Difference between revisions of "Power Rangers: Battle for the Grid/Kat Manx"

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Revision as of 17:33, 13 November 2019

Kat Manx
SPD Kat Ranger

Introduction

Health: 950
Walk Speed: 1050 Forward, 580 Back

Kat is the tech support for the space patrol delta. She got fed up with SPD constantly kicking the ethernet out of the wall and calling her so she became the SPD Kat Ranger.

Overview

If you mained Yamcha in FighterZ you're in luck. Great mobility with walk, dash, and with special moves backflip, wheel kick, and divekick. Excellent crossup game, great damage off hit and throw, good lockdown assist. Very sticky character and hard to keep away.

Normal Moves

5L
BFTG KAT 5L.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

Standard jab. Can be used during juggles to flip the opponent out and set up a crossunder with 6S + assist or with dash 2M, if your combo will not kill.


5LL
BFTG KAT 5LL.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -


5M
BFTG KAT 5M.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

Hits at an upward angle. Good for juggle combos. Can be used to pick up for juggles directly after 2H 5S juggle starter, but 2L 5M is much easier for just a little wasted juggle time.


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


4M
BFTG KAT 4M.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low - - - -

Standard launcher. Like most launchers, it is air unblockable except on incoming.


5H
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -


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


6H
BFTG KAT 5H.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

This move causes an OTGable knockdown, which can be comboed off of in the corner (after wallbounce and side switch) with divekick. Can juggle off 5H. Looks like 5HH but has different properties.


2L
BFTG KAT 2L.png
Damage Guard Startup Active Recovery Frame Adv
- Low - - - -

Nice to start pressure with at close range because it chains into itself and will catch an opponent trying to jump out. Easy way to continue a juggle combo after a 2H 5S starter.


2M
BFTG KAT 2M.png
Damage Guard Startup Active Recovery Frame Adv
- Low - - - -

Moves forward very far. Reaches nearly halfscreen if you cancel dash into 2M: very good approach and long range punish. Also hits behind Kat: can be used for crossunders on incoming or after a jab reset. Followup moves will turn Kat around to face the opponent. If you have time, you can dash under and 2M back to the original side for a double crossunder.


2H
BFTG KAT 2H.png
Damage Guard Startup Active Recovery Frame Adv
- Low - - - -

Cancellable sweep. 2H 5S is a great way to start a juggle combo after a grounded hit confirm.


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


j.M
BFTG KAT j.M.png
Damage Guard Startup Active Recovery Frame Adv
- High/Air - - - -

Good for crossups.


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

Groundbounces on air hit, good hitstun on grounded hit.


Special Moves

5S
BFTG KAT 5S.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

Rekka type move. Can cancel first and second hits into 4S or 6S. Can plink 6S~L to cancel first or second hit into EX. Very little blockstun on all three rekkas, so you should cancel this move into something if you don't want to get jabbed. Third rekka launches grounded opponents.


4S
BFTG KAT 4S.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

This backflip is one of the few meterless moves in the game with some invincibility. Invincibility starts around the time Kat's hands touch the ground, and ends around the time her feet touch the ground again. It can still be punished, but it can get you away from someone trying to jab punish a rekka. Tap S again to do a dash attack. This dash attack staggers, restands, and is plus on block. The dash attack has a pretty big hitbox and can out-prioritize or trade with a lot of moves.


6S
BFTG KAT 6S.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

This wheel kick is safe on block, links to light attacks on hit for a full combo, and is projectile invincible. Excellent approach against zoning characters. Two excellent uses in pressure: the first is that you can cancel a pressure string into this move if you think your opponent will pushblock, and get right back in. 6S also crosses the opponent up without hitting when you are close enough: call an assist or Zord and then do 6S to hit from the back. Tag to your assist to hit from the front after all! Good in juggles for corner carry.


j.S
BFTG KAT j.S.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

DIVEKICK! Being able to alter your air trajectory is a great thing to be able to do. You can combo off this divekick on grounded hit even if it hits very high. Causes a comboable spiral knockdown on air hit. Safe on block. Can cross up. If you divekick someone who is completely cornered, it will hit in front and then Kat will land behind the opponent. You can use this to set up some tricky left/rights with assists or Zord. Hits OTG. You have to wait until you reach about head height after a jump before you can hit the button: it will not come out if you hit S too early.


Throws

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

Can jump cancel early in the animation for a huge combo.


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

No combo solo. Can combo with an assist.


EX Special

5S+L
BFTG KAT 5S+L.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

EX version of wheel kick. Can cancel from first or second rekka with 6S~L (6H hold and quickly hit L). Can combo super after.


Super

Super
H+S
BFTG KAT Super.png
Damage Guard Startup Active Recovery Frame Adv
- High/Low/Air - - - -

Good damage and good chip. Extremely unsafe on block and whiff. Hard knockdown. If the opponent is a little too high up, only some of the rockets will connect and the move will sometimes become unsafe on hit.


Assist

Assist
A1/A2
BFTG KAT Assist.png
Damage Guard Startup Active Recovery Frame Adv
78 High/Low/Air - - - -

Pretty much identical to Yamcha's assist in Dragonball FighterZ. Amazing assist for combo-building. Last hit launches on ground hit. Pretty good lockdown assist to keep the opponent still for mixups, but each swipe does not have a lot of blockstun, so careful planning is needed to not leave gaps. Pushes back farther than any other assist in the game, so it has some utility for zoning teams, but she's not that helpful for that purpose until the opponent is right in your face.


