Power Rangers: Battle for the Grid/Red Ranger

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Jason Lee Scott
Mighty Morphin Red Ranger

Introduction

Health 1000
Walk speed: 900 forward, 375 back

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 - - - -


5LL
5LL
Damage Guard Startup Active Recovery Frame Adv
63 High - - - -


5LLL
5LLL
Damage Guard Startup Active Recovery Frame Adv
93 High - - - -


5LLLL
5LLLL
Damage Guard Startup Active Recovery Frame Adv
128 High - - - -


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


5MM
5MM
Damage Guard Startup Active Recovery Frame Adv
104 High - - - -


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


5HH
5HH
Damage Guard Startup Active Recovery Frame Adv
126 High - - - -


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


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


2H
2H
BFTG RED 2H.png
Damage Guard Startup Active Recovery Frame Adv
87 High - - - -

Combo enabler city, b-word This is your friend, but also your worst enemy. Depends.

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

As an anti-air, it's serviceable, but you get more meat out of this move when used in combos. 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 Overhead - - - -

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, 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 Overhead - - - -

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 Overhead - - - -

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.


Special Moves

5S
5S
BFTG RED 5S.png
Damage Guard Startup Active Recovery Frame Adv
120 - - - - -

(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!


4S
4S
Damage Guard Startup Active Recovery Frame Adv
n/a - - - - -

(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)


6S
6S
BFTG RED 6S.png
Damage Guard Startup Active Recovery Frame Adv
101 High - - - -

(Triple Slash)

Rekka move. Can be done up to three times consecutively by pressing S again. 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.


j.S
j.S
BFTG RED j.S.png
Damage Guard Startup Active Recovery Frame Adv
70 - - - - -

(Air Blaster)

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


EX Special

5S+L
5S+L
BFTG RED 5S+L.png
Damage Guard Startup Active Recovery Frame Adv
150 - - - - -

(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
151 Throw - - - -


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


Super

Super
Super
H+S
BFTG RED Super.png
Damage Guard Startup Active Recovery Frame Adv
250 High - - - -

(Tyrannosaurus Charge)

The omnomnom super. Always does consistent damage, and confirms easy off of EX. 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

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.


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

Similar animation and same range as 5S. Decent range.


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


External Links

Power Rangers: Battle for the Grid
General
Characters