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

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(Back Throw)
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==Introduction==
 
==Introduction==
  
'''Health 950''' <br>
+
'''Health: 950''' <br>
'''Walk speed: 900 forward, 375 back'''
+
'''Walk speed: 900 forward, 375 back''' <br>
 +
'''Chain Rules: Magic Series'''
  
Jason was one of five teenagers with attitudes summoned by Zordon to defend Angel Grove from monsters which he did before being called away to a peace summit. Battle for the grid takes place pre-peace summit and thus Jason has a gun.
+
Jason was one of five Teenagers with Attitudes summoned by Zordon to defend Angel Grove from monsters, which he did before being called away to a peace summit. Battle for the Grid takes place pre-peace summit and thus Jason has a gun.
  
 
==Overview==
 
==Overview==
 
+
Jason is a fairly straightforward character who stands his ground. His 2H is jump-cancelable and it's what he uses to start air combos, but it doesn't launch by itself, letting him do extended ground combos against grounded opponents. Similarly, his assist doesn't launch either, which helps other characters extend grounded combos. Combining an offensive rushdown style with decent zoning properties, he's an easy character to get into if you want to learn the basics of the game.
Jason is a fairly straightforward character who stands his ground. His 2H is jump cancelable and it's what he uses to start air combos, but it doesn't launch by itself, letting him do extended ground combos against grounded opponents. Similarly, his assist doesn't launch either which helps other characters extend grounded combos.
 
Combining an offensive rushdown style with decent zoning properties, he's an easy character to get into if you want to learn the basics of the game.
 
  
 
==Normal Moves==
 
==Normal Moves==
 
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
{{MoveData
 
{{MoveData
Line 24: Line 22:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=35
 
  |damage=35
  |guard=High
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 30: Line 28:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
Short-ranged jab.
 
  }}
 
  }}
 
}}
 
}}
Line 41: Line 40:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=63
 
  |damage=63
  |guard=High
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 47: Line 46:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
*Deals 23 damage when done out of 5L
 
  }}
 
  }}
 
}}
 
}}
Line 58: Line 58:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=93
 
  |damage=93
  |guard=High
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 64: Line 64:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
*Deals 28 damage when done out of 5LL
 
  }}
 
  }}
 
}}
 
}}
Line 75: Line 76:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=128
 
  |damage=128
  |guard=High
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 81: Line 82:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
*Deals 32 damage when done out of 5LLL
 
  }}
 
  }}
 
}}
 
}}
Line 92: Line 94:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=50
 
  |damage=50
  |guard=High
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 98: Line 100:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
Spin kick with decent vertical reach.
 
  }}
 
  }}
 
}}
 
}}
Line 109: Line 112:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=104
 
  |damage=104
  |guard=High
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 115: Line 118:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
*Deals 51 damage when done after 5M
 +
 +
Knocks down.
 
  }}
 
  }}
 
}}
 
}}
Line 126: Line 132:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=65
 
  |damage=65
  |guard=High
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 132: Line 138:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
Advancing slice.
 
  }}
 
  }}
 
}}
 
}}
Line 142: Line 149:
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=126
+
  |damage=65
  |guard=High
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 149: Line 156:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
*Groundbounces
 
  }}
 
  }}
 
}}
 
}}
Line 160: Line 168:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=35
 
  |damage=35
  |guard=Low
+
  |guard=Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 166: Line 174:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
Jason's fastest low and his main tool to open up opponents.
 
  }}
 
  }}
 
}}
 
}}
Line 177: Line 186:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=55
 
  |damage=55
  |guard=Low
+
  |guard=Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 183: Line 192:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
Knocks down.
 
  }}
 
  }}
 
}}
 
}}
Line 189: Line 199:
 
{{MoveData
 
{{MoveData
 
|image=BFTG_RED_2H.png
 
|image=BFTG_RED_2H.png
|caption=
+
|caption=Combo enabler city, b-word
 
|name=2H
 
|name=2H
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=87
+
  |damage=30x2
  |guard=High
+
  |guard=High/Low
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
 
  |frameAdv=  
 
  |frameAdv=  
  |description= Combo enabler city, b-word
+
  |description= This is your friend, but also your worst enemy. Depends.
This is your friend, but also your worst enemy. Depends.
+
 
 +
2H is jump-cancelable, and will be your jump-loop starter.
 +
 
 +
As a dedicated, air-unblockable anti-air, it's serviceable, but you get more meat out of this move when used in combos. Gained OTG properties in version 1.6.
  
