Power Rangers: Battle for the Grid/Magna Defender: Difference between revisions

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==Combos==
==Combos==
===Solo===
Tested as of 2.6
Tested as of 2.6


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This combo does not TOD typically and as such it is advised to reset after '''4H''' into either a mix of '''2L'''/'''4H'''/'''Throw''' or an [https://www.youtube.com/watch?v=350cC_CL6Pg&t=4s unblockable setup].
This combo does not TOD typically and as such it is advised to reset after '''4H''' into either a mix of '''2L'''/'''4H'''/'''Throw''' or an [https://www.youtube.com/watch?v=350cC_CL6Pg&t=4s unblockable setup].
===TODs===
''' 2LL5MH6S2H JLM (DJLMX3) DASH 2L2L2L5MS DASH 4H 5M6S2H JLM (DJLMX2) DJLMH 4M JH 2LLL2LLL2L5MHH EX super ''' [https://www.youtube.com/watch?v=oTw29jOfCRU (video)]
''' 2LLL 2LLL 2L 5MH 6S 2H 9j.LM [dash 9j.LM]x2 dash 2L 2L 2L 5MS dash 4H 5M 6S 2H 9.jLM dash 9.jLM dash 9.jLMH 4M JH 2LLL 2LLL 2L 5MHH EX super ''' [https://www.youtube.com/watch?v=c-dXDJwsHy4 (video)]


<!-- Tested in version 1.62
<!-- Tested in version 1.62

Revision as of 14:02, 9 June 2021

Michael 'Mike' Corbett
Magna Defender

Introduction

Health: 1100
Walk Speed: 525 Forward, 375 Back

The first Magna Defender possessed the body of Michael "Mike" Corbett in order to seek revenge against the warlord Scorpius. After sacrificing himself to save Terra Venture, the spirit of Magna Defender gave the Magna Blaster to Mike, making Mike the second Magna Defender.

Overview

Magna Defender is an extremely hard-hitting character with rather decent reach. Some of his moves possess super armor, allowing him to plow through enemy attacks. He also has extremely high chip damage on his 5S, which means his mix-up is less about the traditional high/low/throw and more about baiting pushblock, then punishing his opponent's reaction to his pressure.

Normal Moves

5L
5L
BFTG MAG 5L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40 High/Low/Air 7f - - +11 -

Jab. Quick poke for when you need one. Useful for comboing off of overhead as well. Causes flipout if it hits an airborne opponent. Doesn't cancel into 5M but can link.

5LL
5LL
BFTG MAG 5LL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
50 High/Low/Air - - - +7 -

Second hit of jab auto combo.

5LLL
5LLL
BFTG MAG 5LLL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
90 High/Low/Air - - - -16 -

Third hit of jab auto combo. Pops up.

2L
2L
BFTG MAG 2L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40 Low/Air 6f - - +6 -

Low kick. Magna's fastest normal. Cancels into 5L for confirms.

5M
5M
BFTG MAG 5M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
60 High/Low/Air 10f - - +0 -

Swipe with pretty decent range. Very useful footsies tool and useful for juggling.

5MM
5MM
BFTG MAG 5MM.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Low/Air - - - -8 -

Launch from 5M. Generally, 2H is preferable, but Magna Defender get combos from this as well.

4M
4M
Galactic Kick
BFTG MAG 4M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
90 High/Low/Air 25f - - -6 -

Magna Defender performs a pushkick. 5 hits of armor make this a good tool for punishing approach options. Very slow, however, so it's easy to get grabbed if you get predictable. Staggers grounded opponents, restands vs airborne opponents.

2M
2M
BFTG MAG 2M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
65 High/Low/Air 8f - - +0 -

Crouching punch. Not a low, unlike most 2Ms. Has worse range than 2L, so it's mostly useful when you're already very close and doing a blockstring.

5H
5H
BFTG MAG 5H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80 High/Low/Air 16f - - -1 -

Big sword slash. Cancels to 6S and groundbounces airborne opponents.

5HH
5HH
BFTG MAG 5HH.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
100 High/Low/Air - - - -17 -

Second slash. Groundbounces.

2H
2H
Defending Cut
BFTG MAG 2H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80 High/Low 16f - - -17 -

Anti-air slash. Air-unblockable and launches. Good hitbox for an anti-air but kind of slow.

