Power Rangers: Battle for the Grid/Gia Moran: Difference between revisions
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[[image:BFTG_GIA_Profile.png |<center><font size="4"><b>Gia Moran <br>Super Megaforce Yellow Ranger</b></font></center>|thumb|400px|right]] | [[image:BFTG_GIA_Profile.png |<center><font size="4"><b>Gia Moran <br>Super Megaforce Yellow Ranger</b></font></center>|thumb|400px|right]] | ||
{{Content Box|content= | |||
<div style="display: flex;justify-content: start;align-items:center;flex-wrap: wrap;"> | |||
{{FP Button|{{#if: {{{sub|}}} | {{BASEPAGENAME}} | {{FULLPAGENAME}} }}|Overview}} | |||
{{FP Button|{{#if: {{{sub|}}} | {{BASEPAGENAME}}/Combos | {{FULLPAGENAME}}/Combos }}|Combos}} | |||
{{FP Button|{{#if: {{{sub|}}} | {{BASEPAGENAME}}/Resets| {{FULLPAGENAME}}/Resets}}|Resets / Incoming Setups}} | |||
{{FP Button|{{#if: {{{sub|}}} | {{BASEPAGENAME}}/Team Building| {{FULLPAGENAME}}/Team Building}}|Assist/Tagouts}} | |||
{{FP Button|{{#if: {{{sub|}}} | {{BASEPAGENAME}}/Strategy | {{FULLPAGENAME}}/Strategy }}|Strategy / Counter Strategy }} | |||
{{FP Button|{{#if: {{{sub|}}} | {{BASEPAGENAME}}/Videos | {{FULLPAGENAME}}/Videos }}|Videos }} | |||
<div class="mizubutton">[https://twitter.com/hashtag/BFTG_GIA?src=hashtag_click #BFTG_GIA]</div> | |||
</div> | |||
}}<noinclude>[[Category:Power Rangers: Battle for the Grid]]</noinclude> | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
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'''Walk Speed: 875 Forward, 375 Back''' | '''Walk Speed: 875 Forward, 375 Back''' | ||
Gia, the Yellow Super Megaforce Ranger, is generally unflappable and carries herself with a sense of confidence that comes from her success. Strong and capable, Gia will never back down from protecting her friends. | |||
==Overview== | ==Overview== | ||
Gia is a well-rounded character who thrives at the mid-range. She excels at controlling space with her long grounded normals and specials that keep the opponent at bay. That isn't to say she's a slouch in the close range, where she sports a fast low 2L, strong overheads (including a long range instant overhead in j.S) and unblockable setups. Her assist is excellent for combo extensions, long range pokes, and lockdown, making her a strong pick on any team. | Gia is a well-rounded character who thrives at the mid-range. She excels at controlling space with her long grounded normals and specials that keep the opponent at bay. That isn't to say she's a slouch in the close range, where she sports a fast low 2L, strong overheads (including a long range instant overhead in j.S) and unblockable setups. Her assist is excellent for combo extensions, long range pokes, and lockdown, making her a strong pick on any team. | ||
''' | {{StrengthsAndWeaknesses | ||
| intro = '''Gia Moran''' is a strong midrange character with excellent space control and tagouts | |||
| pros = | |||
*'''Has Melty Normals''' - Gia is one of the scariest characters from anywhere as she can threaten from afar with her mediums and heavies, while also having strong pressure through plink lights from up close. All while being relatively safe. | |||
*'''Gia has left the room''' - In conjunction with her large normals, her specials have a long screen presence give much reason to tag out into another character and continue pressure | |||
*'''Mixup Options''' - After jab flipout, Gia has the scariest mixup game across the roster with a left-right-low-high-throw mixup that can be further layered with fake cross-unders or double dashing | |||
''' | | cons= | ||
*'''Mediocre Damage''' - At a cost for her strong mixup game, Gia’s damage is mediocre at best and efforts to push beyond it are typically resource heavy and inconsistent | |||
