Power Rangers: Battle for the Grid/Eric Myers: Difference between revisions
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===Solo=== | ===Solo=== | ||
all combos tested and working as of version 2.8 | |||
For these routes, you can use them anywhere on the screen by adjusting one simple thing: when you jump after 4s. If you instantly do the dashjump, you will keep going the same way, which is useful if you get a hit closer to whichever corner you're facing. But if you hit them with your back to the corner, doing a dash-under and jumping at the last second will still give you dashjump momentum, letting you easily switch sides. | |||
===Regular routes=== | |||
[https://imgur.com/vWlpFzL Standard route] | |||
2l 5m 2m 5m 4s dashjump/dash-under j.LM (2l 5m 2m 5h 6sh)[x2] 2m 4s j.H (4h 6sh)[x2] 5sssss SUPER[H+S] 5mh 6s 5lh (6h 5m 5h)[Loop] EX | |||
[https://imgur.com/JI8ILJa Grab starter] | |||
GRAB[M+H] step forward 6h 2l 5m 4s dashjump/dash-under lm j.lm (2l 5m 2m 5h 6sh)[x2] 2l 5m 4s jh 6sh (4h 6sh)[x2] 5sssss SUPER 5mh 6s 5lh (6h 5m 5h)[Loop] EX | |||
===Airblade Start=== | |||
Off of a j.S starter, you have to change your routing a little bit since you won't have access to one launch or your groundbounce. The unfortunate side of this is that you won't be able to build a full 2 bars alone, and will need either an assist or to start with about 1/4 of a bar. | |||
[https://imgur.com/A8upFGX Airblade starter] | |||
j.s 2l 5m 4s dashjump/dash-under j.LM (2l 5m 2m 5h 6sh)x2 2m 4s backdash 6sh 4h 6sh 5sssss SUPER[H+S] 5mh 6s 5lh (6h 5m 5h)[Loop] EX | |||
===Gunshot combos=== | |||
Eric has the ability to easily convert off of his gunshots - as long as he has the bar to super. These combos will require a little bit more bar to start off with, as he can't build the entire two bars back without some of the hardest routing he has. The trick to getting these down is to do your super right before the 5th gunshot of your 5s hits. | |||
[https://imgur.com/7PiXIfq Gunshot conversion(Back to corner)] | |||
5sssss SUPER dash 5hs 6s 5s 6h 5h (6h 5m 5h)[Loop] 6s 2l 5m 2m 5h (4s)x2 j.h 6sh (4h 6sh)x2 5sssss SUPER 5h (6h 5m 5h)[Loop] EX | |||
[https://imgur.com/IG1LQrw Gunshot conversion(Midscreen)] | |||
5sssss SUPER dash 5h 6s 5lh 6h 5h (6h 5m 5h)[Loop] 6s 2l 5m 2m 5h (4s)x2 j.h 6sh (4h 6sh)x2 5sssss SUPER 5h (6h 5m 5h)[Loop] EX | |||
===EX Starter=== | |||
If you have 3 bars, you can also always kill most of the roster off of an EX > Super starter. The trick for these is to do your super right after the 5th hit of EX, which launches. | |||
[https://imgur.com/g4Bvxg7 EX Starter(Back to corner)] | |||
EX SUPER 9j.H dash j.H dash[x2] 6s 5l 5h 6h 5h (6h 5m 5h)x3 6s 2lll 5m 5h 4s 4s j.H 6sh (4h 6sh)x2 5sss 4S~L | |||
[https://imgur.com/BXkc5YO EX Starter(Facing-corner)] | |||
EX SUPER 9j.H dash j.H 6h 5h (6h 5m 5h)x5 6s 2ll 5m 5h (4s)x2 j.H 6sh (4h 6sh)x2 5sss 4S~L | |||
[https://imgur.com/HXfuyCp Ex-Starter(Midscreen)] | |||
EX SUPER 9j.H dash j.H 6h 5h (6h 5m 5h)x5 6s 2ll 5m 5h (4s)x2 j.H 6sh (4h 6sh)x2 5sss 4S~L | |||
===Advanced Routes=== | |||
These routes are among Eric's hardest - they're pretty much only used for if you have no assists up or extra bar for your airblade start or gunshot start combos. These require throw whiffs in awkward spots, making them much more execution intense than the standard routes. | |||
[https://imgur.com/xYhUZF2 Airblade(0 bar Start)] | |||
j.s 2m 66 [j.LM]x2 2l 5m 2m 5h 6sh 2l 5m 2m 2h~THROW 2l 5m 2m 5h 6sh 4h 6sh 5s~4 44 6sh 5sssss SUPER jumpback H 6h 5h [6h 5m 5h]x6 5s EX | |||
[https://imgur.com/bWTQZEc Gunshots(2 bar start)] | |||
5ssss SUPER dash 5h 2h~THROW dash 6h 5h 2h~THROW dash 6s 5l 5h [6h 5m 5h]x3 6h 5m 2l 2l 2h 2l 5m 2m 5h 5s~4 44 6sh 4h 6sh 4h 6sh 5s~4 j.h 6sh 5sssss SUPER 5h [6h 5m 5h]x7 6h 5m EX | |||
===Videos=== | ===Videos=== |
Revision as of 09:36, 30 May 2022
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 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.
