Mighty Morphin' Power Rangers Genesis/Dragonzord

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Introduction

MMPRG dragonzord portrait.png

Really, really, incredibly, insanely, disproportionately, obtusely, ridiculously long text box that goes far far far far far far far into the distant future where its end will never be seen because it's still going so so so so far far far far far away
if not obvious, this is temp text; please add lore/story here eventually


Dragonzord, a character once thought to be near the very bottom of the tier list, has seen new power through obnoxious zoning and invincible special moves!

The Dragonzord is a charge character that, in essence, is the game's true " 'Guile' Function "; Blade Whip acts as a typical [2]8 "flash kick", and Heat Horn acts as the classic Sonic Boom.

However, many minor factors (such as the input handler) combined with Heat Horn being one of the fastest travelling projectiles in the game, Dragon Dynamo being a powerful multi-use special with a shifting hurtbox, many safe on block grounded moves and an impressive air-to-air game make Dragonzord a very versatile and scary heavy zoner that also has offensive potential which should definitely not be underrated.


Strengths Weaknesses
  • Heat Horn / Sonic Boom is a tall, fast travelling projectile that can take incredible amounts of screen estate because of how quickly Dragonzord can fire them off.
  • j.B is one of only a few moves in the game that can consistently cross up, and additionally makes an absolutely monstrous air-to-air.
  • Dragon Dynamo is a long-range punishing tool that additionally does great damage and has a tiny hurtbox for its duration; being inputted with negative edge makes it especially powerful, as Dragonzord can have one ready to go after ending combos or using any of its B specials.
  • Multiple normals with 0 start-up or plus frames on block makes Dragonzord have a good combo game, strong air reset anti-airs and multiple frame-trap options.
  • Is the only character in the game with a unique Super Secret Attack - Dragonzord's super is unique in that successive A button presses make the super continue with no max duration, meaning it is the only 100-0 Touch-of-Death in the game when mashed all the way*.
  • Short-ranged Normals make mid-range and footsies for Dragonzord awkward, especially when lacking charge for Heat Horn.
  • Execution can be demanding in some instances; it's not uncommon to get charge moves by accident after blocking, and getting used to charging negative edge for Dragon Dynamo while deciding when you may or may not need B versions of special moves can be complicated.
  • Is a big-body character/Zord, so it can suffer from specific set-ups and cross-ups that only work on big bodies, most notably Yellow Ranger's ambiguous Tiger Crasher cross-ups.
  • Moderately high push-back on key normals and Heat Horns acts as a double-edged sword; it cuts short Dragonzord's turns on offense, but also greatly complements its zoning game.
* limited by the fact that inputting 41236 6 times successively is quite troublesome in neutral, or anywhere really

Stats & Properties

Jump: TBA
Pre-jump: TBA
  • 1 notable thing
  • 2 notable thing

Other description if necessary

Movelist

Normal Moves

Standing Normals

Far Standing Genesis b-A.png
f.5A
MMPRG dragonzord f5A.png
MMPRG dragonzord HB f5A.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 2 - - +7 +9 L, H -
  • Can only hit Rangers crouch-blocking or with extending hurtboxes.
  • Less range than 2A.

Dragonzord sticks out its hand. Decent range, fast and has absolutely incredible frame-data, but is made near unusable because of c.5A having ginormous proximity range and coming out instead at many ranges where you would like to use this.

In match-ups against large characters like Megazord and Cyclopsis, f.5A works as intended and is an absolute menace however, enabling many things from obnoxious block-strings to very damaging link combos because of the big frame advantage on hit.

Toggle Hitboxes
Toggle Hitboxes


Close Standing Genesis b-A.png
c.5A
MMPRG dragonzord c5A.png
MMPRG dragonzord HB c5A.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 0 - - -7 -5 L, H -

Dragonzord does a headbutt. For some reason has worse frame-data on hit than on block. This normal is close to worthless on grounded opponents and usually only comes out on accident in match-ups where you can actually apply f.5A, or when trying to dash and buffer 2A.

As an anti-air, the hitbox is shoddy, but can net very big reward due to air resetting instead of knocking down and having little recovery; in some instances you can even get a j.B after for some of Dragonzord's most optimal combos!

Toggle Hitboxes
Toggle Hitboxes


Far Standing Genesis b-B.png
f.5B
MMPRG dragonzord f5B.png
MMPRG dragonzord HB f5B.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 4 - - +65 (KD) +3 L, H -
  • Has two hitboxes; one during initial swing and one during the swing.