4H
4H
Moon Splitter
BFTG MAG 4H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80 High/Air 23f - - +1 -

Overhead. Can link into 2L or 5L after this hits. Groundbounces airborne opponents and OTGs.

j.L
j.L
BFTG MAG j.L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40 High/Air 9f - - - -

Jump kick. A pretty standard j.L although kind of slow.

j.M
j.M
BFTG MAG j.M.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
65 High/Air 7f - - - -

Jump punch. Has rather short range for a j.M, but delaying j.L into j.M can lead to rejumps.

j.H
j.H
BFTG MAG j.H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80 High/Air 13f - - - -

Sir slash. Good hitbox, covers a lot of space, but kind of slow. Groundbounces on air hit.

Special Moves

5S
Magna Blaster
5S
BFTG MAG 5S.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
30x4, 50x2 High/Low/Air 24f - - -6 -
  • Not considered a projectile.

Shotgun. Does a big amount of chip on block, and causes a hard knockdown on hit.

4S
Avenger
4S
BFTG MAG 4S.png
Cease your mashing!
Cease your mashing!
BFTG MAG 4S (2).png
BFTG MAG 4S (3).png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
4S 0 - - - - - -
Catch 40, 100 - - - - - -

Magna Defender extends his palm. If struck by a physical attack, he proceeds to polevault the opponent to his back, causing a groundbounce; he recovers in time for a 5M to juggle.

6S
Hot Steel
6S
BFTG MAG 6S.png
BFTG MAG 6S (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
90 High/Low/Air 27f - - -21 -

Dash swipe. Can cancel into 2H on hit. Has armor and goes pretty far; when backed by an assist, this move is a pretty solid approach.

j.S
Energy Chop
j.S
BFTG MAG j.S.png
BFTG MAG j.S (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
25x4, 80 High/Low/Air 14f - - - -

Spin slash. Very huge hitbox but punishable on block, so risky if not covered. OTGs

EX Attack

Zika's Revenge
5S+L
BFTG MAG 5S+L.png
BFTG MAG 5S+L (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40x4, 100 High/Low/Air - - - -16 -
  • Switches sides.
  • If the first hits are blocked, the rest of the move will not come out.

Magna Defender performs a multi-hitting version of his 6S, then performs the attack portion of his 4S. This move has some invincibilty, and Magna Defender can link 2L on hit to confirm into combos.

Throws

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

Knocks down the opponent and sends them flying away.

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

Slams the opponent behind him. Can cancel into 5S.

Super

Galactic Mega Blaster
H+S
BFTG MAG Super.png
BFTG MAG Super (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
20x13, 150 High/Low/Air - - - -43 -

Magna prepares the Mega Blaster, then shoots a barrage of energy blasts.

Tag Actions

Assist
Assist
Magna Blaster
A1/A2
BFTG MAG Assist.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
25x6 High/Low/Air - - - - -
  • Based on 5S.

Shotgun assist. Does huge chip just like the regular version of the move. Because of the hard knockdown, it's hard to combo after on hit without assist.

Swap Strike
Swap Strike
A1/A2+S
BFTG MAG Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
70 High/Low/Air 6f - - -4 -

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.

Same animation and range as 5MM.

Team Synergy

Combos

Tested as of 2.6

2L 5M 5H 6S 2H (9j.LM)x2 5M 6S 2H 9j.LM 9j.LMH 4M dash~9j.H 2LLL 2LL 5M 5H 5S 4H 2L 2L 5M 5S backdash Super 4H 883 Damage (video)

This combo does not TOD typically and as such it is advised to reset after 4H into either a mix of 2L/4H/Throw or an unblockable setup.

TODs

2LL5MH6S2H JLM (DJLMX3) DASH 2L2L2L5MS DASH 4H 5M6S2H JLM (DJLMX2) DJLMH 4M JH 2LLL2LLL2L5MHH EX super (video)

2LLL 2LLL 2L 5MH 6S 2H 9j.LM [dash 9j.LM]x2 dash 2L 2L 2L 5MS dash 4H 5M 6S 2H 9.jLM dash 9.jLM dash 9.jLMH 4M JH 2LLL 2LLL 2L 5MHH EX super (video)


Videos

Colors

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
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