Power Rangers: Battle for the Grid/Red Ranger: Difference between revisions

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[[image:BFTG_RED_Profile.png |<center><font size="4"><b>Jason Lee Scott <br> Mighty Morphin' Red Ranger</b></font></center>|thumb|400px|right]]
[[image:BFTG_RED_Profile.png |<center><font size="4"><b>Jason Lee Scott <br> Mighty Morphin' Red 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_RED?src=hashtag_click #BFTG_RED]</div>
</div>
}}<noinclude>[[Category:Power Rangers: Battle for the Grid]]</noinclude>
{{TOClimit|2}}
{{TOClimit|2}}


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==Overview==
==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.
Jason is a fairly straightforward character who stands his ground. His 2H is jump-cancelable and is used to start air combos, but it doesn't launch by itself, letting him do extended combos against grounded opponents. Similarly, his assist doesn't launch, which helps other characters extend grounded combos. Combining an offensive rushdown style with decent zoning properties, he's an easy character that helps you learn the basics of the game.
 
{{StrengthsAndWeaknesses
| intro = '''Jason Lee Scott''' is an all-rounder character with an incredible assist
| pros =
*'''Support Value''' - Jason possesses a fast ,forward moving, multi-hitting assist that also crosses up, creating easy sandwiches
*'''Yeah I mashed''' - Jason unquestionably has one of the best 2Ls in the game, being an incredibly quick and decently sized low
*'''Sniper''' - Jason's j.S gunshot has incredible durability and also a ton of hitstun, allowing for some pretty nutty confirms with plinkdashing
*'''Outta there''' - 4S acts as a great tool to safely disengage from most blockstrings
| cons=
*'''No mix''' - Jason's lack of overhead options can make opening your opponent up quite a struggle
*'''The spice of life''' - Jason's best routes require a lot of adjustments in timing depending on what character is being juggled
|tablewidth=80
}}


==Normal Moves==
==Normal Moves==
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  |frameAdv=0  
  |frameAdv=0  
  |description=
  |description=
*Knocks down.
*Spinning knockdown
  }}
  }}
}}
}}
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  |recovery=
  |recovery=
  |frameAdv=-11  
  |frameAdv=-11  
  |description=Standard jump-cancellable anti-air.
  |description=*OTG


Launches on airborne and OTG hits.
*Launcher
 
Standard jump-cancellable anti-air.
 
Only launches on airborne and OTG hits.




Line 266: Line 295:
*Groundbounces on air hit
*Groundbounces on air hit


Despite being nerfed, it's still a nice move to end combos with. It does have good range to it, and the hitbox on it goes deep.
 
  }}
  }}
}}
}}
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  |recovery=
  |recovery=
  |frameAdv=  
  |frameAdv=  
  |description=Slow move but acts as a reversal. If the opponent hits you during the startup, they'll take additional damage (134). Crumples on hit, making it a strong combo starter. Fun fact: this can counter supers!
  |description=*Wallbounce on juggled enemy
*Crumple on standing enemy
Counter with very long startup.
  }}
  }}
}}
}}
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  |recovery=
  |recovery=
  |frameAdv=  
  |frameAdv=  
  |description=Rekka move. Can be done up to three times by pressing S again. Followups are only available on hit.
  |description=*OTG
 
Rekka move. Can be done up to three times by pressing S again. Followups are only available on hit.
 


The first hit is an OTG.
  }}
  }}
}}
}}
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  |frameAdv=  
  |frameAdv=  
  |description=
  |description=
Air version of his 4S~L projectile. Good for poking people that jump way too much, such as Magna Defender players spamming j.S.
Air version of his 4S~L projectile. Good for locking down players that like to jump a lot.
 
Can be done at variable heights to control different jump arcs.
  }}
  }}
}}
}}
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  |recovery=
  |recovery=
  |frameAdv=-26  
  |frameAdv=-26  
  |description=
  |description=*Stagger
If the first hit is blocked, the rest of the move will not come out.
*Restand
 
Two part EX. If first part connects, stagger will be used and it will restand your opponent. Second part can be done regardless of if the stagger is available or not.


