Power Rangers: Battle for the Grid/Kat Manx: Difference between revisions
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[[image:BFTG_KAT_Profile.png |<center><font size="4"><b>Katherine 'Kat' Manx <br> SPD Kat Ranger</b></font></center>|thumb|400px|right]] | [[image:BFTG_KAT_Profile.png |<center><font size="4"><b>Katherine 'Kat' Manx <br> SPD Kat 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_KAT?src=hashtag_click #BFTG_KAT]</div> | |||
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}}<noinclude>[[Category:Power Rangers: Battle for the Grid]]</noinclude> | |||
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'''Chain Rules: Magic Series''' | '''Chain Rules: Magic Series''' | ||
Kat | Kat designed most of the S.P.D. Rangers' weapons and is Commander Cruger's trusted assistant and friend. Supreme Commander Birdie recruits her to central command. She returns to Earth with a temporary Morpher and becomes the Kat Ranger. | ||
==Overview== | ==Overview== | ||
Kat is a rushdown character with some of the best mobility in the game. | Kat is a rushdown character with some of the best grounded mobility in the game. Once she gets in, Kat has the tools needed to stay in or safely disengage on her own terms. However, she can have trouble getting in against characters with bigger buttons or strong zoning gameplans. Her spot in the current meta is saved by her versatile assist and consistent damage off of almost any hit. | ||
{{StrengthsAndWeaknesses | |||
| intro = '''Kat Manx''' is a fast rushdown character with a highly versatile assist | |||
| pros = | |||
*'''Support Value''' - Kat's rekka assist has strong lockdown potential, small gaps that allow for left/right mix, and can be confirmed into a ToD | |||
*'''Cirque de Soleil''' - To make up for her lack of projectiles or big buttons, Kat’s specials allow for her to navigate around obstacles, disengage with a situation, or begin a sandwich | |||
*'''Damage''' - Kat's common starters all lead to ToDs, and weirder confirms still lead to consistent damage | |||
*'''I Mixed Myself tbh''' - Kat can set up 50/50s in 5L reset situations with her 2M and has decent strike/throw mix due to her long 2H~M kara throw | |||
*'''Air to Air''' - Kat's air-to-air buttons can compete with the best characters in the game and can lead to kills with good routing | |||
*'''Glue Eater''' - Kat's gameplan is straightforward and her optimized combos are on the easier end of the spectrum, which makes her a great choice for newer players | |||
| cons= | |||
*'''A Little Too Straightforward''' - Kat's gameplan doesn't change much as players get better, so she can be more easily dealt with by high level players | |||
*'''Washed''' - Kat isn't the beast she used to be in older patches. She has mediocre-to-bad matchups against the best characters in the game | |||
*'''Brought Legs to a Gunfight''' - While Kat's buttons aren't particularly stubby, she is often out-ranged by characters with weapons and projectiles | |||
*'''Bad Round Start''' - Kat's round start options can't compete with a well-composed team, so she is almost required to be a mid or anchor character | |||
|tablewidth=80 | |||
}} | |||
==Normal Moves== | ==Normal Moves== | ||
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}} | }} | ||
}} | }} | ||
==Strategy== | ==Strategy== | ||
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==Team Synergy== | ==Team Synergy== | ||
