Power Rangers: Battle for the Grid/Red Ranger: Difference between revisions
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===Basic blaster loop routes=== | ===Basic blaster loop routes=== | ||
[https://imgur.com/ | [https://imgur.com/P19HhY2 Side Switch] | ||
2m 2h | 2l 2m 2h j.LMS 66 5m 5h 2h j.MS (J.LMS)x10 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss | ||
[https://imgur.com/ | [https://imgur.com/O4RWZYg EX(Back to corner)] | ||
EX 66 5l 2lllll 5m 5hh 2h (j.lms)x10 j.HS 2h 5s 6sss SUPER | |||
[https://imgur.com/ | [https://imgur.com/3gkrMVi EX(Midscreen)] | ||
5hh 5h 2h j. | EX 66 5l 2lllll 5m 5hh 5m 5h 2h j.lm (j.lms)x9 j.HS 2h 5s 6sss super | ||
[https://imgur.com/AfWp7Rp EX(Corner)] | |||
EX 66 5l 2llll 2m 2h j.lms 66 5m 5h 2h j.ms (j.lms)x8 j.LHS 6SSS SUPER | |||
[https://imgur.com/NZSDuu3 Throw(Back to corner)] | |||
THROW 66 2h (J.LMS)x2 dashjump j.LMS 5m 5h 2h j.lm (j.LMS)x6 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss | |||
[https://imgur.com/DGe2LVp Throw(Corner)] | |||
THROW 66 2h j.LMS 66 5m 5h 2h j.MS (j.lms)x8 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss | |||
[https://imgur.com/thAPC0d Backthrow(Back to corner)] | |||
THROW 5m 2h (j.lms)x12 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss | |||
===2L Plinks=== | ===2L Plinks=== |
Revision as of 17:56, 20 September 2022
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.
Jason Lee Scott is an all-rounder character with an incredible assist | |
Pros | Cons |
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Normal Moves
5L
5L
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5LL
5LL
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5LLL
5LLL
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5LLLL
5LLLL
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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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2L
2L
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2M
2M
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2H
2H
Tyranno Upper |
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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
Titanus Counter
5S |
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4S
Back Roll
4S |
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6S
Triple Slice
6S |
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j.S
Air Blaster Shot
j.S |
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EX Attack
5S+L
Triple Threat
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
Tyranno Charge H+S Bionic arm! Bionic arm!
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Tag Actions
Assist
Assist
Triple Slice A1/A2 |
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Swap Strike
Swap Strike
A1/A2+S |
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Strategy
Jason is a fairly straightforward character - he kills off most hits, but doesn't have the greatest mixups in the world. He can, however, play neutral very well using his j.S gunshot and his 4ss gunshots to keep the opponent glued in place until they 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.
This makes him an incredible "control" character, forcing the opponent to play the kind of neutral you want, and capitalizing on any slipups with massive damage.
Solo
Jason's easiest routes will kill most characters, but now everyone - so solo he sometimes 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 meaningful solo mix. He is formidable when combined with a point who can get him hits from a distance.
Combos
Beginner Combos
2l 2m 2h j.lms 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5m 2m 5h EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
2l 5m 5hh 5m 2h j.ms j.lms 5m 5h 2h j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
2l 2m 2h j.lms 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
EX 66 5l 2lllL j.LMS 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5L RESET
EX 66 5l 2lllll 5m 5hh 5m 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5m 2h 5s 6sss SUPER
EX 66 5l 2lllll 5m 5hh 5mm 5m 2m 2h j.lms 5m 5m 5m (2l 5m 5m 2m)x3 5hh 5m 2h 5s 6sss SUPER 6sss
THROW 66 2h j.ms j.lms 5m 5h 2h j.ms j.lms 5m 5m 2m (2l 5m 5m 2m)x2 2l 5m 5m 5hh EX 66 5l 2llll 5m 5hh 5L RESET
THROW 66 2h j.lms 66 5m 5h 2h j.ms j.lms 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh EX 66 2l 5lllll 5m 5hh 5L RESET
THROW 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm 5m 2m 5h 2h j.lms 5m 5m 5m 2m EX 66 5l 2lllll 5m 5hh 5L RESET
THROW 5m 5h 2h j.MS j.LMS 5m 5m 5m 2m (2l 5m 5m 2m)x3 5hh 5mm 5m 5h EX 66 5l 2lllll 5m 5hh 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. If done properly, these loops can build almost 3 bars, and will kill meter positive from most starters.
Basic blaster loop routes
2l 2m 2h j.LMS 66 5m 5h 2h j.MS (J.LMS)x10 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
EX 66 5l 2lllll 5m 5hh 2h (j.lms)x10 j.HS 2h 5s 6sss SUPER
EX 66 5l 2lllll 5m 5hh 5m 5h 2h j.lm (j.lms)x9 j.HS 2h 5s 6sss super
EX 66 5l 2llll 2m 2h j.lms 66 5m 5h 2h j.ms (j.lms)x8 j.LHS 6SSS SUPER
THROW 66 2h (J.LMS)x2 dashjump j.LMS 5m 5h 2h j.lm (j.LMS)x6 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
THROW 66 2h j.LMS 66 5m 5h 2h j.MS (j.lms)x8 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
THROW 5m 2h (j.lms)x12 j.HS EX 66 5l 2lllll 5m 5hh 6sss SUPER 6sss
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
2MH j.h 2L plinkdash 5h 2h [j.LMS]x7 6sss SUPER
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.
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
2m 2h [j.lms]x9 j.mhs 2h j.s 6sss ZORD [6ss{H}s walk back j.S]x3 6sss SUPER
2m 2h [j.lms]x9 j.mhs 2h j.s 6sss ZORD [6ss{L}s j.S]x3 6sss SUPER
2m 2h [j.lms]x9 j.mhs 2h j.s 6sss ZORD [6sss{H} j.S]x3 6sss SUPER
Tagout Combos
Kat A (Launcher, groundbounce saved)
2m 2h [j.lms]x9 6sss (CALL KAT) 4ss (TAG KAT) j.S rejump j.HS 4m 4ss j.H dash 5l 2lll 5m 2m 2h 5ss 6s~l SUPER
2m 2h [j.lms]x9 j.lhs 2h j.s 6sss (CALL KAT) 4ss (TAG KAT) 4ss j.H dash 5l 2lll 5m 2m 2h 5ss 6s~l SUPER
2m 2h [j.lms]x9 j.lhs 2h j.s 6ss(CALL ERIC)s (TAG ERIC) [4s]x2 backdash 6SH 5sssss SUPER 5m 5h 6s 5l 5h [6h 5m 5h]x5 EX
2m 2h [j.lms]x9 j.lhs 2h j.s 6ss(CALL DOG)s 6s (TAG DOG) 5sL [5sH]x2 5s 66S 5sLL 5sH 5s 66S SUPER BACKTHROW 5sL 5sH 5s 66S
2m 2h [j.lms]x9 j.lhs 2h j.s 6ss(CALL SCORP)s j.S 6s (TAG SCORP) 5h 5s backdash 4s 5l 2l 2m 5hh [EX]x3 5h SUPER
2m 2h [j.lms]x9 j.lhs 2h j.s 6sss (CALL TREY) 5s (TAG TREY) 6m SUPER 6m 2m [6s 8s 6s j.H]x2 6ss backdash 6m 2m EX
Videos
Jason combo video by Starrich55 (2021)
Jason wiki combos by Akaragitsune (2021)
Jason beginner's guide by Fisto (2022)
Colors
Dragon Shield Skin
External Links
- Twitter hashtag: #BFTG_RED