|tablewidth=80 | |||
}} | |||
''' | |||
==Normal Moves== | ==Normal Moves== | ||
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0 | 0 | ||
|description= | |description= | ||
* Flipout reset on airborne opponents | |||
Average jab. Great range and excellent for plink cancels. | Average jab. Great range and excellent for plink cancels. | ||
* | |||
'''Whiff Cancels''' | |||
Cancels into the following moves on whiff: | |||
* 5S | |||
* 4S | |||
* [S]~L (EX) | |||
* [2S]~A1 (Snap) | |||
* [S]~H (Super) | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Excellent horizontal poke. | Excellent horizontal poke. | ||
Treated as a projectile, so it can nullify single-hit projectiles | |||
'''Whiff Cancels''' | |||
Cancels into the following moves on whiff: | |||
* 5S | |||
* 4S | |||
* [S]~L (EX) | |||
* [2S]~A1 (Snap) | |||
* [S]~H (Super) | |||
}} | }} | ||
}} | }} | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= -4 | ||
|description= | |description= | ||
*Treated as a projectile, so it can nullify single-hit projectiles | *Treated as a projectile, so it can nullify single-hit projectiles | ||
* Causes spin knockdown on airborne opponents, no spin state is consumed | * Causes spin knockdown on airborne opponents, no spin state is consumed | ||
'''Whiff Cancels''' | |||
Cancels into the following moves on whiff: | |||
* 5S | |||
* 4S | |||
* [S]~L (EX) | |||
* [2S]~A1 (Snap) | |||
* [S]~H (Super) | |||
}} | }} | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|description=Treated as a projectile, so it can nullify single-hit projectiles. Excellent as a meaty on incoming. Great anti-air poke that leads to full combo on hit. Can chain into EX at any point during the 4MMH string. | |description=Treated as a projectile, so it can nullify single-hit projectiles. Excellent as a meaty on incoming. Great anti-air poke that leads to full combo on hit. Can chain into EX at any point during the 4MMH string. | ||
'''Whiff Cancels''' | |||
Cancels into the following moves on whiff: | |||
* 4MM | |||
* 5S | |||
* 4S | |||
* [S]~L (EX) | |||
* [2S]~A1 (Snap) | |||
* [S]~H (Super) | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">4M</font> ====== | |||
{{MoveData | |||
|image=BFTG_GIA_5M.png | |||
|caption= | |||
|name=4MM | |||
|data= | |||
{{AttackData-BFTG | |||
|damage=60 | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv=-1 | |||
|description= | |||
Part of the 4MMH target combo, excellent horizontal poke to follow up an aerial poke. The early cancel into various moves makes it a great neutral option that's difficult to challenge with little risk. | |||
Treated as a projectile, so it can nullify single-hit projectiles | |||
'''Whiff Cancels''' | |||
Cancels into the following moves on whiff: | |||
* 5S | |||
* 4S | |||
* [S]~L (EX) | |||
* [2S]~A1 (Snap) | |||
* [S]~H (Super) | |||
}} | }} | ||
}} | }} | ||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
* Wall bounce | * Wall bounce | ||
Target combo from 4M. | |||
}} | }} | ||
}} | }} | ||
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-1 | -1 | ||
|description= | |description= | ||
* Groundbounce on airborne opponents | |||
Very high reach. Excellent poke due to being only -1 on block and chainable into 5HH on both hit and whiff. | Very high reach. Excellent poke due to being only -1 on block and chainable into 5HH on both hit and whiff. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
*Treated as a projectile, so it can nullify single-hit projectiles | *Treated as a projectile, so it can nullify single-hit projectiles | ||
*Hard knockdown. | |||
}} | }} | ||
}} | }} | ||
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|damage=60 | |damage=60 | ||