Dragonzord throws a left hook. Has fairly good range for a Dragonzord normal and is plus on block. You'll regularly see this normal when Dragonzord wants to charge Dragon Dynamo without committing to B Heat Horn and risking a reflect.

Because of f.5B's range, good reward on hit and respectable start-up, it makes due as a pretty strong whiff-punish option.

Toggle Hitboxes
Toggle Hitboxes


Close Standing Genesis b-B.png
c.5B
MMPRG dragonzord c5B.png
MMPRG dragonzord HB c5B.png
MMPRG dragonzord c5A.png
MMPRG dragonzord HB c5A.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 0 - - +46 (KD) -9 L, H -
  • Has a second hitbox after initial boot, which looks like c.5A and has the same hitbox but it knocks down on air/ground hit and does more damage than c.5A.
  • 0f Start-up and a good hitbox make c.5B a comically viable reversal vs. specific forms of pressure.

Arguably Dragonzord's best and most versatile normal, the heavy boot. Staple combo ender because of no start-up, great damage and a great knockdown, also sees use as a frame-trap due to the high pushback on block and a meaty due to the headbutt hitbox.

After ending a combo with c.5B, a very common set-up is shooting an A Heat Horn and then following it with a forward dash; you can cancel your dash into reflect at close range if the opponent reacts with reflect on wake-up, or simply do nothing and bait a response.

This normal is also, believe it or not, Dragonzord's best anti-air as you can dash under opponents jumping, and clip them with it on the way down or even with the second head hitbox.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

Crouching Genesis b-A.png
2A
MMPRG dragonzord 2A.png
MMPRG dragonzord HB 2A.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 0 - - +3 +5 - -

Dragonzord sticks out its hand while crouching. Go-to combo extender and generally great pressure starting normal. Works on all characters unlike f.5A.

Toggle Hitboxes
Toggle Hitboxes


Crouching Genesis b-B.png
2B
MMPRG dragonzord 2B.png
MMPRG dragonzord HB 2B.png
poink
poink
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 12 - - +47 (KD) -11 - -

Dragonzord swings its tail as a knife. Dragonzord's longest ranged normal, but very slow and made slightly redundant in-terms of getting knockdowns as c.5B is significantly more combo friendly and has no start-up.

Can be used to bait people into pressing a button occasionally, as its first start-up frames are somewhat visually confusing, but this requires conditioning and is obviously not consistent.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

Jumping Genesis b-A.png
j.A
MMPRG dragonzord jA.png
MMPRG dragonzord HB jA.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 2 until landing - - - H -
  • Can cross-up.
    • Cross-up can be made largely ambiguous based on jump distance.

Dragonzord sticks out its little footsies. Nowhere near as good of an air-to-air as j.B, most commonly used to cross-up opponents while holding onto B charge for Dragon Dynamo.

Toggle Hitboxes
Toggle Hitboxes


Straight Jump Genesis b-B.png
8j.B
MMPRG dragonzord j8B.png
MMPRG dragonzord HB j8B.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- - - - - - H -
  • Uses a slightly different sprite from 2B.
  • Can hit opponents on the way down when specifically timed.

Dragonzord sticks out its tail in mid-air. Rarely used as not only are dash-under c.5B or j.B better and less committal for dealing with aerial approaches, but Dragonzord really should not be straight jumping in general - most of the character's strength is in grounded zoning and whiff punishes.

Toggle Hitboxes
Toggle Hitboxes


Jumping Genesis b-B.png
j.B
MMPRG dragonzord jB 1.png
MMPRG dragonzord HB jB.png
Same hitbox shared between all 3 sprites of rotation.
MMPRG dragonzord jB 2.png
MMPRG dragonzord jB 3.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 5 until landing - - - H -
  • Completely invalidates Yellow Ranger's Tiger Crasher.
  • Can cross-up.
    • Cross-up can be made largely ambiguous based on jump distance.

Dragonzord tucks into a ball and starts spinning. Has a shocking amount of priority and is a great combo starter when landing frames are dash-cancelled.

Notably one of the most potent cross-ups in the entire game, and at the right jump distance can be a complete 50/50 as to which side Dragonzord will end up hitting on.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Reflector
6.png Genesis b-A.png + Genesis b-B.png
6AB
MMPRG dragonzord Reflect.png
MMPRG dragonzord HB Reflect.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 1 30 10 - - - -

Universal reflect. Infamously hard to have come out after pressing back.