  }}
  }}
Line 465: Line 502:
  |recovery=
  |recovery=
  |frameAdv=  
  |frameAdv=  
  |description=
  |description=*Wallbounce
Perform a series of attacks that end with a spinning kick.
Perform a series of attacks that end with a spinning kick. Can be followed up with dash 2H or 6S after the wallbounce.
  }}
  }}
}}
}}
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  |recovery=
  |recovery=
  |frameAdv=  
  |frameAdv=  
  |description=
  |description=*Launcher
Switches sides with the opponent and slices them. If this connects, Jason can cancel into 6S.
Switches sides with the opponent and slices them. Uses a launcher, and leaves Jason able to combo after.
  }}
  }}
}}
}}
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|image=BFTG_RED_Super.png
|image=BFTG_RED_Super.png
|image2=BFTG_RED_Super_(2).png
|image2=BFTG_RED_Super_(2).png
|caption2=The omnomnom super.
|caption2=Bionic arm!
|name=Tyranno Charge
|name=Tyranno Charge
|input= H+S
|input= H+S
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  |recovery=
  |recovery=
  |frameAdv=  
  |frameAdv=  
  |description=The same as the first two hits of 6SS. Leaves opponent grounded, good combo and pressure tool. Also easy to Takeover into on confirm. The first hit has OTG properties like the normal move.
  |description=*OTG
 
The same as the first two hits of 6SS.
 
First hit OTGs.
  }}
  }}
}}
}}
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  |description=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.
  |description=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.


Similar animation and same range as 5S, which makes it decent.
  }}
  }}
}}
}}
=Strategy=
Jason is a fairly straightforward character - he kills off most hits, but doesn't have the greatest mixups in the world. He can, however, play neutral very well using his j.S gunshot and his 4ss gunshots to keep the opponent glued in place until they make a mistake he can capitalize on with damage or pressure. In addition, Jason has access to routes that build a metric ton of meter, and save important states like spins and wallbounce, if you learn his blaster loops.
This makes him an incredible "control" character, forcing the opponent to play the kind of neutral you want, and capitalizing on any slipups with massive damage.
===Solo===
Jason's easiest routes will kill most characters, but not everyone - so solo he sometimes has to opt for resets. His best reset opportunities are doing 5L on an airborne opponent, and then dashing under. In the corner, if timed properly, this can be either a real or fake crossunder, and is basically invisible until you're hitting the opponent.


==Team Synergy==
==Team Synergy==
Jason is at his best being a midliner on your team. Putting him here gives you access to his strengths - his assist to use for mixups or neutral skips, and his high meter gain - while avoiding his weaknesses as a solo character, like his lack of meaningful solo mix. He is formidable when combined with a point who can get him hits from a distance.
=Combos=
===Beginner Combos===
[https://imgur.com/AzTojOc Corner]
2l 2m 2h j.lms 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5m 2m 5h EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
[https://imgur.com/82xw2R3 Midscreen]
2l 5m 5hh 5m 2h j.ms j.lms 5m 5h 2h j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
[https://imgur.com/YMcTBpP Side-Switch]
2l 2m 2h j.lms 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
[https://imgur.com/Nld5LSb Ex Starter(Corner)]
EX 66 5l 2lllL j.LMS 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5L RESET
[https://imgur.com/fLdQrrE EX Starter(Midscreen)]
EX 66 5l 2lllll 5m 5hh 5m 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5m 2h 5s 6sss SUPER


==Combos==
[https://imgur.com/XIq7UKq EX Starter(Back to corner)]


===Solo===
EX 66 5l 2lllll 5m 5hh 5mm 5m 2m 2h j.lms 5m 5m 5m (2l 5m 5m 2m)x3 5hh 5m 2h 5s 6sss SUPER 6sss
 
 
[https://imgur.com/NI79aJl Throw(Back to corner)]
 
THROW 66 2h j.ms j.lms 5m 5h 2h j.ms j.lms 5m 5m 2m (2l 5m 5m 2m)x2 2l 5m 5m 5hh EX 66 5l 2llll 5m 5hh 5L RESET
 
 
[https://imgur.com/F6a49Pw Throw (Corner)]
 
THROW 66 2h j.lms 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh EX 66 5l 2lllll 5m 5hh 5L RESET
 
