Power Rangers: Battle for the Grid/Gia Moran: Difference between revisions
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Revision as of 16:05, 18 May 2021
Introduction
Health: 1000
Walk Speed: 875 Forward, 375 Back
A little known fact about Gia is that she is actually part of an elite squadron of angelic fighters hailing from the realm of Gosei, which may or may not be the literal biblical heaven. She was turned into a pirate as punishment for illegally downloading her copy of Power Rangers: Battle for the Grid, but I think she might like it better this way.
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.
Close Range
Plink cancels with Gia's 5L give massive frame advantage which yields potent mixups and frametraps. For example, if the opponent blocks any 5L or 2L, Gia can dash cancel into High(6H)/Low(2L)/Throw(6H~M), or even just do another 5L/2L plink cancel.
EX is a high-risk, high-reward reversal. Combo off of it with dash 6H into full combo.
Mid Range
5H and 5M are your best friends at this range. Fish for counterhits and either setup for 5S tag out setups or condition the opponent to block and transition into a close-range mixup. This is your strongest range to be in, so try to stand your ground from here.
4M is a somewhat low commitment anti-air poke, and the follow-up normals act as a built-in frame trap. If you happen to miss a shot, you can react to an opponent's punish attempt with EX, since the whole chain is ex cancellable.
Long Range
4SS should be used primarily as a punish tool. You're generally looking to dash back into Mid range to continue your poke game.
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
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4M
4M
Diagonal Shot |
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4MMH
4MMH
Pistol Combination |
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5H
5H
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5HH
5HH
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5HHH
5HHH
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4H
4H
Scimitar |
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6H
6H
Overhead Slice |
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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
Double Whip
5S |
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4S
Whip Fling
4S |
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6S
Saber Whip
6S |
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j.S
Saber Strike
j.S |
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EX Attack
5L+S
Saber Rush
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
Mega Blast
H+S |
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Tag Actions
Assist
Assist
Saber Whip A1/A2 |
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Swap Strike
Swap Strike
A1/A2+S |
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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