|guard=High/Air | |guard=High/Air | ||
|startup= | |startup= 14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|description= | |description= | ||
Gia's fastest low. | Gia's fastest low. | ||
'''Whiff Cancels''' | |||
Cancels into the following moves on whiff: | |||
* EX | |||
}} | }} | ||
}} | }} | ||
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|damage=65 | |damage=65 | ||
|guard=Low/Air | |guard=Low/Air | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= 0 | ||
|description= | |description= | ||
Unlike most crouching mediums, Gia's 2M doesn't knock down. | Unlike most crouching mediums, Gia's 2M doesn't knock down. | ||
'''Whiff Cancels''' | |||
Cancels into the following moves on whiff: | |||
* EX | |||
}} | }} | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
*Uses spin | *Uses spin | ||
Great whiff punish/low profile poke. Treated as a projectile, so it can nullify single-hit projectiles. | |||
'''Whiff Cancels''' | |||
Cancels into the following moves on whiff: | |||
* 5S | |||
* 4S | |||
* [S]~L (EX) | |||
* [2S]~A1 (Snap) | |||
* [S]~H (Super) | |||
}} | }} | ||
}} | }} | ||
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|damage=40 | |damage=40 | ||
|guard=High/Air | |guard=High/Air | ||
|startup= | |startup= 5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Excellent air-to-ground normal. Used as a button to press on incoming because it hits behind her as well. | Excellent air-to-ground normal. Used as a button to press on incoming because it hits behind her as well. Because of how active it is, it's a great air-to-air normal as well. j.L~j.S in the air serves as an especially strong aerial pushblock OS and should be the go-to defensive option in the air. | ||
}} | }} | ||
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|damage=65 | |damage=65 | ||
|guard=High/Air | |guard=High/Air | ||
|startup= | |startup= 11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|damage=70 | |damage=70 | ||
|guard=High/Air | |guard=High/Air | ||
|startup= | |startup= 8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 499: | Line 608: | ||
|damage=65 | |damage=65 | ||
|guard=High/Air | |guard=High/Air | ||
|startup= | |startup= 14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Standard throw. Kara throw with 6H~M. Recovers faster when holding a direction allowing a combo by holding down and mashing 2S (which gives 5S) for a full combo (although heavily scaled). | Standard throw. Kara throw with 6H~M. Recovers faster when holding a direction allowing a combo by holding down and pressing/mashing 2S (which gives 5S) for a full combo (although heavily scaled). | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
After a brief delay, Gia launches a multi-hitting wave forward. | After a brief delay, Gia launches a multi-hitting wave forward. | ||
* Hits opponents in a hard knockdown. | |||
}} | }} | ||
}} | }} | ||
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===Dino=== | ===Dino=== | ||
''' EX A1+A2~M [backdash]x2 5S~M [backdash 5S~M]x1-2 ender''' - 924 DMG [https:// | ''' EX A1+A2~M [backdash]x2 5S~M [backdash 5S~M]x1-2 ender''' - 924 DMG [https://www.youtube.com/watch?v=xszZuj0Vw7I (video)] | ||
''' 6S A1+A2 5S~H [5S>6H (start mashing 6S right at the end of the 5S animation)]x1-2 ender ''' - 880 DMG [https://www.youtube.com/watch?v=awwqSYa3hIU (video)] | ''' 6S A1+A2 5S~H [5S>6H (start mashing 6S right at the end of the 5S animation)]x1-2 ender ''' - 880 DMG [https://www.youtube.com/watch?v=awwqSYa3hIU (video)] | ||
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===Dragon=== | ===Dragon=== | ||
