Power Rangers: Battle for the Grid/Lord Zedd: Difference between revisions
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==Special Moves== | ==Special Moves== |
Revision as of 09:22, 28 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 2.5
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
2LM 5HH(1) 6S Dash (Putty hits) 5M 2L 5MM 2L 5M 2L 5HH 5S EX 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX
ToD out of the corner that works from a 0 bar start, you can omit some of the later 2L links if you already have the meter for it. Video Example
Throw Routes
Corner only Throw 6S 2M 5S 2M 4S 2M 5HH c.4S 5HH 5S 2LM 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX
Throw route that leads into your standard corner loops
Out of corner Throw 6S Dash jLS 2L 5M (H-M) 2L 5MM 2L 5M (H-M) 2M 5HH 5S EX 5HH 5S 6H (2H 6S 4S 5H c.4S)x2 5H EX
A highly impractical route due to the difficulty of a lot of the links and the amount of Kara Grab cancels required, but a fun route to learn in order to practice some of Zedd's harder tech. Video Example
Realistically, if you land a throw outside of the corner, you're better off looking for a reset/unblockable reset out of it.
Reset Routes
Zedd essentially has 3 places where he wants to reset you, either via a jab reset, a jM reset after using 2 jM resets, and a flipout reset with jL after juggle limit has been maxed out.
Jab Reset
Due to not being able to plink cancel his 5L into a dash, Zedd's reset options are somewhat limited. For the best mix possible, it's best to do his resets while in the corner, with 5S set up. That way, the projectiles from 5S can hit the opponent on wake-up, and you're free to dash through to keep them guessing as to which side to block. You can also bait out EXes safely during a reset, since you have the projectile to back you up. Outisde of that, corner resets give you the standard option of Throw/Left/Right/High/Low
Here's a basic setup into the reset, feel free to adjust depending on where you are on screen 2M 5HH(1) 6S Dash (Putty Hits) 5M 2H jL jM 5M 2H 6S 2L 5S 5L
jM Reset
Zedd's full jM uses up a spin state, so when you use 3, it flips the opponent out of the combo. This leads to one of the easier unblockable resets in the game, and some dirty sideswitches midscreen.
Flipout Reset
Once a character goes past the juggle limit, any air normal will flip them out. Since Zedd's jH stops his momentum in the air, it's easy to meaty with a long lasting overhead on reset, giving you plenty of time to tag in a character and go low for an unblockable. You can get this off Zedd's 2H at the end of a combo instead of going for his hard combo enders
Videos
Lord Zedd combo video by Star 55 (2020)
Colors
External Links
- Twitter hashtag: #BFTG_ZED
- Lord Zedd Character Primer by Technically Footsies