Power Rangers: Battle for the Grid/Scorpina: Difference between revisions
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==Overview== | ==Overview== | ||
Scorpina is an unorthodox character who excels at playing a tricky, aggressive zoning type of gameplan. While she sports somewhat sluggish basic movement and awkward normals, she makes up for this with some powerful space control tools with their own special properties from teleports to damage-over-time debuffs, unique aggressive movement and powerful new special moves every time she lands an EX. | Scorpina is an unorthodox character who excels at playing a tricky, aggressive zoning type of gameplan. While she sports somewhat sluggish basic movement and awkward normals, she makes up for this with some powerful space control tools with their own special properties from teleports to damage-over-time debuffs, unique aggressive movement and powerful new special moves every time she lands an EX. | ||
{{StrengthsAndWeaknesses | |||
| intro = '''Scorpina''' is a high support value character with a unique dash jump | |||
| pros = | |||
*'''Assist Me!''' - Scorpina's assist is one of the best in the game. It has applications as a pressure, mixup, neutral, and combo extension tool | |||
*'''Panic Button''' - Scorpina's EX covers a ton of space and leads to a ToD | |||
*'''Damage''' - Scorpina does incredible damage as a solo character and as a tag in damage engine. Her combos are simple and happy birthday friendly. | |||
*'''Solo Mix''' - Scorpina's dash jump float gives her access to great solo left/right and high/low mix, especially in the corner | |||
*'''Don't Call it a Comeback''' - Scorpina's damage, solo mix, and SPD Zord unblockables give her great comeback potential. | |||
*'''Low Profile''' - Scorpina has one of the smallest crouching hurt boxes in the game, so many attacks go right over her | |||
*'''Batman Doesn't Need Guns''' - Scorpina has strong solo tools for neutral and plink pressure with 2L, 5L, and jS | |||
*'''Poison''' - Scorpina's poison damage doesn't fill the opponents Zord meter. This can limit your opponents chances for comeback opportunites | |||
| cons= | |||
*'''Limited Poke Options''' - Scorpina's safest tools are 2L, 5L, and jS, but many of her other buttons are highly committal | |||
*'''Odd Movement''' - While Scorpina has a strong plinkdash, her unique dash jump removes the advantages given by BFTG's normal dash jump, such as the auto air block | |||
*'''Backline''' - Scorpina's other downsides make her neutral game as the active character relatively weak. She is somewhat reliant on the opponent's mistakes and should almost never be used as a point character | |||
|tablewidth=80 | |||
}} | |||
==Normal Moves== | ==Normal Moves== |
Revision as of 12:20, 13 October 2022
Introduction
Health: 950
Walk Speed: - forward, - back
Scorpina is one of Rita Repulsa's most ruthless minions. She was released from her imprisonment after Rita created her evil Green Ranger and continues to fight alongside Goldar. From fighting with her pet silkworm, posing as a human teenager to get close to the Rangers, or transforming into her Scorpion form, Scorpina has proven to be one of the most dangerous villains to the Power Rangers.
Overview
Scorpina is an unorthodox character who excels at playing a tricky, aggressive zoning type of gameplan. While she sports somewhat sluggish basic movement and awkward normals, she makes up for this with some powerful space control tools with their own special properties from teleports to damage-over-time debuffs, unique aggressive movement and powerful new special moves every time she lands an EX.
Scorpina is a high support value character with a unique dash jump | |
Pros | Cons |
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|
Normal Moves
5L
5L
|
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5LL
5LL
|
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5M
5M
|
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5MM
5MM
|
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5MMM
5MMM
|
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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
Nox Bomb |
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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
Nox Mine
5S |
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4S
Soul Deception
4S |
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4SS
Soulshredder
4SS |
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6S
Scorpstrike
6S |
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j.S
Serket Storm
j.S |
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EX Special
5L+S
Rancorous Edge
5S+L |
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5L+S2
Telekinisis Sting
5S after EX |
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5L+S3
Carve
5S+L after TK Sting |
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5L+S4
Guillotine
j.5S+L after TK Sting |
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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
Super
Serket Breaker
H+S |
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Super (Hold)
Serket Breaker EX
H+S (Hold H) |
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Tag Actions
Assist
Assist
A1/A2 |
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Assist
Assist 2
A1/A2 after TK Sting |
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Swap Strike
Swap Strike
A1/A2+S |
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Team Synergy
Combos
Solo
2L > 2M > 5HH > 2M > 2H > j.M > j.H > 5MM > 2H > j.M > j.H(2) > j.S > 2L > 5MM > 5HH > EX~S > 669 j.M > 5MM > 5H > 5S > L+S > 2M > 5H > 4[S] > 5L > 2L > 2M > 5HH > EX~S
Slightly more consistent version of the combo seen here. Some characters will fall out of the first 2M > 5H, so on these characters, replace that part with a microwalk into 2L > 5M > 2H.
Assist combos
2L > 2M > 5HH > 2L > 5M > 5H > 5S > 66[9] j.M > 5MM > 2H > j.M > j.H (Eric assist) >
(Eric takeover after assist hits) dash 2H > 6S~M > 2L > 5M > 2M > 5H > 6S~H > 2L > 5M > 2M > 4S > backdash 6S~H > 4H > 6S~H > 5SSSSS > H+S > 5M > 4S > j.H > [5M > 5H > 6H] xN > 5M > EX
Full corner carry into Eric tag for Quantum Power loop.