Power Rangers: Battle for the Grid/Robert RJ James: Difference between revisions
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==Overview== | ==Overview== | ||
RJ is a threat from any point on the screen. You can choose to play RJ aggressively, defensively, or anything in between. He has an extremely strong, well-rounded toolset and does good damage. You can choose to play him as basic or complex as you choose, his 5L kara dash pressure is an effective way to create solo pressure and mixups, but you can choose to play simpler and arguably be just as effective only using assists for pressure and mixups. He has solid defensive options in his 2H which has an excellent hitbox, and his EX which also has a really large hitbox but fairly long startup. He has excellent mobility with access to an excellent dash, j.S, and a combination of 4S~L and back dash for backwards movement. Overall, RJ is a great pick, although he may feel awkward due to long whiff animations. | |||
RJ is a | {{StrengthsAndWeaknesses | ||
| intro = '''RJ''' is a strong all-around character with great options for any situation | |||
| pros = | |||
*'''Buttons for Days''' - RJ has a plethora of good buttons. His most notable are his fast 2L, forward-moving 2M, 2H anti-air, and all of his jump buttons | |||
*'''Ume-Shoryu''' - RJ's EX is fast, has great range, has a lot of invincibility, and crumples on hit. It can be confirmed into a ToD, even on a trade | |||
*'''Kitchen-Aid''' - RJ has strong mixup tools with 6S for left/right and 5LL for high/low. 5LL can be combined with assists for unblockables | |||
*'''Runaway Tires''' - RJ's fireball, wolf wheel, is a full screen poke and anti-fireball tool that confirms into a ToD | |||
*'''Everyone's Invited''' - RJ's unblockable reset is the only one in the game that works on happy birthdays | |||
*'''Damage''' - With good movement, RJ can ToD most of the cast off of any hit | |||
| cons= | |||
*'''Highly Committal''' - Many of RJ's strong tools have a lot of recovery and are easily punishable when used poorly | |||
*'''Cuffing Season''' - RJ struggles to lock opponents down without a strong lockdown assist | |||
*'''Put Him Point''' - RJ's uncharged assist is relatively weak in neutral, so he is often forced to be the point character | |||
*'''Difficult Disengagements''' - RJ's backdash has a lot of startup, and his 4S~L is committal, so RJ can have trouble backing away from the opponent | |||
|tablewidth=80 | |||
}} | |||
==Normal Moves== | ==Normal Moves== |
Revision as of 11:46, 19 October 2022
Introduction
Health: 1000
Walk Speed: - forward, - back
Frame data tested in patch 2.3
Courageous as a wolf, Robert "RJ" James joins as the Jungle Fury Rangers' mentor before revealing that he is the Jungle Fury Wolf Ranger. Originally trained under his father, Master Finn, RJ rejected the Shark Style and instead adopted the wolf spirit for combat. When he is not fighting alongside the Rangers, he runs the Jungle Karma Pizza parlor that also acts as their headquarters.
Overview
RJ is a threat from any point on the screen. You can choose to play RJ aggressively, defensively, or anything in between. He has an extremely strong, well-rounded toolset and does good damage. You can choose to play him as basic or complex as you choose, his 5L kara dash pressure is an effective way to create solo pressure and mixups, but you can choose to play simpler and arguably be just as effective only using assists for pressure and mixups. He has solid defensive options in his 2H which has an excellent hitbox, and his EX which also has a really large hitbox but fairly long startup. He has excellent mobility with access to an excellent dash, j.S, and a combination of 4S~L and back dash for backwards movement. Overall, RJ is a great pick, although he may feel awkward due to long whiff animations.
RJ is a strong all-around character with great options for any situation | |
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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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
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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
Wolf Wheel
5S |
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5S4S
Wolf Wheel Alpha
5S~4S |
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5S6S
Wolf Wheel Spike
5S~6S |
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4S
Backswing Bite
4S |
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4[S]
Ignition Knuckle
4[S] |
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6S
Pounce
6S |
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j.S
Knee Crush
j.S |
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j.SS
Wolf Crush
j.SS |
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EX Special
5L+S
5S+L
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5L+SS
5S+LS
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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
Super
H+S |
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Tag Actions
Assist (Uncharged)
Assist (Uncharged)
A1/A2 |
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Assist (Charged)
Assist (Charged)
A1/A2 while RJ's hands are glowing |
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Swap Strike
Swap Strike
2S+A1/A2 |
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Strategy
Neutral
5A is very fast, and because only the second hit causes flip-out it works as an anti-air that can lead into full combos. 2M has excellent range and low profiles a lot, so it is his go-to normal in neutral. On contact, it chains into 5H which can then be either chained into 5S4S, 2H (and 2H~M kara grab). 5H cancels into 5HH on whiff as well making it the generally safest option. Poking with 2M5HH can lead to huge reward since 5HH has armor and blows up punish attempts on whiffed 5H. 5S~4S can be a good full screen option, as the wheel will travel full screen and can blow through projectiles while giving a full combo on hit. It is extremely punishable on whiff from close range, so sometimes 5S with no followup is a solid option to bait jump ins and punish accordingly with 2H or initiate a mixup on the opponent's landing frames. 4{S}~L is an excellent means of creating space for safe 5s4s pressure. 4[S]~L done with perfect timing gives RJ access to one of the best "backdashes" in the game despite not having a great real backdash. RJ's overheads are especially good for mix-up, he can make them work by mixing up with 2M, his only low, and 5LL negates all pushblocks. Combined with kara dash pressure from 5L, RJ keeps the opponent guessing with any blocked 5L. This is coupled with his throws being especially good, giving him combos regardless of direction and 5M and 2H kara throw moving RJ forward a fair bit. If you can find or create the time to charge 4[S], it's a very powerful tool. Not really for RJ himself, but it makes his assist into the most dominant neutral assist in the game, maintaining all of the properties of the normal version of 4[S] without going away after use.
