Power Rangers: Battle for the Grid/Jen Scotts

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Jennifer 'Jen' Scotts
Time Force Pink

Introduction

Health: 900
Walk Speed: - forward, - back
Chain Rules: Magic Series

Jen Scotts is the leader of the Time Force Rangers. Upon realizing that she makes about 20% less than all the other team leaders, Jen began campaigning for president of the Morphing Grid to help combat these kinds of systemic issues. Her platform includes equal access to launchers, common sense hidden missile reform, and raising the minimum air dash height.

Overview

Jen has access to unique air movement in the form of her j.S, which is a command air dash (it can also be done with a dash macro, but not by double tapping forward). This gives her unique approach angles and also delay air dash mix-ups, which she can enforce with her own 4S delayed projectiles (or an assist) to keep the opponent locked down.

Normal Moves

5L
5L
BFTG JEN 5L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Low/Air 4f - - +0

A quick jab. Goes into 2L for easy confirms. Not dash-cancelable, but you can cancel into 5M and then kara that into dash, so it may as well be. You can also do a pretty good tick throw by canceling late into kara grab via either kara 5M or kara 5H.

5LL
5LL
BFTG JEN 5LL.png
Damage Guard Startup Active Recovery Frame Adv
30* High/Low/Air - - - -11

Second hit of jab autocombo. Still cancelable into 5M and 5H, so all the kara shenanigans from 5L still apply.

5LLL
5LLL
BFTG JEN 5LLL.png
Damage Guard Startup Active Recovery Frame Adv
52* High/Low/Air - - - -6

Final portion of jab autocombo. You typically don't want this on hit, but on block it pushes out a fair bit.

2L
2L
BFTG JEN 2L.png
Damage Guard Startup Active Recovery Frame Adv
35 Low/Air 6 - - +5

Low poke. Doesn't self-cancel, but you can blockstring into 5L for a pretty safe string.

5M
5M
BFTG JEN 5M.png
BFTG JEN 5M (2).png
Damage Guard Startup Active Recovery Frame Adv
30x2 High/Low/Air 6 - - -6

Spinny spin. Travels forward a bit and has a long hitbox just in general, which makes dash>5M a good whiff punish tool. Cancels into kara grab, but only on the last hit. The multiple hits make this nice for confirming, but also easy to pushblock when used as a blockstring. Canceling into kara grab can make this recover faster for less frame disadvantage.

5MM
5MM
BFTG JEN 5MM.png
Damage Guard Startup Active Recovery Frame Adv
90 High/Low/Air - - - -8

Followup to spinny spin. Gives a hard knockdown which Jen can OTG from with Super or 2H, but you're generally better off going into something else on hit or block.

2M
2M
BFTG JEN 2M.png
BFTG JEN 2M (2).png
Damage Guard Startup Active Recovery Frame Adv
25, 30 Low/Air 8 - - -3

Low spinny spin. Similar to 5M but without the followup. Jen can still cancel into kara throw, but only on the last hit. Because there's no followup, if you do the kara throw too early you'll get a buffered 5H or nothing instead of 5MM.

5H
5H
BFTG JEN 5H.png
Damage Guard Startup Active Recovery Frame Adv
10x5, 25 High/Low/Air 13 - - -5

Multiple stabs. The range is alright, but not as big as 5M or 2M so it can end up whiffing when canceled into from those and you'd really rather not whiff this move. Multi-hit and cancelable before the final hit which makes it great for extending combos, as it won't cause flipout for the first few stabs.

5HH
5HH
BFTG JEN 5HH.png
Damage Guard Startup Active Recovery Frame Adv
100 High/Low/Air - - - -20

Stabby stab that knocks down. Jen covers a really long distance with this move. Wallbounces on air hit, so it can extend combos near the corner, but it also can screw up combos by sending opponents over Jen's head, so some spacing is needed. Special-cancelable.

2H
2H
BFTG JEN 2H.png
The Sharp Scoop
BFTG JEN 2H (2).png
That one ice cream brand
Damage Guard Startup Active Recovery Frame Adv
30, 60 Low/Air 10 - - +2

Jen scoops the opponent. Only does the launch portion on hit, which also means this doesn't work as an anti-air unlike almost every other launcher. Because the first hit doesn't count as a launch, you can extend combos slightly with it. Has OTG properties as of version 1.6.