Kat can be played in any team position, but she does not have a strong round start. She has a great assist that works with almost any other character, great solo damage, and easy zord routes that make her ideal the second or third slots on a team. These tools combined with her incoming 50/50s make her great for solo comebacks. Kat as the active character likes to have neutral or lockdown assists to help her close the gap, or damage engines to make TODs even easier. | Kat can be played in any team position, but she does not have a strong round start. She has a great assist that works with almost any other character, great solo damage, and easy zord routes that make her ideal in the second or third slots on a team. These tools combined with her incoming 50/50s make her great for solo comebacks. Kat as the active character likes to have neutral or lockdown assists to help her close the gap, or damage engines to make TODs even easier. | ||
==Combos== | ==Combos== | ||
===Beginner=== | ===Beginner=== | ||
Combos below are curated with beginners in mind, it will help with learning Kat and in particular get used to her various non-TOD finishers. We recommend new players start here and in time move on to the more advanced combos later. | |||
The various finishers that are available are: | |||
*'''5L dash 2M''' Jab reset; can land either side of the opponent, cannot be reversed if it is meaty. [https://www.youtube.com/watch?v=6zLs7min6-o (video)] | |||
*'''5L Throw''' Jab reset; cannot be reversed if the throw is meaty. [https://www.youtube.com/watch?v=xZ977DGTlf4 (video)] | |||
*''' [6S]~L ''' EX finisher; to kara EX press and hold 6S and quickly press L afterwards. [https://www.youtube.com/watch?v=OzFw22H8v-I (video)] | |||
*''' S+H ''' Super finisher; wait for the opponent to be at the apex of their knockdown arc before pressing. [https://www.youtube.com/watch?v=1bK9h0puYPs (video)] | |||
*''' [6S]~L S+H ''' EX Super finisher; same rules apply as before for both of these. [https://www.youtube.com/watch?v=iDji8Imt-TI (video)] | |||
*''' 5S ''' 5SSS Rekka finisher; only used when opponent has taken enough damage for you to kill without meter, or to start a [[Power Rangers Battle For The Grid/Kat Manx#Zord Combos|zord combo]] | |||
''Back to corner'' | ''Back to corner'' | ||
''' 2MH 5S 2L 5M 6S [5M 2M 5H 6S]x2 [5M 2M 5HSS]x2 finisher ''' [https:// | ''' 2MH 5S 2L 5M 6S [5M 2M 5H 6S]x2 [5M 2M 5HSS]x2 finisher ''' [https://www.youtube.com/watch?v=YhQVG_bQvjk (video)] | ||
''Midscreen'' | ''Midscreen'' | ||
''' 2MH 5S 2L 5M 6S 5M 2M 5H 6S [5M 2M 5HSS]x3 finisher ''' [https:// | ''' 2MH 5S 2L 5M 6S 5M 2M 5H 6S [5M 2M 5HSS]x3 finisher ''' [https://www.youtube.com/watch?v=Q29Gfw1nxT4 (video)] | ||
''Facing corner'' | ''Facing corner'' | ||
''' 2MH 5S 2L 5MSS [5M 2M 5HSS]x4 finisher ''' [https:// | ''' 2MH 5S 2L 5MSS [5M 2M 5HSS]x4 finisher ''' [https://www.youtube.com/watch?v=m0eJzSEzOiw (video)] | ||
===Optimised TODs=== | ===Optimised TODs=== | ||
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''Back to corner'' | ''Back to corner'' | ||
''' 2MH 5S 5M 2M 5H 6S 5M 2M 5H 6H dash (5M 2M 5H 5S x2) 2L 5M 2M 5H 5S 2L 5M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super ''' [https:// | ''' 2MH 5S 5M 2M 5H 6S 5M 2M 5H 6H dash (5M 2M 5H 5S x2) 2L 5M 2M 5H 5S 2L 5M 2M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super ''' [https://www.youtube.com/watch?v=qNlBhtMuNMs (video)] | ||
''Midscreen'' | ''Midscreen'' | ||