 
[https://imgur.com/3B4vl09 Backthrow(Back to corner)]
 
THROW 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm 5m 2m 5h 2h j.lms 5m 5m 5m 2m EX 66 5l 2lllll 5m 5hh 5L RESET
 
 
[https://imgur.com/i4FkNST Backthrow(Midscreen)]
 
THROW 5m 5h 2h j.MS j.LMS 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm 5m 5h EX 66 5l 2lllll 5m 5hh 5L RESET
 
===Blaster loops===
Jason's combo game at higher levels is reliant on juggling people as long as possible by using Jason's air gunshot, as the move does decent damage and builds a healthy amount of bar.
These loops are done by doing j.LMS with some delays between each button press. If done properly, these loops can build almost 3 bars, and will kill meter positive from most starters.
To perform the loop, use a launcher, jump, and then after your first j.LM or j.MS to stabilize, re-jump and while rising, press j.L. At the top of your jump, do j.M to keep them at the same height. Then, while falling, j.S so that they fall onto your gunshot.
 
===Basic blaster loop routes===
 
[https://imgur.com/P19HhY2 Side Switch]
 
2l 2m 2h j.LMS 66 5m 5h 2h j.MS (J.LMS)x10 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
 
 
[https://imgur.com/O4RWZYg EX(Back to corner)]
 
EX 66 5l 2lllll 5m 5hh 2h (j.lms)x10 j.HS 2h 5s 6sss SUPER
 
 
[https://imgur.com/3gkrMVi EX(Midscreen)]
 
EX 66 5l 2lllll 5m 5hh 5m 5h 2h j.lm (j.lms)x9 j.HS 2h 5s 6sss super
 
 
[https://imgur.com/AfWp7Rp EX(Corner)]
 
EX 66 5l 2llll 2m 2h j.lms 66 5m 5h 2h j.ms (j.lms)x8 j.LHS 6SSS SUPER
 
 
[https://imgur.com/NZSDuu3 Throw(Back to corner)]
 
THROW 66 2h (J.LMS)x2 dashjump j.LMS 5m 5h 2h j.lm (j.LMS)x6 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
 
 
[https://imgur.com/DGe2LVp Throw(Corner)]
 
THROW 66 2h j.LMS 66 5m 5h 2h j.MS (j.lms)x8 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
 
 
[https://imgur.com/thAPC0d Backthrow(Back to corner)]


Easy Combos
THROW 5m 2h (j.lms)x12 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


j.H > 5HH > 5HH > 5MH > 2H > j.MS > 5MH > 2H > j.MS > 5MH > EX > Super
===2L Plinks===
Jason's damage drops slightly when doing midscreen routes because he has to use his second launcher early, taking away some damage and meter gain from his enders. The solution to this is to [https://youtu.be/6dEvwkQoOzM plink] into a dash from 2L. Doing this allows Jason to carry an opponent further on the screen while saving a launcher, effectively increasing his available damage.


https://imgur.com/InvRlG2
===Plinked Routes===
[https://imgur.com/DAO4ySd Plink sideswitch]


j.H > 5HH > 5M > 2H > j.MS > 5MH > 2H > j.MS > 5MHHH > EX > Super
2l 2m 2h j.lms 66 2l 5m~l 5h 2h (j.lms)x10 j.LH EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


https://imgur.com/sRnPaDV


2LMH > j.LM > 5MH > 2H > j.MS > 5MHHH > EX > Super
[https://imgur.com/HCIdhS2 Plink Coast to Coast]


https://imgur.com/jmcWMLa
2l 2m 5h 2h j.LM (j.lms)x2 dashjump j.lms (2l 5M~L)x3 5h 2h (j.lms)x6 j.LHS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


j.H > 5MHH > 5MH > 2H > JMS > 5MH > 2H > JMS > 5MH > EX > Super


https://imgur.com/2WLqYK3
[https://imgur.com/HMUIJ8j Plink throw(Back to corner)]


THROW (5m~L)x2 2h (j.LMS)x2 dashjump j.lms (2l 5M~L)x2 5h 2h (j.lms)x6 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


