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

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===Blaster loops===
===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.
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. The rhythm of the button presses is actually very similar to a [https://youtu.be/d0y94l8C710 Waltz, with Waltz no. 2] by Dmitri Shostakovich being the closest in time. If done properly, these loops can build 2 bars, and are easily able to be tagged out of into every damage engine in the game for an easy kill.
These loops are done by doing j.LMS with some delays between each button press. The rhythm of the button presses is actually very similar to a [https://youtu.be/d0y94l8C710 Waltz, with Waltz no. 2] by Dmitri Shostakovich being the closest in time. If done properly, these loops can build 2 bars, and are able to be tagged out of into every damage engine in the game for an easy kill.


===Basic blaster loop routes===
===Basic blaster loop routes===

Revision as of 08:08, 12 August 2021

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.

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 -
  • Knocks down.
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 - - - - -

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!

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 - - - - -

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.

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 -

If the first hit is blocked, the rest of the move will not come out.

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 - - - -

Perform a series of attacks that end with a spinning kick. Can be followed up with 6S.

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 - - - -

Switches sides with the opponent and slices them. If this connects, Jason can cancel into 6S.

Super

Tyranno Charge
H+S
BFTG RED Super.png
BFTG RED Super (2).png
The omnomnom super.
The omnomnom super.
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.

Similar animation and same range as 5S, which makes it decent.

Strategy

Jason is a fairly straightforward character - he doesn't kill solo, and he doesn't have the greatest mixups in the world. However, he plays neutral very well using his j.S gunshot and his 4ss gunshots to keep the opponent glued in place until they either 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.

The combination of these two things make him an incredible "battery" character, building bar and tagging out to a damage engine that can finish the job for him, like Dog, Eric, Trey, or even Kat if properly routed.

Solo

Even Jason's best routes won't kill all characters, so solo he 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 solo mix and low damage output. He is formidable when combined with a damage engine that can make use of his meter gain.

Combos

Beginner Combos

Side-Switch

2mh j.LMS 5h 2h j.LMS 5hh 5m [2l 5m]x3 5l reset


Midscreen

5hh 5hh 5h 2h j.MS 5h 2h j.LMS [2l 5m] x2 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. The rhythm of the button presses is actually very similar to a Waltz, with Waltz no. 2 by Dmitri Shostakovich being the closest in time. If done properly, these loops can build 2 bars, and are able to be tagged out of into every damage engine in the game for an easy kill.

Basic blaster loop routes

Corner

2m 2h [j.LMS]x9 j.LHS 2h j.S 6sss SUPER


Side Switch

2mh j.LMS 5h 2h j.LM [j.LMS]x6 j.LHS 6sss SUPER


Midscreen

5hh 5h 2h j.MS 5m 2h j.LM [j.LMS]x4 j.HS EX


2L Plinks

Jason's damage drops even more than normal when doing midscreen routes because he doesn't have any ways to consistently carry to the corner and put out damage. 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

2MH j.h 2L plinkdash 5h 2h [j.LMS]x7 6sss SUPER


Plink Midscreen

2mh j.MS [2l plinkdash]x3 5m 2h [j.LMS]x6 j.HS EX


Zord combos

All zord combos shown are done post-juggle limit.

SPD MegaZord loop

2m 2h [j.lms]x9 j.mhs 2h j.s 6sss ZORD [6s{H}ss backdash j.s]x3 backdash j.S 6sss SUPER

SPD MegaZord unblockable setup

2m 2h [j.lms]x9 j.mhs 2h j.s 6sss ZORD 6s{H}ss backdash j.s 6s{M}ss SUPER {H} jump back j.s [j.lms]x9 j.lhs 2h j.s 2h EX SUPER

DinoZord loop

2m 2h [j.lms]x9 j.mhs 2h j.s 6sss ZORD [6ss{H}s walk back j.S]x3

DragonZord loop

2m 2h [j.lms]x9 j.mhs 2h j.s 6sss ZORD [6ss{L}s j.S]x3 6sss SUPER

Samurai Zord loop

2m 2h [j.lms]x9 j.mhs 2h j.s 6sss ZORD [6sss{H} j.S]x3 6sss SUPER


Videos

Jason combo video by Starrich55 (2021)

Jason wiki combos by Akaragitsune (2021)

Colors

Color 1
Color 2

Dragon Shield Skin

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
Characters
Anubis "Doggie" Cruger
Kat Manx
Gia Moran
Jason Lee Scott
Tommy Oliver
Lord Drakkon
Mastodon Sentry
Udonna
Magna Defender
Trey of Triforia
Eric Myers
Jen Scotts
Cenozoic Blue Ranger
Dragon Armor Trini
Ranger Slayer
Goldar
Lord Zedd
Dai Shi
Robert "RJ" James
Lauren Shiba
Scorpina
Ryu
Chun-Li
Adam Park
Poisandra
Rita Repulsa
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord
Samurai Megazord
Gravezord