''' 2MH 5S 5M 2M 5H 6S 5M 2M 5H 6H 2L 5MH 6S dash 5M 2M 5H 6S dash 5M 2M 5H 5S 2L 5MH 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super ''' [https:// | ''' 2MH 5S 5M 2M 5H 6S 5M 2M 5H 6H 2L 5MH 6S dash 5M 2M 5H 6S dash 5M 2M 5H 5S 2L 5MH 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super ''' [https://www.youtube.com/watch?v=8H5F5XusWI4 (video)] | ||
''Facing corner'' | ''Facing corner'' | ||
''' 2MH 5S 5M 2M 5H 6H 2L 5MH 6S dash 5M 2M 5H 6S dash (5M 2M 5HS)x2 2L 5M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super ''' [https:// | ''' 2MH 5S 5M 2M 5H 6H 2L 5MH 6S dash 5M 2M 5H 6S dash (5M 2M 5HS)x2 2L 5M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super ''' [https://www.youtube.com/watch?v=dqLdupZ__VI (video)] | ||
===Throw Combos=== | |||
The following combos are for Kat's forward throw. As of yet these combos do not reach the full 1100 but all do over 1000 damage killing most of the cast. | |||
''Back to corner'' | |||
''' throw 9.jLM 5M 2M 5H 6S 5M 2M 5H 6H dash (5M 2M 5H 5S x2) 2L 5M 2M 5H 5S 2L 5M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super ''' [https://www.youtube.com/watch?v=hBd8jOpuVSE (video)] | |||
''Facing corner'' | |||
''' throw 9.jLM 5M 2M 5H 6H 2L 5MH 6S dash 5M 2M 5H 6S dash (5M 2M 5HS)x2 2L 5M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super ''' [https://www.youtube.com/watch?v=9tOtM9vcp70 (video)] | |||
==Zord Combos== | |||
All combos are done with the [[Power Rangers Battle For The Grid/Kat Manx#Combos |above combos]] in mind, all combos leading into the zord combo end with '''5SSS''' with the exception of SPD which will have the full notation below. | |||
===Dino=== | |||
''' A1+A2 5SMSS [5SSMS]x1-2 finisher ''' - [https://www.youtube.com/watch?v=TSKWfRpzfP4 (video)] | |||
===Mega Goldar=== | |||
''' A1+A2 5SLS [backdash 6S 5SLS]x1-2 6S finisher ''' - [https://www.youtube.com/watch?v=si0t2rZmopY (video)] | |||
''' A1+A2 5SHS [6S 5SS S+H]x1-2 6S finisher ''' - [https://www.youtube.com/watch?v=fSNw2K69nGI (video)] | |||
===Dragon=== | |||
''' A1+A2 [5SSLS]x2-3 finisher ''' - [https://www.youtube.com/watch?v=pQH4yHptoag (video)] | |||
===Samurai=== | |||
''' A1+A2 5SH [move-back 5SS S+H]x1-2 finisher ''' - [https://www.youtube.com/watch?v=zHtNVwfY9lg (video)] | |||
===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. | |||
''' 2MH 5S 5M 2M 5H 6S 5M 2M 5H 6H dash (5M 2M 5H 5S x2) 2L 5M 2M 5H 5S 2L 5M 5H 6H 7jS 4M A1+A2 4M 5S 2S+A1 8j.MH 5M 2S+A1 [follow-up]''' | |||
Follow-up combos below are zord bar-dependent and shown below: | |||
====2 bar follow-up==== | |||
''' 8j.MH 5M [corner combo] ''' [https://www.youtube.com/watch?v=7gYWSTWUdc0 (video)] | |||
====3 bar follow-up==== | |||
''' 8j.[M]>j.H ]M[ 5M 9j.LM 5M [corner combo] ''' [https://www.youtube.com/watch?v=QSMLRBnSOW0 (video)] | |||
==Colors== | ==Colors== |
Latest revision as of 11:08, 13 October 2022
Introduction
Health: 1000
Walk Speed: 1050 Forward, 580 Back
Chain Rules: Magic Series
Kat designed most of the S.P.D. Rangers' weapons and is Commander Cruger's trusted assistant and friend. Supreme Commander Birdie recruits her to central command. She returns to Earth with a temporary Morpher and becomes the Kat Ranger.
Overview
Kat is a rushdown character with some of the best grounded mobility in the game. Once she gets in, Kat has the tools needed to stay in or safely disengage on her own terms. However, she can have trouble getting in against characters with bigger buttons or strong zoning gameplans. Her spot in the current meta is saved by her versatile assist and consistent damage off of almost any hit.