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


Strategy

In neutral, you want to play patiently and wait for an opening to start your offense. Kat is most effective at close range, so you want to stay outside of your opponent's effective range and use movement to trick your opponent into creating an opening, and then move in to start your pressure. Kat has a good wavedash ([M~L]xN or [L+M > down]xN), but if you are not comfortable wavedashing then her run is also quite fast. Pretend to move in and then back out with backdash or 4S. This may bait your opponent to use a slow move or put their assist on cooldown: being patient in your approach will give you openings. Similarly, you can pretend to back away with 4S or jump back, and then come back forward with 4SS or divekick. Kat is a very mobile character, so you want to take advantage of that to become unpredictable and make it hard for your opponent to know how to attack you.

When you see an opening and are ready to make your approach, you can move in with a plain run or dash, 6S, j.M, j.H, j.S, 4SS, or a dash quickly cancelled into 2M. When you do decide to approach, you can strike from several different angles and timings, so be sure to vary your approach and it will be difficult to keep you out, even for dedicated zoning characters. Some characters have difficulty dealing with j.S, and projectile characters have an extremely difficult time dealing with 6S. You may favor one approach or another depending on your opponent. Some assists, like Cenozoic Blue and Jen, can help to lock your opponent down and allow you to run in without fear of running into a big button. If your opponent is jumping a lot, you can either try to challenge them air to air with j.M or j.S, or you can run up to them on the ground and try to tag them with an air unblockable 4M (risky) or a grounded string when they land. If you are feeling fancy, you can use 2M to cross under them and make them block wrong. Some characters are difficult to challenge in the air, but almost nobody can challenge Kat divekick from the air if you can get above them. It is also difficult to stop Kat from getting very close ("almost in") on the ground while they are stuck in their jump arc.

As soon as you make your opponent block something on the ground, you want to call an assist to keep them locked in place. Most good players will pushblock you immediately, so get right back in with 6S, another approach tool listed earlier, or tagging to your assist that you already called in their face. You want to stick on top of the opponent and then open them up with staggered pressure, a throw, or a crossup. If you leave small gaps in your pressure strings, you may catch opponents trying to jab out, jump out, or use an unsafe invincible move. Kat's crossup tools are 6S + assist, j.M, j.S, and 2M on an airborne opponent. Ideally, you want to make the opponent worried about defending one option and then hit them with another. If they are hitting buttons trying to stop a throw attempt, you can use small gaps to counterhit them. If they are scared of staggers and are blocking everything, you can throw them or set up a crossup. Good pushblocking will force you to get back in all over again, if you fail to keep them locked down or re-approach immediately, but that's alright.

When you get a hit, it will either be death or good damage into corner pressure. On a knockdown or on the opponent's incoming, you can use your crossup tools and assists to make setups that are very difficult to block and will let you continue pressuring if they are blocked. If your combo will not kill and you want to be tricky, you can 5L the opponent to flip them out and perform a mixup on them when they are not expecting it: you have just enough time to dash 2M to the other side, or you can do same side, or throw.

On defense, you can sometimes use 4S to get out of weak pressure, but you should rely on good blocking and pushblock. Like most characters, EX is a high reward reversal: Swap Strike is lower reward but is safe. On your incoming, you can use divekick to call out bad setups, but it's generally better to block and then pushblock. When you have space, you can reset to neutral.

If Kat is bleeding, you want to tag her out so she can recover life. Her assist is only good if you are already close to the opponent or have them in a combo, but it is great in those cases. Just be aware that you will need to cover the gaps in her rekkas if you want your pressure to be airtight, but with some labbing you can use these gaps to trap your opponent, or set up crossups with things like Jen airdash or Blue/Quantum teleports.

Team Synergy

Kat is a good point character, since she has so many ways to cross an opponent up and make her assist hit on either side, she benefits from an assist who can help her get in to start her pressure, and she is good at building meter. She can do great things with Zord in a pinch. Her favorite assists will either help her get in or will lock the opponent down for a long time, but she can set up 6S crossups with almost any assist. Her own assist helps other characters rush down and is great in combos, but is not that great in neutral.

Combos

Solo

2L > 2M > 2H > 5S > 2L > [5M > 6S]x3 > 5M > 5H > 6H > j.S > [5M > 6S]x3 > 5SSS > super

Easy bnb. Builds 2 bars. Does 500 damage meterlessly and about 650 with super. Do fewer reps of 5M > 6S at the beginning if you are close to the opponent's corner or started with a longer confirm. Can replace [5M > 6S]x3 with [5M > 5H > 6S]x2. Do super a little late to avoid the weak hit.

5L > 2M > 2H > 5S > 2L > [5M > 5H > 6S]x2 > 5M > 5H > 6H > j.S > [5M > 5H > 6S]x2 > 4M > j.H > j.S > 4M > 4SS > j.H > 5M > 6S > 5L > 2L > 5M > 6S > 5L > 2L > 5M > 2M > 2H > 5SS > 6S~A > super

Optimized touch of death combo. Builds 3 bars. As above, do fewer loops if you start close to the opponent's corner or have a long confirm. Works as of patch 1.6.1 video example

Forward throw > j.M > j.H > j.S > walk > 5M > 2M > 5H > 6S > 5M > 5H > 6S > 5M > 2M > [2L > 5M > 2M]x3 > 5H > 6H > j.S > walk > 5M > 2M > 5H > 6S > 4M > 6S > 4M > 4SS > j.H > 5M > 6S > 5L > 2L > 5M > 2M > 2H > 5SS > 6S~A > super

Optimized touch of death combo off throw. Works as of patch 1.6.1 video example

Assist combos

5L > 5M > 5H > assist name > 5L > 5M > 5H

Example combo

Videos

Colors

Color 1 Color 2
KAT 1.png
KAT 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