Power Rangers: Battle for the Grid/Gia Moran

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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
BFTG GIA 5L.png
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
BFTG GIA 5LL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
26* High/Low/Air - - - -11 -
5LLL
5LLL
BFTG GIA 5LLL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
22* High/Low/Air - - - -10 -
5LLLL
5LLLL
BFTG GIA 5LLLL.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
42* High/Low/Air - - - -11 -
  • Hard knockdown.
5M
5M
BFTG GIA 5M.png
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
BFTG GIA 5MM.png
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
BFTG GIA 5MMM.png
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
BFTG GIA 4M.png
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
BFTG GIA 5HHH.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80 High/Low/Air - - - - -

Target combo from 4M.

  • Wall bounce
5H
5H
BFTG GIA 5H.png
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
BFTG GIA 5HH.png
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
BFTG GIA 5HHH.png
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
  • Hard knockdown.
4H
4H
Scimitar
BFTG GIA 4H.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
80 High/Low - - - - -
  • Launcher.
  • Air-unblockable.
6H
6H
Overhead Slice
BFTG GIA 6H.png
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
BFTG GIA 2L.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
40 Low/Air 6 - - 2 -

Gia's fastest low.

2M
2M
BFTG GIA 2M.png
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
BFTG GIA 2H.png
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
BFTG GIA j.L.png
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
BFTG GIA j.M.png
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.

  • Ground bounce
j.H
j.H
BFTG GIA j.H.png
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
BFTG GIA 5S.png
BFTG GIA 5S (2).png
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.

  • Juggle limit immune
4S
Whip Fling
4S
BFTG GIA 4S.png
BFTG GIA 4S (2).png
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.

  • Juggle limit immune
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.

  • Juggle limit immune
6S
Saber Whip
6S
BFTG GIA 6S.png
BFTG GIA 6S (2).png
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.

  • Juggle limit immune
j.S
Saber Strike
j.S
BFTG GIA j.S.png
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
BFTG GIA 5S+L.png
BFTG GIA 5S+L (2).png
BFTG GIA 5S+L (3).png
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
BFTG GIA FT.png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
61 Throw 8 - - - -

Standard throw. Kara throw with 6H~M. Recovers faster when holding a direction allowing a combo by holding down and pressing/mashing 2S (which gives 5S) for a full combo (although heavily scaled).

Back Throw
Back Throw
4M+H
BFTG GIA BT.png
BFTG GIA BT (2).png
Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
81 Throw 6 - - - -

Can be linked into a full combo with 5M>4SS (although heavily scaled).

  • Switches sides
  • Groundbounces

Super

Mega Blast
H+S
BFTG GIA Super.png
BFTG GIA Super (2).png
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.

  • Hits opponents in a hard knockdown.

Tag Actions

Assist
Assist
Saber Whip
A1/A2
BFTG GIA Assist.png
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.

  • Juggle limit immune
Swap Strike
Swap Strike
A1/A2+S
BFTG GIA Swap Strike.png
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 (video)
  • Kara dash cancel cross-under 6H (video)
  • Kara dash cancel cross-under 2L (video)

Neutral Setups

5S hard-to-blockable:

5S+assist, tag, dash 5L>2M (or whatever low). (video)

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

Tested as of version 2.5

BnB

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:

  • 6S>Super: 736 DMG, 0.7 bar start, 0 bar end. (video)
  • 4SS,5L,Assist,6H+tag>Tag>2L/2M(whatever fast low your tagged in character has): Unblockable reset, 1 assist required (video)
  • 4SS, 5L:Jab reset, see the setups section for more details (video)

Fullscreen corner-to-corner bnb off of any hit. Very stable. Pretty easy.

Forward throw

M+H~2 5S, dash>6H, 2M>4H>9j.L>j.H>2M>4H>j.l>j.H > 2L5MM>4SS, 2L>5MM>ender (video)

Forward throw combo. Holding 2 cancels the recovery of the throw faster, allowing you to act sooner and juggle with 5S.

Back throw

4M+H 5M>4SS 2M>4H>9j.L>j.H>2M>4H>j.l>j.H > 2L5MM>4SS, 2L>5MM>ender (video)

Nothing special to note other than has some juggle limit to spare so could be optimised further but given the throw damage scaling it would net negligible damage.


Zord Combos

All combos except SPD are done with the Solo BnB beforehand and all damage values are shown with 2 zord meter in mind.

Every combo except SPD can end with either option below depending on specific damage requirements in every situation:

  • EX > 6H
  • 5S > 6H


Dino

EX A1+A2~M [backdash]x2 5S~M [backdash 5S~M]x1-2 ender - 924 DMG (video)

6S A1+A2 5S~H [5S>6H (start mashing 6S right at the end of the 5S animation)]x1-2 ender - 880 DMG (video)


Mega Goldar

6S A1+A2 [5S~L (press L on second hit)]x2-3 ender - 862 DMG (video)


Dragon

6S A1+A2 5S~L [5S~L (press L on second hit) 6H]x1-2 ender - 810 DMG (video)


Samurai

6S A1+A2 5S~H [dash-under>5S 6H]x1-2 dash-under>ender - 820 DMG (video)

The dash-under for this combo is not necessary but it vastly improves the consistency of the combo due to the odd wall bounce with Sam zord.


SPD

The SPD combos below use an air-unblockable setup on incoming; when SPD M hits an airborne opponent they get a debuff which prevents them from blocking in the air. Paired with a snap the incoming character also has this debuff letting us do a meaty attack on them.

The combo here is slightly different than the regular bnb as we need to juggle differently to get SPD to hit while airborne without worrying about combo states:

2L>5HHH, dash>6H, 2M>4H>9j.L>j.H>2M>4H>j.l>j.H > 2L5MM>4SS, 2M A1+A2 2M>6S 2S+A1 8j.M>j.H>2M>4H 2S+A1 [follow-up]

Follow-up combos below are bar-dependent and kill on a throw starter with the combo above. Chances are the character dies before reaching the end of the combo but it's worth knowing the whole combo just in case.


2 bar follow-up

8j.M>j.H>2M>4H>9j.L>j.H>2M>4H>9j.L>j.H > [2L5MM>4SS]x2 > 2L5MM>EX > 7j.S > 5S (video)


3 bar follow-up

8j.[M]>j.H ]M[ >2M>6S > 9j.L>j.H>2M>4H > [2M>4H>9j.L>j.H>2M>4H>9j.L>j.H]x2 > 2L5MM>EX (video)



Colors

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
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Robert "RJ" James
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Adam Park
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Rita Repulsa
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord
Samurai Megazord
Gravezord