Kat Manx is a fast rushdown character with a highly versatile assist | |
Pros | Cons |
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|
Normal Moves
5L
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5LL
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2L
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5M
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5MM
|
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2M
|
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4M
Sky High |
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5H
|
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5HH
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2H
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6H
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j.L
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j.M
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j.H
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Special Moves
5S
Kat Scratch
5S |
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4S
Backflip
4S |
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6S
Catwheel
6S |
30x2 |
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j.S
Kat Dive
j.S |
60 |
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EX Attack
Kat Frenzy
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
Kat Stunners
H+S |
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Tag Actions
Assist
Assist
Kat Scratch A1/A2 |
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Swap Strike
Swap Strike
A1/A2+S |
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Strategy
In neutral, you want to play patiently and wait for an opening to start your offense. Kat is most effective at close range, so you want to stay outside of your opponent's effective range and use movement to trick your opponent into creating an opening, and then move in to start your pressure. Kat has a good wavedash ([M~L]xN or [L+M > down]xN), but if you are not comfortable wavedashing then her run is also quite fast. Pretend to move in and then back out with backdash or 4S. This may bait your opponent to use a slow move or put their assist on cooldown: being patient in your approach will give you openings. Similarly, you can pretend to back away with 4S or jump back, and then come back forward with 4SS or divekick. Kat is a very mobile character, so you want to take advantage of that to become unpredictable and make it hard for your opponent to know how to attack you.
When you see an opening and are ready to make your approach, you can move in with a plain run or dash, 6S, j.M, j.H, j.S, 4SS, or a dash quickly cancelled into 2M. When you do decide to approach, you can strike from several different angles and timings, so be sure to vary your approach and it will be difficult to keep you out, even for dedicated zoning characters. Some characters have difficulty dealing with j.S, and projectile characters have an extremely difficult time dealing with 6S. You may favor one approach or another depending on your opponent. Some assists, like Cenozoic Blue and Jen, can help to lock your opponent down and allow you to run in without fear of running into a big button. If your opponent is jumping a lot, you can either try to challenge them air to air with j.M or j.S, or you can run up to them on the ground and try to tag them with an air unblockable 4M (risky) or a grounded string when they land. If you are feeling fancy, you can use 2M to cross under them and make them block wrong. Some characters are difficult to challenge in the air, but almost nobody can challenge Kat divekick from the air if you can get above them. It is also difficult to stop Kat from getting very close ("almost in") on the ground while they are stuck in their jump arc.
As soon as you make your opponent block something on the ground, you want to call an assist to keep them locked in place. Most good players will pushblock you immediately, so get right back in with 6S, another approach tool listed earlier, or tagging to your assist that you already called in their face. You want to stick on top of the opponent and then open them up with staggered pressure, a throw, or a crossup. If you leave small gaps in your pressure strings, you may catch opponents trying to jab out, jump out, or use an unsafe invincible move. Kat's crossup tools are 6S + assist, j.M, j.S, and 2M on an airborne opponent. Ideally, you want to make the opponent worried about defending one option and then hit them with another. If they are hitting buttons trying to stop a throw attempt, you can use small gaps to counterhit them. If they are scared of staggers and are blocking everything, you can throw them or set up a crossup. Good pushblocking will force you to get back in all over again, if you fail to keep them locked down or re-approach immediately, but that's alright.
When you get a hit, it will either be death or good damage into corner pressure. On a knockdown or on the opponent's incoming, you can use your crossup tools and assists to make setups that are very difficult to block and will let you continue pressuring if they are blocked. If your combo will not kill and you want to be tricky, you can 5L the opponent to flip them out and perform a mixup on them when they are not expecting it: you have just enough time to dash 2M to the other side, or you can do same side, or throw.
On defense, you can sometimes use 4S to get out of weak pressure, but you should rely on good blocking and pushblock. Like most characters, EX is a high reward reversal: Swap Strike is lower reward but is safe. On your incoming, you can use divekick to call out bad setups, but it's generally better to block and then pushblock. When you have space, you can reset to neutral.
If Kat is bleeding, you want to tag her out so she can recover life. Her assist is only good if you are already close to the opponent or have them in a combo, but it is great in those cases. Just be aware that you will need to cover the gaps in her rekkas if you want your pressure to be airtight, but with some labbing you can use these gaps to trap your opponent, or set up crossups with things like Jen airdash or Blue/Quantum teleports.