6H
6H
BFTG JEN 5HH.png
Pulling double duty
Damage Guard Startup Active Recovery Frame Adv
85 High/Low/Air 17 - - -19

Stabby Stab again. It's basically the same normal as 5H but it doesn't knock down, which lets it extend standing combos. Wallbounces on air hit like 5HH, with the exact same risks. Special-cancelable.

j.L
j.L
BFTG JEN j.L.png
BFTG JEN j.L (2).png
Damage Guard Startup Active Recovery Frame Adv
30x2 High/Air 4 - - -

Double stab. Good jump-in, fast, extra time to confirm the situation on hit, and a nice downward hitbox. Because it's multi-hit, the first hit will never cause flipout, which means Jen can pretty much always do j.A(1) > j.H and fall fast enough to capitalize on the bounce. Doesn't hit behind her, but when using j.S for cross-ups Jen will turn around on her own so it can still be used for cross-ups.

j.M
j.M
BFTG JEN j.M.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Air 6 - - -

Swipe that covers both sides. Has a cross-up hitbox which makes this preferable to j.A in situations where you're not sure which side you'll be on or when you're trying to cross-up.

j.H
j.H
BFTG JEN j.H.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Air 10 - - -

Side swipe. Hitbox is pretty similar to j.M. Doesn't see as much use on it's own, being more commonly chained into for the ground bounce or extra blockstun. If you know the jump-in will hit though, it does more damage so you may as well.

Special Moves

5S
5S
BFTG JEN 5S.png
Damage Guard Startup Active Recovery Frame Adv
12x6, 20 High/Low/Air 16 - - -4

(Boomerang Blade)

Round Trip. This move does pretty good chip, although it's not great on block so you usually want to call an assist to cover for you. A good tagout move since it locks the opponent down in block/hitstun for so long. Can link into 5L if hitstun isn't very decayed. At -4 on block, this move is only punishable by extremely fast moves and the punish is 1f timing, so while it isn't safe you can get away with doing this on block uncovered by assist a lot of the time.

4S
4S
BFTG JEN 4S.png
Damage Guard Startup Active Recovery Frame Adv
25x4 High/Low/Air - - - -

(Hidden Missiles)

Jen shoots her Vortex Blaster V5 to the skies, followed by the shot falling on the opponent after a short delay. Can do up to 4, and each shot has homing properties. Very slow and the missiles go away if Jen gets hit, so it's only really useful if you have the opponent already locked down, to setup for incoming or if you're are tagging out. Hits OTG as of version 1.6.

6S
6S
BFTG JEN 6S.png
BFTG JEN 6SS.png
Version Damage Guard Startup Active Recovery Frame Adv
6S 0 - - - - -

Command Jump. Can setup for cross-ups really well. Cancelable into j.S at multiple points for cross-up or not-air-dash mix-ups. Also cancelable into a teleport feint with 5S+L for an extra layer of mix-up.

6SS 70 High/Low/Air 21 - - -21

(Flashback Kick)

Pole vault kick. Launches and is air-unblockable. This is Jen's main AA and while the input may seem funky, it comes out pretty fast and will auto correct if you're getting crossed up. Jump-canceling for followups can be kinda wonky depending on the angle you hit them and there's a lot of grounded recovery, so confirming can be a little hard, but not that hard.

j.S
j.S
BFTG JEN j.S.png
Version Damage Guard Startup Active Recovery Frame Adv
j.S 0 - - - - -

(Air Dash)

Command air dash. Pretty wild in a game with otherwise very limited mobility. You can cancel it into normals at any point, or into a teleport feint with 5S+L for a sort of "fake air dash" which can screw with anti-air timings or delay your high/low mixup. A really strong and open-ended tool, good use of this move is the key to playing Jen effectively.

EX Attack

5L+S
5S+L
BFTG JEN 5S+L.png
BFTG JEN 5S+L (2).png
Damage Guard Startup Active Recovery Frame Adv
35x2, 45x2, 55 High/Low/Air 8+3 - - -21
  • If the first hit is blocked, the rest of the move will not come out.

Upon use, Jen performs an ascending slash. If it connects, Jen shoots 2 rounds of her Vortex Blaster V5. This move has some invincibility on startup, and it's cancelable into Super on any of the 3 hits.

j.L+S
j.S~S+L
BFTG JEN j.S-L+S.png
Damage Guard Startup Active Recovery Frame Adv
0 - - - - -

Jen teleports to where she was when she started her j.S, maintaining some forward momentum. Costs half a stock of Super Meter.