Team Synergy
Combos
tested as of version 2.3
Theory
- Launchers (2 per combo): 2H
- OTG bounces (1 per combo: j.S, 5AA
- OTGs (unlimited): 2M, Super
- Spin states (2 per combo): 5S, 4S, j.SS
- Hard Knockdowns (unlimited): 5S~4S, 5MM, 5HH
- Ground bounces (1 per combo): 5H, j.H, j.S, 5S~6S
- Wall bounces (1 per combo): 4[S]
- Crumples (1 per combo): S+L
- Staggers (1 per combo): j.S (standing hit)
- Force flipout (forces a flipout reset): 5L(2)
- Max Limit moves (moves that do not have any of the above properties, but will not cause flipout at max juggle limit): 5.L(1), 5M(1), 2M
Solo
2M > 5HH , 2M > 5H , 5L(1) > 5MM > 2M > 2H , 5L(1) > 5MM > 2M > 2H , 5L(1) > 5M > 5S4S > 5L(whiff)L > H+S
2/10 difficulty, 891 dmg, 0 meter start
This is the beginner RJ bnb. If you connect this with your own back to the corner, you'll have to dash before the 2M pickup after the opening 2M5HH. Most RJ combos are a variation of this, so newcomers may want to start here. It doesn't kill on its own, so a reset should be used first for a full health character.
5M > 5HH > 2M > 2H > 5M > 2M > 5S~4S > 2M > 5H > 5L(1) > 5M > 5L(1) > 2L > 5MM > 5L(whiff)L > 5L(1) > 5M > 5L(1) > 2L > 5MM > 2M > 2H > 5M(1) > 2M > 5S~4S > 5L(whiff)L > S+H
1100 damage solo 0 meter starting BnB. To make this a bit easier, you can remove the "5L(1) > 5M > 5L(1) > 2L > 5MM" sequences and replace them with just "5L(1) > 5MM" or "2L > 5MM" which will lower the damage, but even with both swapped out this combo will do over 1k, making it still a TOD on most of the cast. You can also replace 5HH with 5S~4S which will also lower the damage slightly, but allow you to OTG from an opposite corner starting position with 2 plink dashes.
Assist combos
5HH > Doggie Assist > Dash 5MM > etc...
Conversion using Dog assist, makes picking up full screen hits much easier as it eliminates the need to plink dash, but dog assist will take away RJ's OTG bounce so you sacrifice some meter and damage doing this.
2L > 2M > 5HH > 2M (call quantum) > 5H > 4[S] > quantum assist hits > tag quantum > 2H > 6S~H > 2L > 5M > 2M > 5H > 6S~H > 2L > 5M > 2M > 4S > j.L > j.M > 4S > back dash > 6S~H > 4H > 6S~H > 4H > 6S~H > 5SSSSS > H+S > [5M > 5H > 6H]x7 > 5M > S+L
Conversion from RJ to Quantum Ranger while setting up 4S charge for the stronger assist. [Video Example]
5M > 5HH > 2M > 2H > 5M > 2M > 5S~4S (call jen) > 5LL(whiff)L > 2L > 5M > 4[S] > jen assist hits > 66 > 5MM > 2M > 5HH > 2M > 2H > 5M(1) > 2M > 5S~4S > 5LL(whiff)L > H+S
RJ bnb that calls Jen in to keep the opponent juggled while RJ builds 4S charge, then finishes the combo with super
Zord combos
5S~4S > Activate Mega Goldar > Goldar L >[ 4[S]~66 > 5M(1) > 4S > Goldar L ]xN
Goldar loop, the first hit of 5M has minimum hitstun and charged 4S wallbounces so this loop will work regardless of combo poration. You want to input the L for Goldar during the 4S animation. Additionally, you can dash out of 4[S] with 66 or L+M
5S~4S > Activate goldar > Goldar L >[ 5MM(L) > Goldar L ]xN
Alternative Goldar loop that may be a bit easier, but it will drop at higher poration. You do not want to delay the followup on 5M, otherwise you might get Goldar stomp instead.
5S~4S > Activate Dragonzord (M) > 2M > Dragonzord M hits > [5M > 5S~4S (M) > 2M > Dragonzord M hits]xN
Dragonzord restand loop. You need to delay the 2Ms a bit. It can also be helpful to delay the 5Ms to ensure Dragonzord will be recovered by the time you call for the next stomp.
Videos
- RJ combo video by Star 55 (2020) (Outdated)
- RJ combo video by MoarRobots (2021) (Outdated)
- RJ combo video by MoarRobots (2021)
Colors
External Links
- Twitter hashtag: #BFTG_WLF