''' 6S A1+A2 5S~L [5S~L (press L on second hit) 6H]x1-2 ender ''' - 810 DMG [https:// | ''' 6S A1+A2 5S~L [5S~L (press L on second hit) 6H]x1-2 ender ''' - 810 DMG [https://www.youtube.com/watch?v=rPLbbd1ouDk (video)] | ||
===Samurai=== | ===Samurai=== | ||
''' 6S A1+A2 5S~H [dash-under>5S 6H]x1-2 dash-under>ender ''' - 820 DMG [https:// | ''' 6S A1+A2 5S~H [dash-under>5S 6H]x1-2 dash-under>ender ''' - 820 DMG [https://www.youtube.com/watch?v=c7o9aUnVrcQ (video)] | ||
The dash-under for this combo is not necessary but it vastly improves the consistency of the combo due to the odd wall bounce with Sam zord. | The dash-under for this combo is not necessary but it vastly improves the consistency of the combo due to the odd wall bounce with Sam zord. | ||
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====2 bar follow-up==== | ====2 bar follow-up==== | ||
''' 8j.M>j.H>2M>4H>9j.L>j.H>2M>4H>9j.L>j.H > [2L5MM>4SS]x2 > 2L5MM>EX > 7j.S > 5S ''' [https:// | ''' 8j.M>j.H>2M>4H>9j.L>j.H>2M>4H>9j.L>j.H > [2L5MM>4SS]x2 > 2L5MM>EX > 7j.S > 5S ''' [https://www.youtube.com/watch?v=jqrYB9PGLqA (video)] | ||
====3 bar follow-up==== | ====3 bar follow-up==== | ||
''' 8j.[M]>j.H ]M[ >2M>6S > 9j.L>j.H>2M>4H > [2M>4H>9j.L>j.H>2M>4H>9j.L>j.H]x2 > 2L5MM>EX ''' [https:// | ''' 8j.[M]>j.H ]M[ >2M>6S > 9j.L>j.H>2M>4H > [2M>4H>9j.L>j.H>2M>4H>9j.L>j.H]x2 > 2L5MM>EX ''' [https://www.youtube.com/watch?v=P01Ejq7wsD8 (video)] | ||
<!-- ===Videos=== --> | <!-- ===Videos=== --> |
Latest revision as of 04:54, 25 October 2022
Introduction
Health: 1000
Walk Speed: 875 Forward, 375 Back
Gia, the Yellow Super Megaforce Ranger, is generally unflappable and carries herself with a sense of confidence that comes from her success. Strong and capable, Gia will never back down from protecting her friends.
Overview
Gia is a well-rounded character who thrives at the mid-range. She excels at controlling space with her long grounded normals and specials that keep the opponent at bay. That isn't to say she's a slouch in the close range, where she sports a fast low 2L, strong overheads (including a long range instant overhead in j.S) and unblockable setups. Her assist is excellent for combo extensions, long range pokes, and lockdown, making her a strong pick on any team.
Gia Moran is a strong midrange character with excellent space control and tagouts | |
Pros | Cons |
|
|
Normal Moves
5L
5L
|
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5LL
5LL
|
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5LLL
5LLL
|
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5LLLL
5LLLL
|
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5M
5M
|
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5MM
5MM
|
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5MMM
5MMM
|
---|
4M
4M
Diagonal Shot |
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4M
4MM
|
---|
4MMH
4MMH
Pistol Combination |
---|
5H
5H
|
---|
5HH
5HH
|
---|
5HHH
5HHH
|
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4H
4H
Scimitar |
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6H
6H
Overhead Slice |
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2L
2L
|
---|
2M
2M
|
---|
2H
2H
|
---|
j.L
j.L
|
---|
j.M
j.M
|
---|
j.H
j.H
|
---|
Special Moves
5S
Double Whip
5S |
---|
4S
Whip Fling
4S |
---|
6S
Saber Whip
6S |
---|
j.S
Saber Strike
j.S |
---|
EX Attack
5L+S
Saber Rush
5S+L |
---|
Throws
Forward Throw
Forward Throw
5M+H/6M+H |
---|
Back Throw
Back Throw
4M+H |
---|
Super
Mega Blast
H+S |
---|
Tag Actions
Assist
Assist
Saber Whip A1/A2 |
---|
Swap Strike
Swap Strike
A1/A2+S |
---|
Setups
With access to both a standing overhead in 6H, and a standing low/overhead in 5S, Gia's tag out setups can frequently lead into unlockable or hard-to-blockable situations.
