Damage Guard Startup Active Recovery Frame Adv
50* High/Low/Air - - - -

(Spiral Kick)

The charged version of 6S. As with the normal version, it groundbounces as of version 1.6.

A pretty nasty tool in Tommy's arsenal, and crossup central. If this lands on the other side of the opponent, well... I'll let your imagination TAKEOVER from there.


Swap Strike
Swap Strike
A1/A2+S
BFTG GRN Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air 6f - - -

Faster than EX Attack, making it a little more reliable as a reversal, but far less damaging. Forces a character switch on hit; knocks down if only one character remains.


Team Synergy

Combos

Solo

2M > 5H > 2H > [6S] > 5M > 5H > 4S > [6S] > 5M > 2M > 5H > 2L > 5M > 2L > 5M > 6M > 4M > 5M > 5HHH > super > 5M > super hits (3) > ex

Corner to Corner 3 bar, 981 damage

Assist combos

Videos

Colors

Color 1 Color 2
GRN 1.png
GRN 2.png

V2 skin

Color 1 Color 2
GRNv2 1.png
GRNv2 2.png


External Links

Power Rangers: Battle for the Grid
General

FAQControlsPatch NotesSystem

Characters

Tommy OliverJason Lee ScottGia MoranRanger SlayerKat ManxMagna DefenderLord DrakkonGoldarMastodon SentryCenozoic Blue RangerUdonnaDragon Armor TriniTrey of TriforiaJen ScottsLord ZeddAnubis "Doggie" CrugerEric MyersDai Shi

Zords

Dino MegazordDragonzordMega GoldarDelta Squad Megazord