Difference between revisions of "Power Rangers: Battle for the Grid/Eric Myers"

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==Combos==
 
==Combos==
 
===Solo===
 
===Solo===
 +
 +
all combos tested and working as of version 2.0
  
 
====Sword Mode Loops====
 
====Sword Mode Loops====

Revision as of 20:27, 13 February 2020

Eric Myers
Quantum Ranger

Introduction

Health: 1100
Walk Speed: - forward, - back

Eric Myers was a member of a Mercenary force that inexplicably policed the city of silver hills. Deciding that the for profit police weren't militarized enough, Eric acquired the powers of the Quantum Ranger and the Q-Rex Zord.

Overview

In here is an overview of what the character's gameplan is or can be. Like a short description you would give to a new player.

Press Buttons

Normal Moves

5L
5L
BFTG ERC 5L.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
5M
5M
BFTG ERC 5M.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
5H
5H
BFTG ERC 5H.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
4H
4H
BFTG ERC 4H.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

Anti-air. Jump cancelable.

6H
6H
BFTG ERC 6H.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
2L
2L
BFTG ERC 2L.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -


2M
2M
BFTG ERC 2M.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
2H
2H
BFTG ERC 2H.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

OTG

j.L
j.L
BFTG ERC j.L.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
j.M
j.M
BFTG ERC j.M.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
j.H
j.H
BFTG ERC j.H.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

Special Moves

5S
Blaster Barrage
5S
BFTG ERC 5S.png
Version Damage Guard Startup Active Recovery Frame Adv
5S - - - - - -

Up to 5 shots. Shots can be charged by holding S, transitioning to Maximum and ending the barrage.

Version Damage Guard Startup Active Recovery Frame Adv
[5S] - - - - - -

Maximum. Charged shot, Wallbounces

5S~L
Blaster Barrage
[5S]~2 or [5S]~L
Version Damage Guard Startup Active Recovery Frame Adv
Stance - - - - - -

Evasive Gambit. Special stance. Can follow-up with L, M, H, S

Version Damage Guard Startup Active Recovery Frame Adv
S - - - - - -

Drop shot. Causes Spinning KD.

Version Damage Guard Startup Active Recovery Frame Adv
L - - - - - -

Up Here. Airborne jump state

Version Damage Guard Startup Active Recovery Frame Adv
M - - - - - -

Think Fast

Version Damage Guard Startup Active Recovery Frame Adv
H - - - - - -

Over Here

4S
Formation Sword
4S
BFTG ERC 4S.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

Causes Shock

4S~S
Formation Airblade
4S~S
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

Anti-Air launcher

6S
Quantum Leap
6S
BFTG ERC 6S.png
Version Damage Guard Startup Active Recovery Frame Adv
6S - - - - - -

Can be canceled into follow-up moves after firing two blaster shots.

Version Damage Guard Startup Active Recovery Frame Adv
L - - - - - -

Trick shot. Transitions into Evasive Gambit

Version Damage Guard Startup Active Recovery Frame Adv
M/H - - - - - -

Quick shot. Can be charged.

Version Damage Guard Startup Active Recovery Frame Adv
[M] - - - - - -

Vaporize. Causes Groundbounce and spike bounce

Version Damage Guard Startup Active Recovery Frame Adv
[H] - - - - - -

Hypercharge. Causes wallbounce.

j.S
Airblade
j.S
BFTG ERC j.S.png
Version Damage Guard Startup Active Recovery Frame Adv
j.S - - - - - -

Anti-air and launch properties

Version Damage Guard Startup Active Recovery Frame Adv
j.S~S - - - - - -

Crashblade. Spikebounce/groundbounce

EX Attack

5L+S
5S+L
BFTG ERC 5S+L.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG ERC FT.png
Damage Guard Startup Active Recovery Frame Adv
- Throw 6 - - -
Back Throw
Back Throw
4M+H
BFTG ERC BT.png
Damage Guard Startup Active Recovery Frame Adv
- Throw 6 - - -