2H is jump-cancel-able, and will be your jump-loop starter.
+
This move does add a lot combo decay when used on aerial opponents, which is why the ground loop is favored more amongst Jason players. But on the flipside, you get fun cross-unders with the right assists.
  
As an anti-air, it's serviceable, but you get more meat out of this move when used in combos.
+
Overall, a welcomed tool in Jason's arsenal.
This move does add a lot combo decay when used on aerial opponents, which is why the ground loop
 
is favored more amongst Jason players.
 
(But on the flipside, you get fun cross-unders with the right assists. Overall, a welcomed tool in Jason's arsenal.)
 
 
  }}
 
  }}
 
}}
 
}}
Line 219: Line 229:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=40
 
  |damage=40
  |guard=Overhead
+
  |guard=High
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
 
  |frameAdv=  
 
  |frameAdv=  
  |description= A simple short-range elbow attack that actually has cross-up properties. On-hit in air, causes a juggle state.
+
  |description= A simple short-range elbow attack that actually has cross-up properties. On-hit in air, causes a juggle state, though this isn't always a reliable confirm, so you have to find the right timing. Otherwise, j.M is your best friend.
 
 
Though, this isn't always a reliable confirm, you have to find the right timing. Otherwise, j.M is your best friend.
 
 
  }}
 
  }}
 
}}
 
}}
Line 238: Line 246:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=55
 
  |damage=55
  |guard=Overhead
+
  |guard=High
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 255: Line 263:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=65
 
  |damage=65
  |guard=Overhead
+
  |guard=High
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
 
  |frameAdv=  
 
  |frameAdv=  
  |description= Despite being nerfed, still a nice move to end combos with. It does have good range to it, and the hitbox on it goes deep.
+
  |description=  
 +
*Groundbounces on air hit
 +
 
 +
Despite being nerfed, it's still a nice move to end combos with. It does have good range to it, and the hitbox on it goes deep.
 
  }}
 
  }}
 
}}
 
}}
  
 
==Special Moves==
 
==Special Moves==
 
 
====== <font style="visibility:hidden" size="0">5S</font> ======
 
====== <font style="visibility:hidden" size="0">5S</font> ======
 
{{MoveData
 
{{MoveData
 
|image=BFTG_RED_5S.png
 
|image=BFTG_RED_5S.png
 +
|image2=BFTG_RED_5S_(2).png
 
|name=5S
 
|name=5S
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=120
+
  |damage=90
  |guard=
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 280: Line 291:
 
  |description= '''(Counter Thrust)'''
 
  |description= '''(Counter Thrust)'''
  
Slow move but acts as a reversal. If the opponent hits you during the startup, they'll take additional damage (134). Fun fact, this can counter supers!
+
Slow move but acts as a reversal. If the opponent hits you during the startup, they'll take additional damage (134). Crumples on hit, making it a strong combo starter. Fun fact: this can counter supers!
 
  }}
 
  }}
 
}}
 
}}
Line 286: Line 297:
 
====== <font style="visibility:hidden" size="0">4S</font> ======
 
====== <font style="visibility:hidden" size="0">4S</font> ======
 
{{MoveData
 
{{MoveData
 +
|name=4S
 
|image=BFTG_RED_4S.png
 
|image=BFTG_RED_4S.png
|name=4S
+
|image2=BFTG_RED_4S_(2).png
 +
|image3=BFTG_RED_4S_(3).png
 +
|image4=BFTG_RED_6SS.png
 +
|image5=BFTG_RED_6SSS.png
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 +
|version=4S
 
  |damage=n/a
 
  |damage=n/a
 
  |guard=
 
  |guard=
Line 296: Line 312:
 
  |recovery=
 
  |recovery=
 
  |frameAdv=  
 
  |frameAdv=  
  |description= '''(Red Roll)'''
+
  |description= '''(Red Roll)'''
  