6S~L+S
6S~S+L
BFTG JEN 6S-L+S.png
Damage Guard Startup Active Recovery Frame Adv
0 - - - - -

Jen teleports to the ground. Costs half a stock of Super Meter.

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG JEN FT.png
BFTG JEN FT (2).png
Damage Guard Startup Active Recovery Frame Adv
121 Throw 6 - - -

Slashes and then shoots them with her Vortex Blaster V5. Cancelable into 6S. Wallbounces, which gives time for an assist pickup, or Jen can go straight into Super solo.

Back Throw
Back Throw
4M+H
BFTG JEN BT.png
Damage Guard Startup Active Recovery Frame Adv
161 Throw 6 - - -

Jumps over the opponent and shoots a small laser. Its hard knockdown properties makes this pretty easy to combo off of solo with a 2H OTG, or a Super if you're lazy.

Super

Super
Super
H+S
BFTG JEN Super.png
"Hold it right there!"
BFTG JEN Super (2).png
BFTG JEN Super (3).png
"Eat fire!"
Damage Guard Startup Active Recovery Frame Adv
1, 75x4, 90 High/Low/Air 7+8 - - -21

Jen performs an advancing slash which, if it hits, transitions into a cinematic sequence. Due to its cinematic nature, it won't catch assists (though the inital blow will stagger them as of version 1.6.2). Wallbounces, which can lead to followups in the right spacing. Can also OTG after with 2H or any other OTG move.

Tag Actions

Assist
Assist
A1/A2
BFTG JEN Assist.png
Hidden missiles of the law
Damage Guard Startup Active Recovery Frame Adv
15x4 High/Low/Air - - - -

Based on Jen's 4S. Because you can take over to interrupt this at any point, it's a lot safer than the point version. Kind of slow and if Jen gets hit the missiles don't fall, so it's not as strong in a "throw it out and win neutral" kind of way, but if you can make the space/time for it, it's a really useful move for a lot of characters. Like the point version, it hits OTG as of version 1.6. Pushes surprisingly far on block.

Swap Strike
Swap Strike
A1/A2+S
BFTG JEN Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Low/Air 6 - - -4

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.

Same animation and range as 5MM, giving it decent range.

Team Synergy

Combos

Tested in 1.6.2

Solo

5L > 5M > 2M > 5H(1-3) > 6H > 5S > 5LL > 5M > 5H > 2H(1) > 6H > 5S > 6SS > j.L > j.H > [5H > 2H]x2 > 5H > 2H(1) > 6H > L+S > H+S

Basic combo with the 5S re-link, pretty much the best combo she has, but with plenty of room to takeover into another character who can kill for her. Alternatively, end with OTG 2H > 6H > 4SSSS with an assist call for some full screen oki.

5LL > 5M > 2M > 5H > 5S > 6SS > [j.L > j.M > land]x4 > j.L(1) > j.H > [5H(3) > 2H]x2 > 5H > 2H(1) > 5S > H+S > 2H > 6H

Alternative route that avoides the 1f relink and then spends the extra juggle limit looping rejumps. If you start from anything else you'll almost definitely have to lose one of the rejump loops or you'll hit juggle limit too early, but doing 3 is pretty stable. The j.L > j.H is totally optional if you'd rather save your ground bounce. There's lots of potential places to swap in this route, and depending on your team this can be a TOD

5LL > 5M > 2M > 5H > 2H > [j.L > j.M > land]x4 > 5H(3) > 5S(3) > 5H+S > 2H > 5S > 6SS > j.L(1) > j.H > 5H(3) > 2H > 5H(3) > 2H(1) > 6H > 5H+S

Double super route. Does around 900, does closer to 950 if you do a 5S > 5L link to start it off and then adjust the air combo accordingly. By saving 6SS early on you get enough resources to build an extra bar after the OTG 2H. Note that you need to cancel into super before the final hit of 5S connects in order to maintain a spin state for 5S, Alternatively you could do a 6H after the OTG and then do another OTH 2H, this will build a little extra meter and make up for the loss of 5S.

Assist combos

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

Example combo

Colors

Color 1 Color 2
JEN 1.png
JEN 2.png


External Links


Power Rangers: Battle for the Grid
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Tommy Oliver
Jason Lee Scott
Gia Moran
Ranger Slayer
Kat Manx
Magna Defender
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Dragon Armor Trini
Trey of Triforia
Jen Scotts
Lord Zedd
Anubis "Doggie" Cruger
Eric Myers
Dai Shi
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