Power Rangers: Battle for the Grid/Eric Myers: Difference between revisions
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|description=Shoots while supine. Causes a spin launch on hit. . Useful for firing back at people while dodging projectiles with Evasive Gambit, but this option isn't used very often. | |description=*Spinning knockdown | ||
Shoots while supine. Causes a spin launch on hit. . Useful for firing back at people while dodging projectiles with Evasive Gambit, but this option isn't used very often. | |||
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|description=Eric teleports in front of the opponent before unleashing a punch that wallbounces on hit. Sets up a gimmicky left/right mixup with the H teleport. Unsafe on block, but can be highly potent when paired with an assist or cancelled into super. | |description=*Wallbounces | ||
Eric teleports in front of the opponent before unleashing a punch that wallbounces on hit. Sets up a gimmicky left/right mixup with the H teleport. Unsafe on block, but can be highly potent when paired with an assist or cancelled into super. | |||
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|description=Same as M teleport, except Eric teleports behind the opponent. | |description=*Wall bounces | ||
Same as M teleport, except Eric teleports behind the opponent. | |||
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Revision as of 09:25, 9 July 2021
Introduction
Health: 950
Walk Speed: - forward, - back
Cocky and independent, Eric Meyers worked for the Silver Guardians as a simple soldier. When the Quantum Morpher was discovered in an archaeological dig, Eric Stole it away while the other Time Force Rangers fought Ransik's forces for it. Once he claimed the Quantum Ranger powers for himself, he was able to travel back in time able to travel back in time, and claim the power of the Q-Rex Zord.
Overview
Eric is a well rounded character with simple tools that often hide a lot of trickery. Sporting excellent mobility and a solid projectile in his 5S Blaster, his neutral largely consists of controlling space and frustrating the opponent into coming to him, where he can pull out the secondary functions on many of his tools in order to throw opponents off guard. He really shines as a support character, often tagging in to extend a combo into his highly potent Quantum Power sword loops, giving any team consistent access to high damage combos that quite often lead to a kill.
Normal Moves
Click "Expand" for images of Quantum Power versions of moves (when applicable).
5L
5L
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5LL
5LL
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5M
5M
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5MM
5MM
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5H
5H
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5HH
5HH
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4H
4H
Prop Up |
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6H
6H
Dome Breaker |
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2L
2L
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2M
2M
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2H
2H
Time Fire |
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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
Blaster
5S |
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5S~2
Evasive Gambit
5[S]~2 |
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|-
! Drop Shot
5[S]~2~S
| height="25px"| 60
| High/Low/Air
| -
| -
| -
| -
| -
|-
| colspan="8" style="text-align: left; vertical-align:top;" |
- Spinning knockdown
Shoots while supine. Causes a spin launch on hit. . Useful for firing back at people while dodging projectiles with Evasive Gambit, but this option isn't used very often.
|-
|-
! Up Here
5[S]~2~L
| height="25px"| 0
| -
| -
| -
| -
| -
| -
|-
| colspan="8" style="text-align: left; vertical-align:top;" |
Eric teleports into the air, slightly behind his starting position. He can act on the way down, allowing him to enforce a tricky high/low mixup with the right setup.
|-
|-
! Think fast
5[S]~2~M
| height="25px"| 90
| High/Low/Air
| -
| -
| -
| -
| -
|-
| colspan="8" style="text-align: left; vertical-align:top;" |
- Wallbounces
Eric teleports in front of the opponent before unleashing a punch that wallbounces on hit. Sets up a gimmicky left/right mixup with the H teleport. Unsafe on block, but can be highly potent when paired with an assist or cancelled into super.
|-
|-
! Over Here
5[S]~2~H
| height="25px"| 90
| High/Low/Air
| -
| -
| -
| -
| -
|-
| colspan="8" style="text-align: left; vertical-align:top;" |
- Wall bounces
Same as M teleport, except Eric teleports behind the opponent.