Roll backwards, three followup options. L or S shoots a high projectile '''(Ground Blaster High)''', M shoots a low projectile '''(Ground Blaster Low)''', and HH does a variation of 6SS '''(Double Slash)'''
+
Roll backwards. Command roll that has three followup options.
 +
}}
 +
{{AttackData-BFTG
 +
|version=4S-L
 +
|header=no
 +
|damage=45
 +
|guard=High/Low/Air
 +
|startup=
 +
|active=
 +
|recovery=
 +
|frameAdv=
 +
|description=
 +
Pressing L or S during 4S shoots a high projectile '''(Ground Blaster High)'''. Cancels into 4S-M by pressing L or S again.
 +
}}
 +
{{AttackData-BFTG
 +
|version=4S-M
 +
|header=no
 +
|damage=45
 +
|guard=High/Low/Air
 +
|startup=
 +
|active=
 +
|recovery=
 +
|frameAdv=
 +
|description=
 +
Pressing M during 4S shoots a low projectile '''(Ground Blaster Low)'''. Cancels into 4S-L by pressing M again.
 +
}}
 +
{{AttackData-BFTG
 +
|version=4S-H
 +
|header=no
 +
|damage=35
 +
|guard=High/Low/Air
 +
|startup=
 +
|active=
 +
|recovery=
 +
|frameAdv=
 +
|description=
 +
Pressing H during 4S does the second hit of Jason's 6S chain '''(Second Slash)'''.
 +
}}
 +
{{AttackData-BFTG
 +
|version=4S-HS
 +
|header=no
 +
|damage=35
 +
|guard=High/Low/Air
 +
|startup=
 +
|active=
 +
|recovery=
 +
|frameAdv=
 +
|description=
 +
Pressing S during 4S-H does the third hit of Jason's 6S chain '''(Final Slash)'''.
 
  }}
 
  }}
 
}}
 
}}
Line 304: Line 368:
 
====== <font style="visibility:hidden" size="0">6S</font> ======
 
====== <font style="visibility:hidden" size="0">6S</font> ======
 
{{MoveData
 
{{MoveData
 +
|name=6S
 
|image=BFTG_RED_6S.png
 
|image=BFTG_RED_6S.png
|name=6S
+
|image2=BFTG_RED_6SS.png
 +
|image3=BFTG_RED_6SSS.png
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=101
+
|version=6S
  |guard=High
+
|damage=35
 +
|guard=High/Low/Air
 +
|startup=
 +
|active=
 +
|recovery=
 +
|frameAdv=
 +
|description=
 +
}}
 +
{{AttackData-BFTG
 +
|version=6SS
 +
|header=no
 +
|damage=35
 +
|guard=High/Low/Air
 +
|startup=
 +
|active=
 +
|recovery=
 +
|frameAdv=
 +
|description=
 +
}}
 +
{{AttackData-BFTG
 +
|version=6SSS
 +
|header=no
 +
  |damage=35
 +
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 316: Line 405:
 
  |description= '''(Triple Slash)'''
 
  |description= '''(Triple Slash)'''
  
Rekka move. Can be done up to three times consecutively by pressing S again.
+
Rekka move. Can be done up to three times consecutively by pressing S again. Followups are only available on hit.
Interestingly, you can also press H to get the last attack of his rekka series out. This is a useful thing to keep in mind for a specific Mega Goldar Zord combo.
+
 
 +
The first hit has OTG properties as of version 1.6.
 
  }}
 
  }}
 
}}
 
}}
Line 328: Line 418:
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
 
  |damage=70
 
  |damage=70
  |guard=
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 335: Line 425:
 
  |description= '''(Air Blaster)'''
 
  |description= '''(Air Blaster)'''
  
Air version of his 4S>L projectile. Good for poking people that jump way too much. IE Magna players spamming j.S
+
Air version of his 4S>L projectile. Good for poking people that jump way too much, such as Magna Defender players spamming j.S.
 
  }}
 
  }}
 
}}
 
}}
  
 
==EX Special==
 
==EX Special==
 
 
====== <font style="visibility:hidden" size="0">5S+L</font> ======
 
====== <font style="visibility:hidden" size="0">5S+L</font> ======
 
{{MoveData
 
{{MoveData
 
|image=BFTG_RED_5S+L.png
 
|image=BFTG_RED_5S+L.png
 +
|image2=BFTG_RED_5S+L_(2).png
 +
|image3=BFTG_RED_5S+L_(3).png
 
|name=5S+L
 
|name=5S+L
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=150
+
  |damage=35x4, 75
  |guard=
+
  |guard=High/Low/Air
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
Line 355: Line 446:
 
  |description= '''(Red Flash Slash)'''  
 
  |description= '''(Red Flash Slash)'''  
  
Previously, this move was a little clunky, but allowed you to hit airborne opponents for an EX juggle. In patch 1.3, this was changed, and now the first of this move will ground the opponent, making it more consistent to combo into, but disallow you to combo off of it by yourself unless you use an assist.  
+
Previously, this move was a little clunky, but allowed you to hit airborne opponents for an EX juggle. In patch 1.3, this was changed, and now the first of this move will ground the opponent, making it more consistent to combo into, but disallow you to combo off of it by yourself unless you use an assist. This also has some invincibility.
This also has some invincibility.
 
