Power Rangers: Battle for the Grid/Green Ranger
Introduction
Health: 1000
Walk Speed: 850 forward, 375 back
Chain Rules: Magic Series
When Rita's evil spell on Tommy was broken, he joined the Power Rangers team as the Green Ranger. Stoic and-good hearted, Tommy Oliver is now always there to lend a helping hand when things get tough.
Overview
Tommy has pretty good normal tools, he has very fast dashes and a great run. He's got a well-rounded kit with his 5S, 4M, 5L, and 2M. His assist is kind of slow and awkward, but it crosses through opponents, leading to cheap character swap cross-ups as well as mid-air switching into overheads leading to frequent hard to blockables. A beginner-friendly character with lots of tools in his arsenal for those that invest the time into learning his finer tricks.
Tommy Oliver is a shoto clone with solid mix, strong neutral, and great movement | |
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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5M
5M
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5MM
5MM
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4M
4M
Axe Kick |
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6M
6M
Putty Masher |
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5H
5H
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5HH
5HH
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5HHH
5HHH
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2L
2L
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2M
2M
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2H
2H
Dragon Dagger Launch |
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j.L
j.L
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j.M
j.M
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j.MM
j.MM
Double Thrust |
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j.H
j.H
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Special Moves
5S
Dragon Fire
5S |
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4S
Dragon Wave
4S |
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6S
Dragon Drop
6S |
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6[S]
Dragon Drill
6[S] |
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j.S
Dragon Dive
j.S |
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EX Attack
5S+L
Dagger Combination
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
Dragonzord Missile Assault
H+S |
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Tag Actions
Assist
Assist
Dragon Drill A1/A2 |
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Swap Strike
Swap Strike
A1/A2+S |
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Team Synergy
Combos
Theory
Tommy super is an OTG that is usually followed by a corner 6M in combos and after juggle limit is maxed. If used mid combo, any move can be used to hit the opponent. Post juggle limit, the super will let you combo with his moves that ignore juggle limit. This includes 6M, jH (groundbounce), specials, and EX. Video Examble
Saving move states for post juggle limit is key to maximizing damage and meter gain in the grid. Tommy wants to save as many of the following as possible for post super: 4S launcher, 6(S) spin and groundbounce, or 4M or jS OTG bounce. These enders can potentially end in a plink EX, or a jab reset. Tommy can also use his 5M to reset at max juggle as it sets up a high (6M) or low (2M) afterward. Video Examples
From a jab reset in the corner, Tommy can get a high/low/left/right mixup. With an assist available, he can even setup actual unblockables. Video Example Unblockable/Jab reset guide by Pat
If opting to tag in for more damage, Tommy can corner carry while building decent meter all while leaving enough states for the next character. Tagging into more damaging characters, or tagging out of Tommy EX is a valid option because of the low damage of Dragonzord Missile Assault. Video Examples
Tommy has multiple moves for certain combo properties. Opting for j.S OTG actually yields better meter gain and frame advantage than 4M. 5MM spins also gain more meter vs 6S spins. Video Examples
The best way to build meter while conserving states requires the opponent to be in or near the corner. The goal is to loop 5HH 5S, which requires your opponent to be at a certain height. Using 5M, 2M, and even 2L can help achieve this. Video Example
Tommy has a few options to sideswitch to the corner. 2H neutral jump jS, or 2H jMM dash under. One uses ground bounce and the other uses more juggle limit. Video Example
Tommy 1 bar enders depend on the states available. Launch: 4S plink EX (4S 6S~L), OTG bounce: jS plink EX (jS M~L+S). jS OTG will sideswap if done in the corner. OTG swap after 6M or swap after 6(S) are also worth noting. Video Example
6(S) can actually ground bounce if it hits the opponent from above mid combo. Can be done after a 4S or 2H with a slight delay. Video Example
Solo
JAB COMBOS
5L 5M 5HH 6SjS 5M 2H 6(S) 5M 6M jS* 5M 2M 5H (2L 5M 5H)x2 2L 5M 6M 4S 6(S) Video Example
Practical coast to coast combo. Your go to if you want to build 2 bars before a jab reset. *use 4M if already in corner
5L 5M 5HH 6SjS 5M 2H jc jL 2L 5MM 5M 6M jS (5M 2M 5HH 5S)x2 2L 5M 6MxxH+S 6M 44 5S 6M 4S 6(S) EX Video Example
Coast to coast into ball loops. Can jab reset like the previous combo or cash out into ok damage with at least 1 bar to start.
5L 5M 5HH 6SjS 5MM (5M 2M 5HH 5S)x3 (2L 5M)x2 6MxxH+S 6M 44 5S 6M 4S 6(S) 6M 4S 6S~L Video Example
Can save the max amount of post super states while building bar. Works from just shy of midscreen to the corner.
5L 5M 5HH 6SjS 5MM (5M 2M 5H)x5 2L2L2L 5M 6MxxH+S 6M 44 5S 6M 4S 6(S) 6M 4S 6S~L Video Example
Alternate version of the midscreen combo if you really hate doing ball loops.
2M COMBOS
2M 5HH 6SjS 5M 2H 6(S) 5M 6M jS* 5M 2M 5H (2L 5M 5H)x2 2L 5M 6M 4S 6(S) Video Example
The practical combo with a low starter instead. 2M will put the opponent into juggle state on hit, which can require different routing.
2M 5HH 6SjS 5MM 5M 2H jc jL 2L 5MM (5M 2M 5HH 5S)x2 (2L 5M)x2 6MxxH+S 6M 44 5S 6M 4S 6S~L Video Example
1 bar 2M corner carry starter. Only saves launcher for the 4S plink EX post super.