BnB Combos *Wip*


5HH > 5HH > 5H > 2H > jMS > 5M dl 2M > 2H > jMS > 5M dl 2M > 5H > (6SSS/EX Super)
[https://imgur.com/y8qjaCN Plink throw(Corner)]


THROW 66 2h j.lms 2l 5M~L 5h 2h (j.LMS)x9 j.HS EX 66 5l 2lllll 5mm 5hh 6sss SUPER 6sss




[https://imgur.com/7CTTsP2 Plink Backthrow(Corner)]


THROW 5m 5hh 66 5m (2l 5M~L 5m)x3 5h 2h (j.LMS)x8 EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss




[https://imgur.com/HbDBFRy Plink EX(Corner)]


EX 66 5l 2lllll 2m 2h j.ms 66 (2l 5M~L 5m)x2 2l 5M~L 5h 2h (j.lms)x7 j.MHS 6sss SUPER 6sss




[https://imgur.com/5ewlMaY Plink EX(Midscreen)]


===Assist combos===
EX 66 5l 2lllll 5m 5hh 66 5m 2l 5M~L 5h 2h (j.lms)x9 j.HS 2h 5s 6sss SUPER
'''5L > 5M > 5H > assist name > 5L > 5M > 5H'''


===Zord combos===
===Zord combos===
Mega Goldar: '''2M 5H Zord Call 5H 6SSH 6SSH 6SSH 6SSH H+S''' [https://gfycat.com/OffensiveGoodKusimanse Visualization]
''All zord combos shown are done post-juggle limit.''
 
[https://imgur.com/7Bwu9lt SPD MegaZord loop]
 
6sss ZORD (H call) j.S (6s(h call)ss j.s)x2 6sss
 
 
[https://imgur.com/AobFXmu DinoZord loop]
 
6sss ZORD (6S(H CALL)SS J.S)x3 6SSS
 
 
[https://imgur.com/bPs6Lkj DragonZord Drill loop]
 
6SSS ZORD (L CALL) 6s j.S (6SS(ZORD L CALL)S j.S)x2 6SSS
 
 
[https://imgur.com/7fcFCzM DragonZord Stomp Loop]
 
6SSS ZORD (M CALL) (5L 66 5l 2lll 5m 5hh (m call))x2 -> regular combo
 
 
[https://imgur.com/4fBCBoY Samurai Zord Stab loop]
 
6sss ZORD (h call) 6s j.S (6ss(h call)s j.s)x2 6sss
 
 
[https://imgur.com/dH7OExV Samurai Zord Dorito loop]


The dirty stuff.
6sss ZORD (M call) 6s j.S jumpback j.S (6s(m call)s j.S jumpback j.s)x2 6sss


===Videos===
===Videos===
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<!--Example: "Character" combo video by "name of content creator" (2018).-->
<!--Example: "Character" combo video by "name of content creator" (2018).-->


[https://youtu.be/gr9w-0DQgog Jason BnB video Jan 2020 by Starrich55]
[https://imgur.com/a/C9NU7my Jason wiki combos by Akaragitsune] (2022)


[https://www.youtube.com/watch?v=ub8CS-dH16Y Red Ranger/Trini combo video by starrich55*old*]
[https://youtu.be/yQDtGBDT5jM Jason beginner's guide by Fisto] (2022)


==Colors==
==Colors==

Latest revision as of 12:37, 3 January 2023

Jason Lee Scott
Mighty Morphin' Red Ranger

Introduction

Health: 1000
Walk Speed: 900 forward, 375 back
Chain Rules: Magic Series

Jason Lee Scott is the original MMPR Red Ranger and a natural born leader. A 17-year-old black belt, Jason's sly smile betrays his rugged young warrior mantle to reveal a kid next door with a bit of a mischievous streak.

Overview

Jason is a fairly straightforward character who stands his ground. His 2H is jump-cancelable and is used to start air combos, but it doesn't launch by itself, letting him do extended combos against grounded opponents. Similarly, his assist doesn't launch, which helps other characters extend grounded combos. Combining an offensive rushdown style with decent zoning properties, he's an easy character that helps you learn the basics of the game.