 
  }}
 
  }}
 
}}
 
}}
  
 
==Throws==
 
==Throws==
 
 
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
 
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
 
{{MoveData
 
{{MoveData
Line 370: Line 459:
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=151
+
  |damage=101
 
  |guard=Throw
 
  |guard=Throw
 
  |startup=
 
  |startup=
Line 377: Line 466:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
Perform a series of attacks that end with a spinning kick.
 
  }}
 
  }}
 
}}
 
}}
Line 383: Line 473:
 
{{MoveData
 
{{MoveData
 
|image=BFTG_RED_BT.png
 
|image=BFTG_RED_BT.png
 +
|image2=BFTG_RED_BT_(2).png
 
|caption=
 
|caption=
 
|name=Back Throw
 
|name=Back Throw
Line 388: Line 479:
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=81
+
  |damage=101
 
  |guard=Throw
 
  |guard=Throw
 
  |startup=
 
  |startup=
Line 395: Line 486:
 
  |frameAdv=  
 
  |frameAdv=  
 
  |description=
 
  |description=
 +
Switches sides with the opponent and slices them. If this connects, Jason can cancel into 6S.
 
  }}
 
  }}
 
}}
 
}}
  
 
==Super==
 
==Super==
 
 
====== <font style="visibility:hidden" size="0">Super</font> ======
 
====== <font style="visibility:hidden" size="0">Super</font> ======
 
{{MoveData
 
{{MoveData
 
|image=BFTG_RED_Super.png
 
|image=BFTG_RED_Super.png
|caption=
+
|image2=BFTG_RED_Super_(2).png
 +
|caption2=The omnomnom super.
 
|name=Super
 
|name=Super
 
|input= H+S
 
|input= H+S
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=250
+
  |damage=200x2
 
  |guard=High
 
  |guard=High
 
  |startup=
 
  |startup=
Line 416: Line 508:
 
  |description= '''(Tyrannosaurus Charge)'''
 
  |description= '''(Tyrannosaurus Charge)'''
  
The omnomnom super. Always does consistent damage, and confirms easy off of EX.
+
Jason charges forward, enveloped in a Tyrannosaurus aura. Always does consistent damage, and confirms easy off of EX. You do have to time this a little proper, as you can miss the final hit otherwise. Get used to the timing on this move and you should be good to go.
You do have to time this a little proper, otherwise, you can miss the final hit. Get used to the timing on this move and you should be good to go.
 
 
  }}
 
  }}
 
}}
 
}}
  
 
==Tag Actions==
 
==Tag Actions==
 
 
====== <font style="visibility:hidden" size="0">Assist</font> ======
 
====== <font style="visibility:hidden" size="0">Assist</font> ======
 
{{MoveData
 
{{MoveData
Line 440: Line 530:
  
 
The same as the first two hits of 6SS. Leaves opponent grounded, good combo and pressure tool. Also easy to Takeover into on confirm.
 
The same as the first two hits of 6SS. Leaves opponent grounded, good combo and pressure tool. Also easy to Takeover into on confirm.
 +
 +
The first hit has OTG properties as of version 1.6.
 
  }}
 
  }}
 
}}
 
}}
Line 451: Line 543:
 
|data=
 
|data=
 
  {{AttackData-BFTG
 
  {{AttackData-BFTG
  |damage=
+
  |damage=60
 
  |guard=
 
  |guard=
 
  |startup=
 
  |startup=
Line 457: Line 549:
 
  |recovery=
 
  |recovery=
 
  |frameAdv=  
 
  |frameAdv=  
  |description=Similar animation and same range as 5S. Decent range.
+
  |description=
 +
 
 +
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.
 +
 
 +
Similar animation and same range as 5S, which makes it decent.
 