Toggle Hitboxes
Toggle Hitboxes


Heat Horn
[ 4.png ] 6.png Genesis b-A.png/Genesis b-B.png
[4]6 A/B
MMPRG dragonzord 46X.png
MMPRG dragonzord HB 46X.png
Uses c5A's sprite for shooting the Heat Horn. c.5A Hitbox is present but flag is deactivated.
Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
[4]6 A - - - - - - - -
  • Projectile initializes at the very top of Dragonzord's head.

Dragonzord roars before firing an energy projection of its horn as a projectile. Both versions are easy to shoot rapidly because of the input buffer being lenient, which gives Dragonzord its potent zoning game.

A Version moves slower of the two and has slightly less recovery, which makes it better for okizeme after knockdowns or for combos when cancelled from 2A. Also makes a very strangely competent anti-air option.

Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
[4]6 B - - - - - - - -
  • Projectile initializes at the very top of Dragonzord's head.

Mostly the same as the A version, but has slightly longer recovery (matters for combos but not much else), does more damage and the projectile also moves faster. B Version is more commonly used for chipping opponents at fullscreen, or making approaching difficult by alternating between A and B.

A common strategy with B Heat Horn is to hold B after shooting it, then charge back for an A Heat Horn while still holding B; this allows you to control lots of horizontal space while charging Dragon Dynamo for punishing different reactions to the zoning, which makes various approach options vs. Dragonzord very risky.

Toggle Hitboxes
Toggle Hitboxes


Blade Whip
[ 2.png ] 8.png + Genesis b-A.png/Genesis b-B.png
[2]8 A/B
MMPRG dragonzord 28X.png
MMPRG dragonzord HB 28X.png
atleast this hitbox gets used for the Super Secret Attack
atleast this hitbox gets used for the Super Secret Attack
Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
[2]8 A - - - - -29*
Air H: ???
- - -
  • Only knocks down on aerial hit. *Opponent is left standing on grounded hit.

Dragonzord whirrs the drill on its tail. Has a ginormous disjoint, but not for the better. Both versions are incredibly minus on hit vs. a grounded opponent, but grant decent oki on aerial hit due to the knockdown. Many active frames makes it decent to trap people trying to jump out of Heat Horn pressure or anti-airing forward jumps from farther away.

The A version is the only version of Blade Whip that should be used, because it has both less start-up and far less recovery while doing the same damage; in general this is a move that should be used very sparingly.

Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
[2]8 B - - - - -50*
Air H: ???
- - -
  • Only knocks down on aerial hit. *Opponent is left standing on grounded hit.

B Version lasts much longer at the cost of more start-up and absolutely horrendous recovery.

This version is candidate for worst special move in the game, because of the recovery lasting so long that you'll end up at barely any frame advantage at best and minus at worst on aerial hit. Just use the A version or Heat Horn if you need longer ranged anti-airs.

Toggle Hitboxes
Toggle Hitboxes


Dragon Missile
[ 1.png ] 9.png + Genesis b-A.png/Genesis b-B.png
[1]9 A/B
MMPRG dragonzord 19X launch.png
MMPRG dragonzord HB 19X projectiles.png
MMPRG dragonzord 19X angles.png
Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
[1]9 A - - - - - - - -
  • Charge time is noticeably longer than Heat Horn.
  • Missiles can be reflected, Explosion cannot be reflected.
  • Explosion only triggers upon missiles hitting the ground. Missiles and Explosion have differing damage values.

Dragonzord harnesses its cheeto fingers and fires off a set of missiles. Both versions go at a 45° angle, with distance changing between A and B. Damage depends on which part of the move hits; the missiles do horrendous damage, while the explosion is like a "sweetspot" dealing significantly more damage, becoming unreflectable and granting a strong knockdown.

A Version goes slightly farther than next to Dragonzord. This version is rarely used because Dragonzord has more competent anti-airs and the start-up is very slow for almost no range, on top of the move requiring extensive charge which makes it hard to use to begin with; it will beat practically every single move in the game clean because of the explosion hitbox being so disjointed, though.

Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
[1]9 B - - - - - - - -

The B version missiles hit just before fullscreen, while the explosion does hit fullsreen. Excellent for deterring reflect attempts as reflecting the missiles is harder to do on reaction than reflecting Heat Horn, and can put the opponent into a very bad situation if they are hit by the explosion because it grants Dragonzord incredible amounts of frame advantage from max distance.

Toggle Hitboxes
Toggle Hitboxes


Dragon Dynamo
Hold Genesis b-B.png 2 sec, Release
[B] - ]B[
MMPRG dragonzord BHold 1.png
MMPRG dragonzord HB BHold 1.png
MMPRG dragonzord BHold 2.png
MMPRG dragonzord HB BHold 2.png
MMPRG dragonzord HB BHold 3.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- - - - - - - -
  • [B] Charge Time: 124f (2.1 sec.)
  • Has issues coming out when Dragonzord is forced to enter proximity block.
  • Moves Dragonzord forwards upon release.