Playstyle
Jason Lee Scott is an all-rounder character with an incredible assist
Pros Cons
  • Support Value - Jason possesses a fast ,forward moving, multi-hitting assist that also crosses up, creating easy sandwiches
  • Yeah I mashed - Jason unquestionably has one of the best 2Ls in the game, being an incredibly quick and decently sized low
  • Sniper - Jason's j.S gunshot has incredible durability and also a ton of hitstun, allowing for some pretty nutty confirms with plinkdashing
  • Outta there - 4S acts as a great tool to safely disengage from most blockstrings
  • No mix - Jason's lack of overhead options can make opening your opponent up quite a struggle
  • The spice of life - Jason's best routes require a lot of adjustments in timing depending on what character is being juggled

Normal Moves

5L
5L
BFTG RED 5L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 High/Low/Air 5 - - -1 -

Short-ranged jab.

5LL
5LL
BFTG RED 5LL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
26* High/Low/Air - - - -7 -
5LLL
5LLL
BFTG RED 5LLL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
28* High/Low/Air - - - -8 -
5LLLL
5LLLL
BFTG RED 5LLLL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
32* High/Low/Air - - - - -
5M
5M
BFTG RED 5M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
50 High/Low/Air 7 - - +3 -

Spin kick with decent vertical reach.

5MM
5MM
BFTG RED 5MM.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
51* High/Low/Air - - - 0 -
  • Spinning knockdown
5H
5H
BFTG RED 5H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60 High/Low/Air 7 - - -12 -

Advancing slice.

5HH
5HH
BFTG RED 5HH.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
61 High/Low/Air - - - -14 -
  • Groundbounces
2L
2L
BFTG RED 2L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35 Low/Air 3 - - 0 -

Jason's fastest low and his main tool to open up opponents.

2M
2M
BFTG RED 2M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
55 Low/Air 7 - - -2 -

Knocks down.

2H
2H
Tyranno Upper
BFTG RED 2H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
20, 50 High/Low 8 - - -11 -
  • OTG
  • Launcher

Standard jump-cancellable anti-air.

Only launches on airborne and OTG hits.

j.L
j.L
BFTG RED j.L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40 High - - - - -

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, so 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 (Block) Frame Adv (Hit)
55 High - - - - -

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 (Block) Frame Adv (Hit)
65 High - - - - -
  • Groundbounces on air hit

Special Moves

5S
Titanus Counter
5S
BFTG RED 5S.png
BFTG RED 5S (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
90 High/Low/Air - - - - -
  • Wallbounce on juggled enemy
  • Crumple on standing enemy

Counter with very long startup.

4S
Back Roll
4S
BFTG RED 4S.png

BFTG RED 4S (2).png
BFTG RED 4S (3).png
BFTG RED 6SS.png
BFTG RED 6SSS.png

BFTG RED 4S (2).png
BFTG RED 4S (3).png
BFTG RED 6SS.png
BFTG RED 6SSS.png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
Back Roll
4S
n/a - - - - - -

Roll backwards. Command roll that has three followup options.

Cover Fire High
4S~L or 4S~S
45 High/Low/Air - - - - -

Shoots a high projectile. Cancels into 4S~M by pressing L or S again.

Cover Fire Low
4S~M
45 High/Low/Air - - - - -

Shoots a low projectile. Cancels into 4S~L by pressing M again.

Triple Slice 2
4S~H
35 High/Low/Air - - - - -

Does the second hit of Jason's 6S chain.

Triple Slice 3
4S~HS
35 High/Low/Air - - - - -

Does the third hit of Jason's 6S chain.

6S
Triple Slice
6S
BFTG RED 6S.png
BFTG RED 6SS.png
BFTG RED 6SSS.png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
Triple Slice
6S
35 High/Low/Air 6 - - -24 -
Triple Slice 2
6SS
35 High/Low/Air - - - - -
Triple Slice 3
6SSS
35 High/Low/Air - - - - -
  • OTG

Rekka move. Can be done up to three times by pressing S again. Followups are only available on hit.

j.S
Air Blaster Shot
j.S
BFTG RED j.S.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Low/Air - - - - -

Air version of his 4S~L projectile. Good for locking down players that like to jump a lot.

Can be done at variable heights to control different jump arcs.