Team Synergy
Kat can be played in any team position, but she does not have a strong round start. She has a great assist that works with almost any other character, great solo damage, and easy zord routes that make her ideal in the second or third slots on a team. These tools combined with her incoming 50/50s make her great for solo comebacks. Kat as the active character likes to have neutral or lockdown assists to help her close the gap, or damage engines to make TODs even easier.
Combos
Beginner
Combos below are curated with beginners in mind, it will help with learning Kat and in particular get used to her various non-TOD finishers. We recommend new players start here and in time move on to the more advanced combos later.
The various finishers that are available are:
- 5L dash 2M Jab reset; can land either side of the opponent, cannot be reversed if it is meaty. (video)
- 5L Throw Jab reset; cannot be reversed if the throw is meaty. (video)
- [6S]~L EX finisher; to kara EX press and hold 6S and quickly press L afterwards. (video)
- S+H Super finisher; wait for the opponent to be at the apex of their knockdown arc before pressing. (video)
- [6S]~L S+H EX Super finisher; same rules apply as before for both of these. (video)
- 5S 5SSS Rekka finisher; only used when opponent has taken enough damage for you to kill without meter, or to start a zord combo
Back to corner
2MH 5S 2L 5M 6S [5M 2M 5H 6S]x2 [5M 2M 5HSS]x2 finisher (video)
Midscreen
2MH 5S 2L 5M 6S 5M 2M 5H 6S [5M 2M 5HSS]x3 finisher (video)
Facing corner
2MH 5S 2L 5MSS [5M 2M 5HSS]x4 finisher (video)
Optimised TODs
Back to corner
2MH 5S 5M 2M 5H 6S 5M 2M 5H 6H dash (5M 2M 5H 5S x2) 2L 5M 2M 5H 5S 2L 5M 2M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super (video)
Midscreen
2MH 5S 5M 2M 5H 6S 5M 2M 5H 6H 2L 5MH 6S dash 5M 2M 5H 6S dash 5M 2M 5H 5S 2L 5MH 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super (video)
Facing corner
2MH 5S 5M 2M 5H 6H 2L 5MH 6S dash 5M 2M 5H 6S dash (5M 2M 5HS)x2 2L 5M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super (video)
Throw Combos
The following combos are for Kat's forward throw. As of yet these combos do not reach the full 1100 but all do over 1000 damage killing most of the cast.
Back to corner
throw 9.jLM 5M 2M 5H 6S 5M 2M 5H 6H dash (5M 2M 5H 5S x2) 2L 5M 2M 5H 5S 2L 5M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super (video)
Facing corner
throw 9.jLM 5M 2M 5H 6H 2L 5MH 6S dash 5M 2M 5H 6S dash (5M 2M 5HS)x2 2L 5M 5H 6H 7jS 4M 7jS 7jHS 4M 4SS 8jH dash 5L 2LLL 5M 2M 2H 5SS kara EX super (video)
Zord Combos
All combos are done with the above combos in mind, all combos leading into the zord combo end with 5SSS with the exception of SPD which will have the full notation below.
Dino
A1+A2 5SMSS [5SSMS]x1-2 finisher - (video)
Mega Goldar
A1+A2 5SLS [backdash 6S 5SLS]x1-2 6S finisher - (video)
A1+A2 5SHS [6S 5SS S+H]x1-2 6S finisher - (video)
Dragon
A1+A2 [5SSLS]x2-3 finisher - (video)
Samurai
A1+A2 5SH [move-back 5SS S+H]x1-2 finisher - (video)
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.
2MH 5S 5M 2M 5H 6S 5M 2M 5H 6H dash (5M 2M 5H 5S x2) 2L 5M 2M 5H 5S 2L 5M 5H 6H 7jS 4M A1+A2 4M 5S 2S+A1 8j.MH 5M 2S+A1 [follow-up]
Follow-up combos below are zord bar-dependent and shown below:
2 bar follow-up
8j.MH 5M [corner combo] (video)
3 bar follow-up
8j.[M]>j.H ]M[ 5M 9j.LM 5M [corner combo] (video)
Colors
External Links
- Twitter hashtag: #BFTG_KAT