Dragonzord transforms into Dragonzord: Battle Mode and thrusts with its Power Staff. The forward momentum, large hitbox and fast start-up make Dragon Dynamo optimal for punishing anything from whiffed normals to approach attempts. Shockingly safe on block when spaced; you can set up correct spacing pretty easily with A Heat Horn's push-back.

Does not have true full-body invulnerability on start-up, but Dragonzord's hurtbox shrinks massively which makes it effective for counter-poking.

Toggle Hitboxes
Toggle Hitboxes


Super Secret Attack
4.png1.png2.png3.png6.pngx6 +Genesis b-A.png
41236x6 + A
MMPRG dragonzord BHold 2.png
MMPRG dragonzord HB BHold 3.png
As if millions of players suddenly cried out in terror on round-start, and were silenced.
As if millions of players suddenly cried out in terror on round-start, and were silenced.
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 0 ??? - ??? - - -
  • Rapidly flickers between Dragon Dynamo, 2A and Blade Whip for hitboxes.
  • Can be steered left and right on hit and whiff, but not on block.
  • Mash A during active frames to have move repeat; can be repeated infinitely.
    • Dragonzord is forced into recovery if any part of the Super Secret Attack is blocked, or if A mashing stops/has too large of a gap. Cannot repeat on block under any conditions.

Dragonzord's super is, unquestionably, the strongest and funniest in the entire game as it is the only one that can practically kill the opponent instantly. Can be buffered during round-start so that it comes out immediately as both players are first able to act, which catches practically every single option the opponent can do aside from block - if they block it, you're eating a huge punish.

Toggle Hitboxes
Toggle Hitboxes

Combos

WIP, remove when adept amount of combos are added


Type Combo Damage Notes Video Example
BnB
Grounded
2A > 2A > 2A > 66 c.5B TBA Dragonzord's typical and quintessential grounded confirm, can add or reduce amount of 2A's as needed. -
BnB
Jump-in
j.B > c.5B TBA Dragonzord's most basic combo. Works on cross-up, and puts the opponent at a good range to set up either A Heat Horn or simply run up and meaty. -
BnB
Grounded, Char-Specific
2A > 2A > 2A > f.5A > 66 2A > c.5B TBA Only works when 2A starter is at point-blank. Only works on Megazord, Cyclopsis, Goldar, Madam Woe, Minotaur, Dragonzord. -
Specific
Jump-in
j.B > 66 (1*) 2A > 2A > 2A xx A Heat Horn > 66 c.5B TBA (*) Start down-back charging at this point for the Heat Horn. One of Dragonzord's longer combos, does excellent damage but is rather tricky to execute and does not work at all spacings. -
Specific
Air Reset
c.5A > (*)Dragon Dynamo TBA (*) Dragon Dynamo has to be released a bit before the opponent is about to hit the ground, else they will be able to block it. -
Specific
Air Reset, Air-to-Air
j.A > c.5B TBA Largely depends on how high both you and your opponent are, if you don't feel confident in the hit-confirm after the air-to-air, you can opt for starting block pressure instead with 2A as they land. -

Strategy

TBA

Advanced Strategy

TBA

Tech

TBA

Match-ups

MMPRG MU red ranger.gif
Red Ranger
(Slight Advantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU black ranger.gif
Black Ranger
(Slight Disadvantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU blue ranger.gif
Blue Ranger
(Even)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU pink ranger.gif
Pink Ranger
(Slight Disadvantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU yellow ranger.gif
Yellow Ranger
(Slight Advantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU green ranger.gif
Green Ranger
(Advantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU evil green.gif
Evil Green
(Advantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU megazord.gif
Megazord
(Slight Advantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU dragonzord.gif
Dragonzord
(Mirror)
[character page]
  • Overview: NOTE: As of right now, mirror matches are not available in either the hacked version or the vanilla version.
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU minotaur.gif
Minotaur
(Slight Advantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU madam woe.gif
Madam Woe
(Even)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU goldar.gif
Goldar
(Advantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU cyclopsis.gif
Cyclopsis
(Disadvantage)
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:



General
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Characters
Red Ranger
Black Ranger
Blue Ranger
Pink Ranger
Yellow Ranger
(N) Green Ranger
Megazord
Dragonzord
Minotaur
Madam Woe
Goldar
Cyclopsis
(E) Green Ranger