  }}
 
  }}
 
}}
 
}}

Revision as of 14:42, 4 December 2019

Jason Lee Scott
Mighty Morphin Red Ranger

Introduction

Health: 950
Walk speed: 900 forward, 375 back
Chain Rules: Magic Series

Jason was one of five Teenagers with Attitudes summoned by Zordon to defend Angel Grove from monsters, which he did before being called away to a peace summit. Battle for the Grid takes place pre-peace summit and thus Jason has a gun.

Overview

Jason is a fairly straightforward character who stands his ground. His 2H is jump-cancelable and it's what he uses to start air combos, but it doesn't launch by itself, letting him do extended ground combos against grounded opponents. Similarly, his assist doesn't launch either, which helps other characters extend grounded combos. Combining an offensive rushdown style with decent zoning properties, he's an easy character to get into if you want to learn the basics of the game.

Normal Moves

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

Short-ranged jab.


5LL
5LL
BFTG RED 5LL.png
Damage Guard Startup Active Recovery Frame Adv
63 High/Low/Air - - - -
  • Deals 23 damage when done out of 5L


5LLL
5LLL
BFTG RED 5LLL.png
Damage Guard Startup Active Recovery Frame Adv
93 High/Low/Air - - - -
  • Deals 28 damage when done out of 5LL


5LLLL
5LLLL
BFTG RED 5LLLL.png
Damage Guard Startup Active Recovery Frame Adv
128 High/Low/Air - - - -
  • Deals 32 damage when done out of 5LLL


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

Spin kick with decent vertical reach.


5MM
5MM
BFTG RED 5MM.png
Damage Guard Startup Active Recovery Frame Adv
104 High/Low/Air - - - -
  • Deals 51 damage when done after 5M

Knocks down.


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

Advancing slice.


5HH
5HH
BFTG RED 5HH.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air - - - -
  • Groundbounces


2L
2L
BFTG RED 2L.png
Damage Guard Startup Active Recovery Frame Adv
35 Low/Air - - - -

Jason's fastest low and his main tool to open up opponents.


2M
2M
BFTG RED 2M.png
Damage Guard Startup Active Recovery Frame Adv
55 Low/Air - - - -

Knocks down.


2H
2H
BFTG RED 2H.png
Combo enabler city, b-word
Damage Guard Startup Active Recovery Frame Adv
30x2 High/Low - - - -

This is your friend, but also your worst enemy. Depends.

2H is jump-cancelable, and will be your jump-loop starter.

As a dedicated, air-unblockable anti-air, it's serviceable, but you get more meat out of this move when used in combos. Gained OTG properties in version 1.6.

This move does add a lot combo decay when used on aerial opponents, which is why the ground loop is favored more amongst Jason players. But on the flipside, you get fun cross-unders with the right assists.

Overall, a welcomed tool in Jason's arsenal.


j.L
j.L
BFTG RED j.L.png
Damage Guard Startup Active Recovery Frame Adv
40 High - - - -

A simple short-range elbow attack that actually has cross-up properties. On-hit in air, causes a juggle state, though this isn't always a reliable confirm, so you have to find the right timing. Otherwise, j.M is your best friend.


j.M
j.M
BFTG RED j.M.png
Damage Guard Startup Active Recovery Frame Adv
55 High - - - -

Very fun as a cross-up. Also a good aerial combo extender.


j.H
j.H
BFTG RED j.H.png
Damage Guard Startup Active Recovery Frame Adv
65 High - - - -
  • Groundbounces on air hit

Despite being nerfed, it's still a nice move to end combos with. It does have good range to it, and the hitbox on it goes deep.


Special Moves

5S
5S
BFTG RED 5S.png
BFTG RED 5S (2).png
Damage Guard Startup Active Recovery Frame Adv
90 High/Low/Air - - - -

(Counter Thrust)

Slow move but acts as a reversal. If the opponent hits you during the startup, they'll take additional damage (134). Crumples on hit, making it a strong combo starter. Fun fact: this can counter supers!


4S
4S
BFTG RED 4S.png
BFTG RED 4S (2).png
BFTG RED 4S (3).png
BFTG RED 6SS.png
BFTG RED 6SSS.png
Version Damage Guard Startup Active Recovery Frame Adv
4S n/a - - - - -

(Red Roll)

Roll backwards. Command roll that has three followup options.

4S-L 45 High/Low/Air - - - -

Pressing L or S during 4S shoots a high projectile (Ground Blaster High). Cancels into 4S-M by pressing L or S again.