|- }}
4S
Formation: Sword
4S |
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4S~S
Formation: Airblade
4S~S |
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6S
Quantum Leap
6S |
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j.S
Airblade
j.S |
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EX Attack
5L+S
Acceleration Mode
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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Quantum Forward Throw
Foolishness
M+H while Quantum Power is active |
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Super
Super
Quantum Power
H+S |
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Quantum 5S
Quantum: Divide
5S while Quantum Power is active |
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Quantum 6SS
Quantum: Displace
6S while Quantum Power is active |
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Quantum 5L+S
Finish Sequence
5L+S while Quantum Power is active |
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Tag Actions
Assist
Assist
Maximum A1/A2 |
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Quantum Assist
Quantum Assist
Quantum: Displace A1/A2 while Quantum Power is active |
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Swap Strike
Swap Strike
A1/A2+S |
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Strategy
A lot of Eric's gameplan revolves around hanging back and just being a nuisance, shooting off 2H and 5S until your opponent makes a mistake. Eric can cancel his 5S into both 4S and 6S, making 5S one of his most common buttons in neutral, as he can effectively shut off jumps and keep himself safe. He is effectively a zoner, but his zoning is outclassed by many other characters. The end goal is to capitalize on a mistake into a TOD.
Team Synergy
Eric can be played anywhere on a team, but he has a particularly potent roundstart in the form of 2H > 6SM. As the active character, he loves having access to forward moving assists to create a fullscreen mixup by doing 5SSS > 6SM + assist into a quick high/low. He also a solid assist, and can be tagged in to finish off a combo as the best damage engine in the game. His QP loops and Finish Sequence allow him to kill any character in the cast after an assist tag in. His solo damage is extremely high, with some of the most potent incoming mix in the game with QP active. This makes him a solo comeback monster.
Combos
Quantum Leap loop
Eric's combo game outside of super is heavily reliant on getting as many 6SH shots in as possible, as this move does pretty solid damage and builds a healthy amount of meter. The way you get these loops is primarily by looping [2L > 5M > 2M > 5H > 6SH] and [4H > 6SH] respectively.
How you get to doing these loops depends heavily on what your starter was, as each of these loops uses a different combo state.
From a grounded start, you will always be able to get two reps each of both loops, as none of your states are used up before getting to the loops.
But off of say, an airblade[j.S] starter, you'll only be able to get one rep of [4H > 6SH], as you've used a launcher. It's important to learn what moves cause what state, so that you always know what you have available to combo with.
Quantum Power loop
Eric's combos enders revolve around converting into a corner loop of [5M > 5H > 6H]xN while Quantum Power is active. The most common way to convert into Quantum Power is by carrying your opponent to the corner, and then doing...
...5SSSSS > H+S > 5M > 5H Where you go from here depends on whether or not you've used a wall bounce and/or your OTG bounce.
If your 5H will wall bounce, do 6S as they're falling towards your back and then follow up with 5L 5H to knock them down in front of you.
If your OTG 6H will ground bounce, delay 5H after and transition into the loop.
Quantum Power combos should end with Finish Sequence [S+L in super] if you're not confident it will kill without it, as it's essentially a free OTG and does a ton of damage.
Solo
all combos tested and working as of version 2.5
2L > 5M > 2M > 5H > 4S > dashjump j.LM > (2L > 5M > 2M > 5H > 6SH)[x2] > 2M > 4S > j.H > (4h 6sh)[x2] > 5sssss xx SUPER[H+S] > 5M > 5H > 6S > 5L > 5H > QP loop > EX
^^Standard midscreen solo confirm into QP loop, builds 2.5 bars and spends 2. 1100 dmg.
2L > 5M > 2M > 5H > 4S > dashunder j.LM > (2L > 5M > 2M > 5H > 6SH)[x2] > 2M > 4S > j.H > (4h 6sh)[x2] > 5sssss xx SUPER[H+S] > 5M > 5H > 6S > 5L > 5H > QP loop > EX
^^Standard back to corner solo confirm.
A full list of Eric's routes with video aid can be found here.
Videos
Colors
External Links
- Twitter hashtag: #BFTG_ERC