Causes wallbounce

Quantum Forward Throw
Foolishness
M+H while Quantum Power is active
BFTG ERC QFT.png
Damage Guard Startup Active Recovery Frame Adv
- Throw 6 - - -

Causes Crumple

Super

Super
Quantum Power
H+S
BFTG ERC Super.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

I need more quantum power. Activates quantum power install, changing some moves. All normal attacks become special cancelable on any frame. Normal attacks cancelable into 6H. All sword-based attacks inflict temporary freeze debuff. Airblade gains invincibility.

Quantum 5S
Quantum Divide
5S while quantum power is active
BFTG ERC Q5S.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

Wall bounces

Quantum 6SS
Quantum Displace
6S while quantum power is active
BFTG ERC Q6S.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

Spinning KD and otg

Quantum 5L+S
Finish Sequence
5L+S while quantum power is active
BFTG ERC Q5L+S.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -

OTG. Removes remaining Quantum Power timer. Does not consume Super gauge.

Tag Actions

Assist
Assist
A1/A2
BFTG ERC Assist.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
Quantum Assist
Quantum Assist
A1/A2 while Quantum power is active
BFTG ERC QAssist.png
Damage Guard Startup Active Recovery Frame Adv
- - - - - -
Swap Strike
Swap Strike
A1/A2+S
BFTG ERC Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
70 - 6 - - -

Team Synergy

Combos

Solo

all combos tested and working as of version 2.0

Sword Mode Loops

An integral part of Eric's combo theory is how he transitions into a corner loop of [5M > 5H > 6H] while Quantum Power is active. The most common way to convert into Quantum Power is by carrying your opponent to the corner, and then doing...

...5SSSSS > H+S > 5M > 4S > jump back j.H...

Where you go from here depends on the availability of your wall bounce and ground bounces. It is recommended that you use at least one ground bounce before activating QP, as it will help keep your combo more stable.

1 WB/1 GB available: dash back after j.H to maintain corner position, then 6H > 5H > 6H and begin the loop.

0 WB/1 GB available: after j.H, do 6H > delay 5M > 5H > 6H and then begin the loop.

0 WB/0 GB available: after j.H, just do 6H and immediately begin the loop.

All sword mode loops should be ended with EX, as it is essentially free and does a ton of damage.

5L > 5M > 2M > 5H > 4S > [j.L > j.M]x2 > j.L > j.H > 5M > 5H > 6S~H > 2M > 2H > 6S~H > [4H > 6S~H]x2 > 5SSSSS > H+S > QP loop

Standard solo confirm into QP loop, should give you an idea of how to get them going.

2L > 5M > 2M > 5H > 4S > 5[S] > 6H > 2L > 5M > 5H > 6S~H > j.L > j.M > 5M > 2M > 5H > 6S~H > 2L > 5M > 2M > 4S > late j.H > land 6S~H > [4H > 6S~H]x2 > 5SSSSS > H+S > QP loop

Slightly more elaborate combo if you really need to build the two bars needed for QP solo. Has the benefit of leaving you with no ground or wall bounces, so you can transition directly into the main loop. video example

Assist combos

5L > 5M > 5H > assist name > 5L > 5M > 5H

Example combo

Videos

Colors

Template:Colors-BFTG

External Links


General
Controls
Patch Notes
FAQ
HUD
System
Characters
Anubis "Doggie" Cruger
Kat Manx
Gia Moran
Jason Lee Scott
Tommy Oliver
Lord Drakkon
Mastodon Sentry
Udonna
Magna Defender
Trey of Triforia
Eric Myers
Jen Scotts
Cenozoic Blue Ranger
Dragon Armor Trini
Ranger Slayer
Goldar
Lord Zedd
Dai Shi
Robert "RJ" James
Lauren Shiba
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord