Gia Moran
Super Megaforce Yellow Ranger
Introduction
Health: 1000
Walk Speed: 875 Forward, 375 Back
A little known fact about Gia is that she is actually part of an elite squadron of angelic fighters hailing from the realm of Gosei, which may or may not be the literal biblical heaven. She was turned into a pirate as punishment for illegally downloading her copy of Power Rangers: Battle for the Grid, but I think she might like it better this way.
Overview
Gia is a well-rounded character who thrives at the mid-range. She excels at controlling space with her long grounded normals and specials that keep the opponent at bay. That isn't to say she's a slouch in the close range, where she sports a fast low 2L, strong overheads (including a long range instant overhead in j.S) and unblockable setups. Her assist is excellent for combo extensions, long range pokes, and lockdown, making her a strong pick on any team.
Close Range
Plink cancels with Gia's 5L give massive frame advantage which yields potent mixups and frametraps. For example, if the opponent blocks any 5L or 2L, Gia can dash cancel into High(6H)/Low(2L)/Throw(6H~M), or even just do another 5L/2L plink cancel.
EX is a high-risk, high-reward reversal. Combo off of it with dash 6H into full combo.
Mid Range
5H and 5M are your best friends at this range. Fish for counterhits and either setup for 5S tag out setups or condition the opponent to block and transition into a close-range mixup. This is your strongest range to be in, so try to stand your ground from here.
4M is a somewhat low commitment anti-air poke, and the follow-up normals act as a built-in frame trap. If you happen to miss a shot, you can react to an opponent's punish attempt with EX, since the whole chain is ex cancellable.
Long Range
4SS should be used primarily as a punish tool. You're generally looking to dash back into Mid range to continue your poke game.
Normal Moves
5L
5L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
40
|
High/Low/Air
|
6
|
-
|
-
|
0
|
-
|
Average jab. Great range and excellent for plink cancels.
- Forced Flipout (on airborne opponents)
|
|
5LL
5LL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
26*
|
High/Low/Air
|
-
|
-
|
-
|
-11
|
-
|
|
5LLL
5LLL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
22*
|
High/Low/Air
|
-
|
-
|
-
|
-10
|
-
|
|
5LLLL
5LLLL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
42*
|
High/Low/Air
|
-
|
-
|
-
|
-11
|
-
|
|
|
5M
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
50
|
-
|
-
|
-
|
-
|
-4
|
-
|
Excellent horizontal poke.
- Treated as a projectile, so it can nullify single-hit projectiles
|
|
5MM
5MM
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
- Treated as a projectile, so it can nullify single-hit projectiles
- Causes spin knockdown on airborne opponents, no spin state is consumed
|
|
5MMM
5MMM
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
75
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
- Treated as a projectile, so it can nullify single-hit projectiles
|
|
4M
4M Diagonal Shot
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
65
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Treated as a projectile, so it can nullify single-hit projectiles. Excellent as a meaty on incoming. Great anti-air poke that leads to full combo on hit. Can chain into EX at any point during the 4MMH string.
|
|
4MMH
4MMH Pistol Combination
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
80
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
|
|
5H
5H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
60
|
High/Low/Air
|
13
|
-
|
-
|
-1
|
-
|
Very high reach. Excellent poke due to being only -1 on block and chainable into 5HH on both hit and whiff.
- Groundbounce on airborne opponents
|
|
5HH
5HH
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
60
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Very high reach.
Unlike most normals tied to autocombos, this one can be done on whiff.
|
|
5HHH
5HHH
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
80
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
- Treated as a projectile, so it can nullify single-hit projectiles
|
|
4H
4H Scimitar
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
80
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
- Launcher.
- Air-unblockable.
|
|
6H
6H Overhead Slice
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
60
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
Excellent far range overhead. Links into 5L and 2L. Unsafe on block, but safe if pushblocked. Also good to kara throw with using 6H~M.
- Overhead
- OTG, uses OTG bounce
|
|
2L
2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
40
|
Low/Air
|
6
|
-
|
-
|
2
|
-
|
|
|
2M
2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
65
|
Low/Air
|
-
|
-
|
-
|
-
|
-
|
Unlike most crouching mediums, Gia's 2M doesn't knock down.
|
|
2H
2H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
65
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
- Treated as a projectile, so it can nullify single-hit projectiles
- Uses spin
|
|
j.L
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
40
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
Excellent air-to-ground normal. Used as a button to press on incoming because it hits behind her as well.
|
|
j.M
j.M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
65
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
Mainly an air-to-air tool due to how high Gia kicks, though the ground bounce makes it useful in combos.
|
|
j.H
j.H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
70
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
Gia's j.H is a jump-in that can hit very deep.
|
|
Special Moves
5S
Double Whip 5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
40, 60
|
Low/Air, High/Air
|
-
|
-
|
-
|
-
|
-
|
First hit is low, second is overhead that wallbounces. Exceptionally far range.
First hit can hit opponents OTG, which is primarily useful for cancelling into super after a hard knockdown.
|
|
4S
Whip Fling 4S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
Whip Fling 4S
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
Hitbox is tied to the sword, not the cord. Excellent far-range punish option.
|
Engage 4S~S
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
Press S a second time to pull yourself in for a combo. Can cancel into normals as soon as Gia lands. Can be jump canceled by forward jump only.
|
|
6S
Saber Whip 6S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
30, 40, 50
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Gia advances forward while spinning. Third hit knocks down.
|
|
j.S
Saber Strike j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
65
|
High/Air
|
-
|
-
|
-
|
-
|
-
|
Instant overhead with very long reach. Excellent air-to-air tool, can combo off of the air hard knockdown with OTG 6H for a full combo.
- Hard knockdown, air-to-air only
- OTG, uses OTG bounce
- Juggle limit immune
|
|
EX Attack
5L+S
Saber Rush 5S+L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
40x4, 80
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Gia performs an altered version of her 6S, which ends in her 2H. If the first hit is blocked, the rest of the move will not come out. It has excellent range and leads into full combo if it makes contact.
- Invincible startup
- Hard Knockdown
|
|
Throws
Forward Throw
Forward Throw 5M+H/6M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
61
|
Throw
|
8
|
-
|
-
|
-
|
-
|
Standard throw. Kara throw with 6H~M. Can combo off of this move from anywhere with dash 2M for full combo (although heavily scaled).
|
|
Back Throw
Back Throw 4M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
81
|
Throw
|
6
|
-
|
-
|
-
|
-
|
- Switches sides
- Groundbounces
|
|
Super
Mega Blast H+S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
60x4, 150
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
After a brief delay, Gia launches a multi-hitting wave forward.
|
|
Tag Actions
Assist
Assist Saber Whip A1/A2
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
86
|
High/Low/Air
|
-
|
-
|
-
|
-
|
-
|
Based on her 6S, making it a good assist for combo extension. Great lockdown and poke.
|
|
Swap Strike
Swap Strike A1/A2+S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
70
|
High/Low/Air
|
6
|
-
|
-
|
-
|
-
|
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.
Because it shares the same animation as 5H, this Swap Strike has great range.
|
|
Setups
With access to both a standing overhead in 6H, and a standing low/overhead in 5S, Gia's tag out setups can frequently lead into unlockable or hard-to-blockable situations.
Jab Reset
This is Gia's most efficient ender. Most characters in the cast have some form of this. At the end of any combo, use 5L to force a flipout that guarantees 1 frame where the opponent can't use a reversal. In other words, this guarantess a meaty without fear of getting interrupted by an EX, or some other invulnerable move. After 5L, you have the following options:
- 6H, link 5L or 2L for full combo
- Kara dash cancel crossunder 6H
- Kara dash cancel crossunder 2L
Neutral Setups
5S hard-to-blockable:
5S+assist, tag, dash 5L>2M (or whatever low).
This setup is especially good because it can be used at the end of a blockstring, turning your advantage state into almost a guaranteed hit. The opponent can react with a zord counter, however, if you're ready for it, your tagged in character can also kara grab this option on reaction.
Combos
Solo
Tested as of version 2.0
2L>5HHH, dash>6H, 2M>4H>9j.L>j.H>2M>4H>j.l>j.H > 2L5MM>4SS, 2L>5MM>ender
Simple Gia bnb, can be modified for any hit.
Possible enders are:
EX,5S(1H),Super: 896 DMG,
6S>Super: 805 DMG, .25 bar start, 0 bar end.
4SS,5L,Assist,6H+tag>Tag>2L/2M(whatever fast low your tagged in character has): Unblockable reset, 1 assist required
4SS, 5L:Jab reset, see the setups section for more details
Fullscreen corner-to-corner bnb off of any hit. Very stable. Pretty easy.
5LL > 5M > 5HH > 5S > 6H > 5MM > 4SS > [2M > 2H > 2L > 5MM]x2 > 2M > 4H > j.M > j.H > (2L) > 2M > 4H > 5S > 5S(1) > H+S
Full corner carry from anywhere, including the corner. Delay the j.M after the first 4H until the peak of your jump, and then slightly delay the j.H so that you can land 2M before the opponent is knocked down. Use 2L > 2M for a more consistent link. You can change up the ender as well if you want to do something other than combo to super. video example
5LL > 5M > 5HH > 5S > 6H > 5MM > 4SS > [2M > 2H > 2L > 5MM]x2 > 2M > 4H > 4M > 4SS > 2M > 4H > 5S > 5S(1) > H+S
Same combo as above, but with an easier transition into the ender if you're not confident in the j.M j.S 2M route. Try to delay each part of the combo as little as possible, otherwise you may hit juggle limit on the final 2M.
6M+H~6 > 5M > 2H > 4SS > 2M > 2H > 4SS > [2L > 5MM]x2 > 2M > 4H > j.L > j.S > 6H > 5MM > 2M > 4H > j.M > j.S > 2L > 5MM > 6S > H+S
Throw combo. Holding 6 cancels the recovery of the throw faster, allowing you to act sooner. You can remove either 4SS (or both) if you don't need the extra corner carry. You want to slightly delay the j.M > j.S sequence as you would in the first combo.
Assist combos
5L > 5M > 5H > assist name > 5L > 5M > 5H
Example combo
Videos
Colors
External Links