Power Rangers: Battle for the Grid/Lord Zedd: Difference between revisions
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'''Note:''' "c.4S" denotes the charged version of 4S. | '''Note:''' "c.4S" denotes the charged version of 4S. | ||
Corner Routes | |||
'''2MH 6S 2M 5S 2M 4S 2M 5HH c.4S 2M 5HH 5S EX 2L 5HH 5S 6H 2H 6S 4S 5H c.4S EX''' (You can substitute some of the 2Ms for 2Ls if they're giving you trouble, 2M is a finnicky link, just make sure you keep one 2L available for the EX pickup) | |||
'''2M 5HH(1) 5S 2M 4S 2M 5HH c.4S 2M 5HH 5S EX 2LM 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX''' | |||
'''5LL 2MH 6S 2M 5S 4S 2M 5HH c.4S 2M 5HH 5S EX 2LM 5HH 5S 6H 2H 6S 4S 5H c.4S EX''' | |||
Midscreen Routes | |||
'''5HH(1) (6S dash forward, then take a small step back, putty hits) 5HH 6S 4S (putty hits) 5HH c.4S 2L 2L 2LM 5HH 5S 6H 2H 6S 4S 5H c.4S EX''' | |||
ToD that works from roundstart 5H. It can generally work midscreen, but the first 4S is very position dependant. | |||
'''5HH(1) (6S dash forward, then take a small step back, putty hits) 5HH 6S 2L (putty hits) 5MM 2L 5MM 2M 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX''' | |||
Doesn't require the weird spacing of 4S, but forces you to do the hard ender since it's less damage. Both routes can kill with a 2M start. | |||
Facing away from Corner | |||
Throw Routes | |||
Reset Routes | |||
'''2M > 5HH(1) > 6S > dash > (putty hits) 5M > 2H > j.M > 5M > 2H > 6S > 2M > (putty hits) 5S > 2M > 4S > (daggerz hit) 5M > c.4S > 2M > 5HH > EX''' | '''2M > 5HH(1) > 6S > dash > (putty hits) 5M > 2H > j.M > 5M > 2H > 6S > 2M > (putty hits) 5S > 2M > 4S > (daggerz hit) 5M > c.4S > 2M > 5HH > EX''' |
Revision as of 19:27, 24 April 2021
Introduction
Health: 1100
Walk Speed: - forward, - back
After Rita Repulsa cited irreconcilable differences when divorcing Lord Zedd and getting sole custody of Thrax, he lived as a single bachelor in the Vica Galaxy, playing a bunch of UNIB. Realizing how top tier Gordeau was in that game, he ripped him the hell off to compensate for having lost his teleports from The Fighting Edition.
Overview
Zedd can be best summed up as an all-rounder. He possess very long-ranged normals, allowing him to control space, in addition to delayed projectiles such as Z Putties. Yet, when it comes to close range combat, he's no slouch either, having deceptively strong normals suited for that purpose. His unique dashes allow him to cross up opponents, mostly compensating for his otherwise slow mobility.
Normal Moves
5L
5L
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5LL
5LL E V I L E V I L
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5M
5M
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5MM
5MM Fisherman's Slam vibes Fisherman's Slam vibes
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5H
5H
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5HH
5HH
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6H
6H Near-full-screen overhead HYPE! Near-full-screen overhead HYPE!
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2L
2L
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2M
2M
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2H
2H
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j.L
j.L
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j.M
j.M
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j.H
j.H
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Special Moves
5S
5S
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4S
4S Captain Corridor! Captain Corridor!
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6S
6S "Prepare the Palace for my return!" "Prepare the Palace for my return!" *garbled underwater noises* *garbled underwater noises*
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j.S
j.S
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EX Attack
5L+S
5S+L
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Throws
Forward Throw
Forward Throw
5M+H/6M+H |
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Back Throw
Back Throw
4M+H |
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Super
Super
Super H+S "DESTROY!" *garbled underwater noises* "DESTROY!" *garbled underwater noises* Delicious combo ahead. Delicious combo ahead.
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Tag Actions
Assist
Assist
A1/A2 |
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Swap Strike
Swap Strike
A1/A2+S |
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Team Synergy
Characters with a fast dash and OTGs that lead to a combo work very well with Zedd, as they can pick up a combo after he catches an opponent at range. Notable characters would be RJ, Trey, Drakkon and Quantum. If spaced properly, Trey's assist can pick up a combo after Zedd's 6H from nearly full range.
Characters with a strong advancing assist such as Goldar or RJ can also give Zedd space to setup a 5S, or for him to teleport dash through the opponent for side switching mixups.
Combos
Solo
*all combos tested as of version 2.1
Note: "c.4S" denotes the charged version of 4S.
Corner Routes
2MH 6S 2M 5S 2M 4S 2M 5HH c.4S 2M 5HH 5S EX 2L 5HH 5S 6H 2H 6S 4S 5H c.4S EX (You can substitute some of the 2Ms for 2Ls if they're giving you trouble, 2M is a finnicky link, just make sure you keep one 2L available for the EX pickup)
2M 5HH(1) 5S 2M 4S 2M 5HH c.4S 2M 5HH 5S EX 2LM 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX
5LL 2MH 6S 2M 5S 4S 2M 5HH c.4S 2M 5HH 5S EX 2LM 5HH 5S 6H 2H 6S 4S 5H c.4S EX
Midscreen Routes
5HH(1) (6S dash forward, then take a small step back, putty hits) 5HH 6S 4S (putty hits) 5HH c.4S 2L 2L 2LM 5HH 5S 6H 2H 6S 4S 5H c.4S EX
ToD that works from roundstart 5H. It can generally work midscreen, but the first 4S is very position dependant.
5HH(1) (6S dash forward, then take a small step back, putty hits) 5HH 6S 2L (putty hits) 5MM 2L 5MM 2M 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX
Doesn't require the weird spacing of 4S, but forces you to do the hard ender since it's less damage. Both routes can kill with a 2M start.
Facing away from Corner
Throw Routes
Reset Routes
2M > 5HH(1) > 6S > dash > (putty hits) 5M > 2H > j.M > 5M > 2H > 6S > 2M > (putty hits) 5S > 2M > 4S > (daggerz hit) 5M > c.4S > 2M > 5HH > EX
Midscreen bnb. Can optionally end with 2H > 6S instead of 5HH > EX for meaty putty oki. video example
2M > 5HH(1) > 5S > 2M > 4S > (daggerz hit) 2M > c.4S > [2M > 2H > 6S > 2M > (putty hits) 5S > 2M > 4S > (daggerz hit) 2M > c.4S]*2 > EX
Damaging (but fairly tricky) corner loop. video example
2M > 5HH(1) > 6S > (5LL)(putty hits) > 5M > 2L > 2L > 5MM > 5M > 5HH > 5S > EX > (daggerz hit) 5HH > 5S > 6H > (daggerz hit) [2H > 6S > 4S > (putty hits) 5H(1) > c.4S]*2 > 5H(1) > EX
Pretty well optimised TOD combo. 5LL is used early on for extra meter if you need to build that first bar (time it so that the putty hits in between both hits of the target combo). The 5M > 2L link can be made slightly easier by chaining into a kara throw whiff. If you want a more meter-positive combo, replace the [5HH > 5S > EX] portion of the combo with [5HH > 6S > 5M] and then continue as normal.
Assist combos
5L > 5M > 5H > assist name > 5L > 5M > 5H
Example combo
Videos
Lord Zedd combo video by Star 55 (2020)
Colors
External Links
- Twitter hashtag: #BFTG_ZED
- Lord Zedd Character Primer by Technically Footsies