EX Attack

5S+L
Triple Threat
5S+L
BFTG RED 5S+L.png
BFTG RED 5S+L (2).png
BFTG RED 5S+L (3).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35x4, 75 High/Low/Air 28 - - -26 -
  • Stagger
  • Restand

Two part EX. If first part connects, stagger will be used and it will restand your opponent. Second part can be done regardless of if the stagger is available or not.

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG RED FT.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
101 Throw 6 - - - -
  • Wallbounce

Perform a series of attacks that end with a spinning kick. Can be followed up with dash 2H or 6S after the wallbounce.

Back Throw
Back Throw
4M+H
BFTG RED BT.png
BFTG RED BT (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
101 Throw 6 - - - -
  • Launcher

Switches sides with the opponent and slices them. Uses a launcher, and leaves Jason able to combo after.

Super

Tyranno Charge
H+S
BFTG RED Super.png
BFTG RED Super (2).png
Bionic arm!
Bionic arm!
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
200, 180 High/Low/Air - - - -37 -

Jason charges forward, enveloped in a Tyrannosaurus aura. Always does consistent damage, and confirms easy off of EX. You do have to time this a little proper, as you can miss the final hit otherwise. Get used to the timing on this move and you should be good to go.

Tag Actions

Assist
Assist
Triple Slice
A1/A2
BFTG RED Assist.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
35x2 High/Low/Air - - - - -
  • OTG

The same as the first two hits of 6SS.

First hit OTGs.

Swap Strike
Swap Strike
A1/A2+S
BFTG RED Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Low/Air - - - - -

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.

Strategy

Jason is a fairly straightforward character - he kills off most hits, but doesn't have the greatest mixups in the world. He can, however, play neutral very well using his j.S gunshot and his 4ss gunshots to keep the opponent glued in place until they make a mistake he can capitalize on with damage or pressure. In addition, Jason has access to routes that build a metric ton of meter, and save important states like spins and wallbounce, if you learn his blaster loops.

This makes him an incredible "control" character, forcing the opponent to play the kind of neutral you want, and capitalizing on any slipups with massive damage.

Solo

Jason's easiest routes will kill most characters, but not everyone - so solo he sometimes has to opt for resets. His best reset opportunities are doing 5L on an airborne opponent, and then dashing under. In the corner, if timed properly, this can be either a real or fake crossunder, and is basically invisible until you're hitting the opponent.

Team Synergy

Jason is at his best being a midliner on your team. Putting him here gives you access to his strengths - his assist to use for mixups or neutral skips, and his high meter gain - while avoiding his weaknesses as a solo character, like his lack of meaningful solo mix. He is formidable when combined with a point who can get him hits from a distance.

Combos

Beginner Combos

Corner

2l 2m 2h j.lms 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5m 2m 5h EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Midscreen

2l 5m 5hh 5m 2h j.ms j.lms 5m 5h 2h j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Side-Switch

2l 2m 2h j.lms 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Ex Starter(Corner)

EX 66 5l 2lllL j.LMS 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5L RESET


EX Starter(Midscreen)

EX 66 5l 2lllll 5m 5hh 5m 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5m 2h 5s 6sss SUPER


EX Starter(Back to corner)

EX 66 5l 2lllll 5m 5hh 5mm 5m 2m 2h j.lms 5m 5m 5m (2l 5m 5m 2m)x3 5hh 5m 2h 5s 6sss SUPER 6sss


Throw(Back to corner)

THROW 66 2h j.ms j.lms 5m 5h 2h j.ms j.lms 5m 5m 2m (2l 5m 5m 2m)x2 2l 5m 5m 5hh EX 66 5l 2llll 5m 5hh 5L RESET


Throw (Corner)

THROW 66 2h j.lms 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh EX 66 5l 2lllll 5m 5hh 5L RESET


Backthrow(Back to corner)

THROW 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm 5m 2m 5h 2h j.lms 5m 5m 5m 2m EX 66 5l 2lllll 5m 5hh 5L RESET


Backthrow(Midscreen)

THROW 5m 5h 2h j.MS j.LMS 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm 5m 5h EX 66 5l 2lllll 5m 5hh 5L RESET

Blaster loops

Jason's combo game at higher levels is reliant on juggling people as long as possible by using Jason's air gunshot, as the move does decent damage and builds a healthy amount of bar. These loops are done by doing j.LMS with some delays between each button press. If done properly, these loops can build almost 3 bars, and will kill meter positive from most starters. To perform the loop, use a launcher, jump, and then after your first j.LM or j.MS to stabilize, re-jump and while rising, press j.L. At the top of your jump, do j.M to keep them at the same height. Then, while falling, j.S so that they fall onto your gunshot.

Basic blaster loop routes

Side Switch

2l 2m 2h j.LMS 66 5m 5h 2h j.MS (J.LMS)x10 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


EX(Back to corner)

EX 66 5l 2lllll 5m 5hh 2h (j.lms)x10 j.HS 2h 5s 6sss SUPER


EX(Midscreen)

EX 66 5l 2lllll 5m 5hh 5m 5h 2h j.lm (j.lms)x9 j.HS 2h 5s 6sss super


EX(Corner)

EX 66 5l 2llll 2m 2h j.lms 66 5m 5h 2h j.ms (j.lms)x8 j.LHS 6SSS SUPER


Throw(Back to corner)

THROW 66 2h (J.LMS)x2 dashjump j.LMS 5m 5h 2h j.lm (j.LMS)x6 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Throw(Corner)

THROW 66 2h j.LMS 66 5m 5h 2h j.MS (j.lms)x8 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Backthrow(Back to corner)

THROW 5m 2h (j.lms)x12 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss

2L Plinks

Jason's damage drops slightly when doing midscreen routes because he has to use his second launcher early, taking away some damage and meter gain from his enders. The solution to this is to plink into a dash from 2L. Doing this allows Jason to carry an opponent further on the screen while saving a launcher, effectively increasing his available damage.

Plinked Routes

Plink sideswitch

2l 2m 2h j.lms 66 2l 5m~l 5h 2h (j.lms)x10 j.LH EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Plink Coast to Coast

2l 2m 5h 2h j.LM (j.lms)x2 dashjump j.lms (2l 5M~L)x3 5h 2h (j.lms)x6 j.LHS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Plink throw(Back to corner)

THROW (5m~L)x2 2h (j.LMS)x2 dashjump j.lms (2l 5M~L)x2 5h 2h (j.lms)x6 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Plink throw(Corner)

THROW 66 2h j.lms 2l 5M~L 5h 2h (j.LMS)x9 j.HS EX 66 5l 2lllll 5mm 5hh 6sss SUPER 6sss


Plink Backthrow(Corner)

THROW 5m 5hh 66 5m (2l 5M~L 5m)x3 5h 2h (j.LMS)x8 EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss


Plink EX(Corner)

EX 66 5l 2lllll 2m 2h j.ms 66 (2l 5M~L 5m)x2 2l 5M~L 5h 2h (j.lms)x7 j.MHS 6sss SUPER 6sss


Plink EX(Midscreen)

EX 66 5l 2lllll 5m 5hh 66 5m 2l 5M~L 5h 2h (j.lms)x9 j.HS 2h 5s 6sss SUPER

Zord combos

All zord combos shown are done post-juggle limit.

SPD MegaZord loop

6sss ZORD (H call) j.S (6s(h call)ss j.s)x2 6sss


DinoZord loop

6sss ZORD (6S(H CALL)SS J.S)x3 6SSS


DragonZord Drill loop

6SSS ZORD (L CALL) 6s j.S (6SS(ZORD L CALL)S j.S)x2 6SSS


DragonZord Stomp Loop

6SSS ZORD (M CALL) (5L 66 5l 2lll 5m 5hh (m call))x2 -> regular combo


Samurai Zord Stab loop

6sss ZORD (h call) 6s j.S (6ss(h call)s j.s)x2 6sss


Samurai Zord Dorito loop

6sss ZORD (M call) 6s j.S jumpback j.S (6s(m call)s j.S jumpback j.s)x2 6sss

Videos

Jason wiki combos by Akaragitsune (2022)

Jason beginner's guide by Fisto (2022)

Colors

Color 1
Color 2

Dragon Shield Skin

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
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Lauren Shiba
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Chun-Li
Adam Park
Poisandra
Rita Repulsa
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord
Samurai Megazord
Gravezord