4M COMBOS
4M 5L 5HH 6SjS 5M 2H 6(S) 5M 6M jS* 5M 2M 5H (2L 5M 5H)x2 2L 5M 6M 4S 6(S) Video Example
4M overhead can go into basically any grounded combo. Be mindful of the semi tight 2F link into 5L.
4M 5L 5HH 6Sjs 5M 2M 2H jc jL 2L 5MM 5M 6M jS 5M 2M 5HH 5S 5M 2M 5H 2L2L 5M 6MxxH+S 6M 44 5S 6M 4S 6(S) 6M 4S 6S~L Video Examples
4M starter will use slightly more juggle limit than other standing starter combos and you may have to adjust slightly as seen here.
4M 5L 5M 5HH 6SjS 5MM (5M 2M 5H)x4 (2L 5M)x3 6MxxH+S 6M 44 5S 6M 4S 6(S) 6M 4S 6S~L Video Example
Midscreen to corner combo maximizing states without using ball loops.
ANTI AIR COMBOS
2H jc jMM jc jM 5M 2H jc jMM jM 5M 6M
4M 2M 5H 2H 6(S) 5M 2H (6S) 5M 2H 5H (2L 5M 5H)x2 2L 5M 6M Video Example
4M and 2H are your anti airs. On air hit, can go into 6(S) loops or other air combos.
4M 5H 2H jc jL 2L 5MM 5M 5H 2H jc jL 2L (5MM 5M 2M 5HH 5S)x2 5M 6MxxH+S 6M 44 5S 6M jS M~L+S Video Example
4M anti air will sometimes do both hits which uses ground bounce. Plan accordingly.
THROW COMBOS
Back Throw combos require a special cancel into 6S jS. The link is tight, and your groundbounce gets used early.
4M+Hxx6Sjs 5M 2H 6(S) 5M 6M jS 5M 2M 5H (2L 5M 2M 5H)x2 2L 5M 6M 4Sxx6(S) Video Example
The bnb again.
4M+Hxx6Sjs 5MM 5M 2H jL 2L 5MM (5M 2M 5HH 5S)x2 5M 2M 5H 2L 5M 6MxxH+S 6M 44 5S 6M 4Sxx6S~L Video Example
C2C back throw combo for more meter than the bnb.
4M+Hxx6Sjs (5MM)x2 (5M 2M 5HH 5S)x3 (2L 5M)x2 6MxxH+S 6M 44 5S 6M 4Sxx6S~L Video Example
Back throw combo that works from midscreen to corner. Does a whopping 1 more damage than the fullscreen one.
JUMP IN COMBOS
jH starters on grounded opponents will allow basically all the combos listed above but for more damage. Note that jS on ground hit causes a juggle state, while jH and jS as air to airs will use a ground bounce. jS can only be followed up by 5M on hit.
jS 5M 5H 2H 6(S) 5M 6M jS 5M 2M 5H (2L 5M 2M 5H)x2 2L 5M 6M 4Sxx6(S) Video Example
Raw jS combo. The jS can sideswitch if it hits too deep in the corner.
jH 5HH 6SjS 5M 2H jc jL 5MM 5M 6M jS (5M 2M 5HH 5S)x2 2L2L 5M 6MxxH+S 6M 44 5S 6M 4Sxx6(S) 6M 4S Video Example
Big C2C jump in combo.
jH 5M 6MxxH+S 6M 44 5S 66 (5M 2M 5HH 5S)x3 (2L 5M)x2 6MxxH+S 6M 44 5S 6M 4Sxx6(S) 6M 4Sxx6S~L [1]
Not practical but worth knowing for the times when you have excess meter. Can tweak the starter slightly to work midscreen.
Zord combos
5M into 6M while calling zord moves that OTG such as Mega Goldar L and Dino Megazord M, or using 4M to stump OTG into other zord moves are the commonly used prejuggle routes. Post juggle usually requires 6M, 4M stumps, and the juggle properties of 5S. Restanding with EX (1), and Dragonzord M are also options to consider. ]L/M/H[ means releasing the button, as Zord works via letting go of a button, rather than pressing it
Dino Megazord prejuggle example: 6MxxA1+A2 ]M[ (5M 5H, 5M 6M)x2-3 Video Example
Dino Megazord post juggle example: 6MxxA1+A2 (]H[ 4M 44 5S 6M)x3-4 Video Example
Mega Goldar prejuggle example: 6MxxA1+A2 ]L[ (5M 6M ]L[)x2-3 Video Example
Mega Goldar post juggle example: 6MxxA1+A2 (]L[ 6M 44 5S 6M)x2-3 Video Example
Dragonzord prejuggle example: 6MxxA1+A2 (]L[ 4M 5M 6M)x3-4 Video Example
Dragonzord post juggle example: 6MxxA1+A2 (]L[ 4M 44 5S 6M)x3-4 Video Example
Dragonzord restand exmaple: 6MxxA1+A2 (]M[ 4M 2L 2L 5M 6M)x2-3 Video Example
SPD incoming unblockable loop setup example: 6MxxA1+A2 ]M[ 4M Snap Video Example
SPD incoming unblockable into kill combo example: ]M[ during EX (hold L+S) Video Example
Samurai zord example: EXxxA1+A2 5M 5H 66 5M 5H (2LLL 5M 5H 66 5M 5H)x2-3 Video Example
Videos
Colors
V2 skin
White Ranger skin
External Links
- Twitter hashtag: #BFTG_GRN