4S-M 45 High/Low/Air - - - -

Pressing M during 4S shoots a low projectile (Ground Blaster Low). Cancels into 4S-L by pressing M again.

4S-H 35 High/Low/Air - - - -

Pressing H during 4S does the second hit of Jason's 6S chain (Second Slash).

4S-HS 35 High/Low/Air - - - -

Pressing S during 4S-H does the third hit of Jason's 6S chain (Final Slash).


6S
6S
BFTG RED 6S.png
BFTG RED 6SS.png
BFTG RED 6SSS.png
Version Damage Guard Startup Active Recovery Frame Adv
6S 35 High/Low/Air - - - -
6SS 35 High/Low/Air - - - -
6SSS 35 High/Low/Air - - - -

(Triple Slash)

Rekka move. Can be done up to three times consecutively by pressing S again. Followups are only available on hit.

The first hit has OTG properties as of version 1.6.


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

(Air Blaster)

Air version of his 4S>L projectile. Good for poking people that jump way too much, such as Magna Defender players spamming j.S.


EX Special

5S+L
5S+L
BFTG RED 5S+L.png
BFTG RED 5S+L (2).png
BFTG RED 5S+L (3).png
Damage Guard Startup Active Recovery Frame Adv
35x4, 75 High/Low/Air - - - -

(Red Flash Slash)

Previously, this move was a little clunky, but allowed you to hit airborne opponents for an EX juggle. In patch 1.3, this was changed, and now the first of this move will ground the opponent, making it more consistent to combo into, but disallow you to combo off of it by yourself unless you use an assist. This also has some invincibility.


Throws

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

Perform a series of attacks that end with a spinning kick.


Back Throw
Back Throw
4M+H
BFTG RED BT.png
BFTG RED BT (2).png
Damage Guard Startup Active Recovery Frame Adv
101 Throw - - - -

Switches sides with the opponent and slices them. If this connects, Jason can cancel into 6S.


Super

Super
Super
H+S
BFTG RED Super.png
BFTG RED Super (2).png
The omnomnom super.
Damage Guard Startup Active Recovery Frame Adv
200x2 High - - - -

(Tyrannosaurus Charge)

Jason charges forward, enveloped in a Tyrannosaurus aura. Always does consistent damage, and confirms easy off of EX. You do have to time this a little proper, as you can miss the final hit otherwise. Get used to the timing on this move and you should be good to go.


Tag Actions

Assist
Assist
A1/A2
BFTG RED Assist.png
Damage Guard Startup Active Recovery Frame Adv
68 - - - - -

(Double Slash)

The same as the first two hits of 6SS. Leaves opponent grounded, good combo and pressure tool. Also easy to Takeover into on confirm.

The first hit has OTG properties as of version 1.6.


Swap Strike
Swap Strike
A1/A2+S
BFTG RED Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
60 - - - - -

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.

Similar animation and same range as 5S, which makes it decent.


Team Synergy

Combos

Solo

2M > 2H > j.L > j.M > 2H > j.L > j.M > 5H > L+S > H+S

Your standard relaunch combo. He had better combos involving keeping the opponent grounded, that have since been patched out.


4SSS > Dash > 6SSS > 6H > 4SS > 4H > 4SSS > 6H > 4SSS > 4H > L+S > H+S


Not a Official Combo if two blasters hit the opponent.


6SSS > 6H > 4SS > 4H > 6SSS > 4H > 4SSS > 6H > 4SSS > H+S


This is almost close to be a BNB combo where you start swiping in the beginning of the combo. Recommended for Beginners.


2L 5M 2H jMHS 5M 2H jMHS (L+S > H+S)

Your ground loop combo. Adding any more hits prematurely drops the combo.


2L 5M 5HH 5M 2H jLM jLMS 5MM Super Corner only: https://gfycat.com/gregariousficklehuia A simple corner combo off of a 2L if you have the meter to spare.

Assist combos

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


Zord combos

Mega Goldar: 2M 5H Zord Call 5H 6SSH 6SSH 6SSH 6SSH H+S https://gfycat.com/OffensiveGoodKusimanse The dirty stuff.

Example combo

Videos

Red Ranger/Trini combo video by starrich55

Colors

Color 1 Color 2
RED 1.png
RED 2.png

Dragon Shield Skin

Color 1 Color 2
REDdgs 1.png
REDdgs 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