Eric Myers is a zoner with incredible damage output | |
Pros | Cons |
|
|
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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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 2.8
For these routes, you can use them anywhere on the screen by adjusting one simple thing: when you jump after 4s. If you instantly do the dashjump, you will keep going the same way, which is useful if you get a hit closer to whichever corner you're facing. But if you hit them with your back to the corner, doing a dash-under and jumping at the last second will still give you dashjump momentum, letting you easily switch sides.
Regular routes
2l 5m 2m 5m 4s dashjump/dash-under j.LM (2l 5m 2m 5h 6sh)[x2] 2m 4s j.H (4h 6sh)[x2] 5sssss SUPER[H+S] 5mh 6s 5lh (6h 5m 5h)[Loop] EX
GRAB[M+H] step forward 6h 2l 5m 4s dashjump/dash-under lm j.lm (2l 5m 2m 5h 6sh)[x2] 2l 5m 4s jh 6sh (4h 6sh)[x2] 5sssss SUPER 5mh 6s 5lh (6h 5m 5h)[Loop] EX
Airblade Start
Off of a j.S starter, you have to change your routing a little bit since you won't have access to one launch or your groundbounce. The unfortunate side of this is that you won't be able to build a full 2 bars alone, and will need either an assist or to start with about 1/4 of a bar.
j.s 2l 5m 4s dashjump/dash-under j.LM (2l 5m 2m 5h 6sh)x2 2m 4s backdash 6sh 4h 6sh 5sssss SUPER[H+S] 5mh 6s 5lh (6h 5m 5h)[Loop] EX
Gunshot combos
Eric has the ability to easily convert off of his gunshots - as long as he has the bar to super. These combos will require a little bit more bar to start off with, as he can't build the entire two bars back without some of the hardest routing he has. The trick to getting these down is to do your super right before the 5th gunshot of your 5s hits.
Gunshot conversion(Back to corner)
5sssss SUPER dash 5hs 6s 5s 6h 5h (6h 5m 5h)[Loop] 6s 2l 5m 2m 5h (4s)x2 j.h 6sh (4h 6sh)x2 5sssss SUPER 5h (6h 5m 5h)[Loop] EX
5sssss SUPER dash 5h 6s 5lh 6h 5h (6h 5m 5h)[Loop] 6s 2l 5m 2m 5h (4s)x2 j.h 6sh (4h 6sh)x2 5sssss SUPER 5h (6h 5m 5h)[Loop] EX
EX Starter
If you have 3 bars, you can also always kill most of the roster off of an EX > Super starter. The trick for these is to do your super right after the 5th hit of EX, which launches.
EX SUPER 9j.H dash j.H dash[x2] 6s 5l 5h 6h 5h (6h 5m 5h)x3 6s 2lll 5m 5h 4s 4s j.H 6sh (4h 6sh)x2 5sss 4S~L
EX SUPER 9j.H dash j.H 6h 5h (6h 5m 5h)x5 6s 2ll 5m 5h (4s)x2 j.H 6sh (4h 6sh)x2 5sss 4S~L
EX SUPER 9j.H dash j.H 6h 5h (6h 5m 5h)x5 6s 2ll 5m 5h (4s)x2 j.H 6sh (4h 6sh)x2 5sss 4S~L
Advanced Routes
These routes are among Eric's hardest - they're pretty much only used for if you have no assists up or extra bar for your airblade start or gunshot start combos. These require throw whiffs in awkward spots, making them much more execution intense than the standard routes.
j.s 2m 66 [j.LM]x2 2l 5m 2m 5h 6sh 2l 5m 2m 2h~THROW 2l 5m 2m 5h 6sh 4h 6sh 5s~4 44 6sh 5sssss SUPER jumpback H 6h 5h [6h 5m 5h]x6 5s EX
5ssss SUPER dash 5h 2h~THROW dash 6h 5h 2h~THROW dash 6s 5l 5h [6h 5m 5h]x3 6h 5m 2l 2l 2h 2l 5m 2m 5h 5s~4 44 6sh 4h 6sh 4h 6sh 5s~4 j.h 6sh 5sssss SUPER 5h [6h 5m 5h]x7 6h 5m EX
Videos
Eric wiki combos by Akaragitsune. (2021)
Eric install mix guide by Grimbakor. (2022)
Colors
External Links
- Twitter hashtag: #BFTG_ERC