Jab Reset
This is Gia's most efficient ender. Most characters in the cast have some form of this. At the end of any combo, use 5L to force a flipout that guarantees 1 frame where the opponent can't use a reversal. In other words, this guarantess a meaty without fear of getting interrupted by an EX, or some other invulnerable move. After 5L, you have the following options:
- 6H, link 5L or 2L for full combo (video)
- 2L (video)
- Throw (video)
- Kara dash cancel cross-under 6H (video)
- Kara dash cancel cross-under 2L (video)
- Jab reset unblockable (video)
Neutral Setups
5S hard-to-blockable:
5S+assist, tag, dash 5L>2M (or whatever low). (video)
This setup is especially good because it can be used at the end of a blockstring, turning your advantage state into almost a guaranteed hit. The opponent can react with a zord counter, however, if you're ready for it, your tagged in character can also kara grab this option on reaction.
Combos
Tested as of version 2.5
BnB
2L>5HHH, dash>6H, 2M>4H>9j.L>j.H>2M>4H>j.l>j.H > 2L5MM>4SS, 2L>5MM>ender
Simple Gia bnb, can be modified for any hit.
Possible enders are:
- EX,5S(1H),Super: 831 DMG (video)
- 6S>Super: 736 DMG, 0.7 bar start, 0 bar end. (video)
- 4SS,5L,Assist,6H+tag>Tag>2L/2M(whatever fast low your tagged in character has): Unblockable reset, 1 assist required (video)
Fullscreen corner-to-corner bnb off of any hit. Very stable. Pretty easy.
Forward throw
M+H~2 5S, dash>6H, 2M>4H>9j.L>j.H>2M>4H>j.l>j.H > 2L5MM>4SS, 2L>5MM>ender (video)
Forward throw combo. Holding 2 cancels the recovery of the throw faster, allowing you to act sooner and juggle with 5S.
Back throw
4M+H 5M>4SS 2M>4H>9j.L>j.H>2M>4H>j.l>j.H > 2L5MM>4SS, 2L>5MM>ender (video)
Nothing special to note other than has some juggle limit to spare so could be optimised further but given the throw damage scaling it would net negligible damage.
Zord Combos
All combos except SPD are done with the Solo BnB beforehand and all damage values are shown with 2 zord meter in mind.
Every combo except SPD can end with either option below depending on specific damage requirements in every situation:
- EX > 6H
- 5S > 6H
Dino
EX A1+A2~M [backdash]x2 5S~M [backdash 5S~M]x1-2 ender - 924 DMG (video)
6S A1+A2 5S~H [5S>6H (start mashing 6S right at the end of the 5S animation)]x1-2 ender - 880 DMG (video)
Mega Goldar
6S A1+A2 [5S~L (press L on second hit)]x2-3 ender - 862 DMG (video)
Dragon
6S A1+A2 5S~L [5S~L (press L on second hit) 6H]x1-2 ender - 810 DMG (video)
Samurai
6S A1+A2 5S~H [dash-under>5S 6H]x1-2 dash-under>ender - 820 DMG (video)
The dash-under for this combo is not necessary but it vastly improves the consistency of the combo due to the odd wall bounce with Sam zord.
SPD
The SPD combos below use an air-unblockable setup on incoming; when SPD M hits an airborne opponent they get a debuff which prevents them from blocking in the air. Paired with a snap the incoming character also has this debuff letting us do a meaty attack on them.
The combo here is slightly different than the regular bnb as we need to juggle differently to get SPD to hit while airborne without worrying about combo states:
2L>5HHH, dash>6H, 2M>4H>9j.L>j.H>2M>4H>j.l>j.H > 2L5MM>4SS, 2M A1+A2 2M>6S 2S+A1 8j.M>j.H>2M>4H 2S+A1 [follow-up]
Follow-up combos below are bar-dependent and kill on a throw starter with the combo above. Chances are the character dies before reaching the end of the combo but it's worth knowing the whole combo just in case.
2 bar follow-up
8j.M>j.H>2M>4H>9j.L>j.H>2M>4H>9j.L>j.H > [2L5MM>4SS]x2 > 2L5MM>EX > 7j.S > 5S (video)
3 bar follow-up
8j.[M]>j.H ]M[ >2M>6S > 9j.L>j.H>2M>4H > [2M>4H>9j.L>j.H>2M>4H>9j.L>j.H]x2 > 2L5MM>EX (video)
Colors
External Links
- Twitter hashtag: #BFTG_GIA