Mighty Morphin' Power Rangers Genesis/Madam Woe

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Introduction

MMPRG mwoe 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


Madam Woe (also spelled Madame Woe) is an unorthodox but very powerful character, having elements of both defensive keepaway and aggressive rushdown in her arsenal, and being capable of switching between them on a dime, aswell as having the single best anti-air special move in the entire game. However, she is kept in check by being extremely momentum dependent, ironically losing to stall strategies and having poor defensive options up-close.

Playing Madam Woe can be rather difficult compared to the rest of the roster due to her being so dependent on momentum and having some execution tricks, like Tiger Knee'd Water Blasts, but she is very rewarding and arguably the best character in the game when played to a T'.


Strengths Weaknesses
  • Water Blast is a versatile projectile, having a projectile-absorbing hitbox during start-up, being a meaty / combo tool, and covering unique angles between its grounded and aerial versions that many characters can't contest or get around easily.
  • Long Normals let Madam Woe pester the opponent and keep them on their toes when she isn't already keeping them busy with pressure based around Water Blasts.
  • j.7/9B is a unique normal that's not unlike body-splash normals in other fighting games, stalling Madam Woe's momentum in the air and heavily shrinking her hurtbox, which helps in avoiding counter-zoning.
  • Ice Breath is arguably the single best special move in the entire game; long knock-down for okizeme potential, incredibly active, ginormous anti-air hitbox, long-ranged high damage whiff-punish - it does it all.
  • Has an untraditional backdash; Madam Woe can cancel any point after frame 14 of her backdash into an aerial Water Blast, which allows her to turn a defensive option into an offensive one.
  • Every normal she has being uniquely both kara-cancellable and special cancellable makes Madam Woe capable of covering herself in neutral in ways that no-one else on the roster can.
  • She laughs every time she dashes - it's really annoying :)
  • Poor close-range options and floaty jump make Madam Woe extremely vulnerable if she makes a mistake and the opponent can close in.
  • Over-reliance on a select few attacks makes Madam Woe's general strategy predictable, which can lead to big punishment if she gets too careless.
  • Stalling is, ironically, hard for Madam Woe to deal with as many characters jump significantly higher than she does, and not having a traditional vertical anti-air (as Ice Breath reaches strictly diagonally), there's nothing she can do to stop characters above her.
  • Does not have many, if any, practical combos, even in a game with few combos; Stray normal hits for Madam Woe mean little beyond their initial damage.


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 MWoe f5A.png
MMPRG MWoe HB f5A.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 2 - - +3 +5 H, L -

dummy text

Toggle Hitboxes
Toggle Hitboxes


Close Standing Genesis b-A.png
c.5A
MMPRG MWoe c5A.png
MMPRG MWoe HB c5A.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 2 - - +1 +3 H, L -

dummy text

Toggle Hitboxes
Toggle Hitboxes


Far Standing Genesis b-B.png
f.5B
MMPRG MWoe f5B.png
MMPRG MWoe HB f5B.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 4 - - +27 (KD) -19 H, L -

dummy text

Toggle Hitboxes
Toggle Hitboxes


Close Standing Genesis b-B.png
c.5B
MMPRG MWoe c5B.png
MMPRG MWoe HB c5B 1.png
MMPRG MWoe HB c5B 2.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 4 - - +25 (KD) -21 H, L -

dummy text

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

Crouching Genesis b-A.png
2A
MMPRG MWoe 2A.png
MMPRG MWoe HB 2A.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 2 - - +5 +7 L -

dummy text

Toggle Hitboxes
Toggle Hitboxes


Crouching Genesis b-B.png
2B
MMPRG MWoe 2B.png
MMPRG MWoe HB 2B 1.png
please cancel this
MMPRG MWoe HB 2B 2.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 8 - 57(?) +17 (KD) -21 L -

dummy text

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

Jumping Genesis b-A.png
j.A
MMPRG MWoe jA.png
MMPRG MWoe HB jA.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 2 - - -1 +1 H -

dummy text

Toggle Hitboxes
Toggle Hitboxes


Straight Jump Genesis b-B.png
8j.B
MMPRG MWoe j8B.png
MMPRG MWoe HB j8B 1.png
MMPRG MWoe HB j8B 2.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 2 - - +3 +5 - H

dummy text

Toggle Hitboxes
Toggle Hitboxes


Jumping Genesis b-B.png
j.B
MMPRG MWoe jB.png
MMPRG MWoe HB jB.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 4 - - +37 (KD) -5 - -

dummy text

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Reflector
6.png Genesis b-A.png + Genesis b-B.png
6AB
MMPRG MWoe Reflect.png
MMPRG MWoe HB Reflect.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- 1 24 13 - - - -

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

Toggle Hitboxes
Toggle Hitboxes


Water Blast
2.png1.png4.png Genesis b-A.png/Genesis b-B.png (Air OK!)
214A/B / j.214A/B
MMPRG MWoe 214X.png
MMPRG MWoe HB 214X 1.png
Ground / Aerial
Projectile Shield Hitboxes
MMPRG MWoe 214X Proj.png
MMPRG MWoe HB 214X 2.png
Projectile
Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
Ground 214 A/B - - - - - - - -
  • Has 5+ different hitboxes upon start-up on both aerial and grounded versions - Most important ones are used as hitbox images.

dummy text

Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
Aerial 214 A/B - - - - - - - -

dummy text

Toggle Hitboxes
Toggle Hitboxes


Hair Whip
[ 4.png ] 6.png Genesis b-A.png/Genesis b-B.png
[4]6 A/B
MMPRG MWoe 46A.png
MMPRG MWoe HB 46X 2.png
MMPRG MWoe 46B.png
MMPRG MWoe HB 46X 3.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- - - - - - - -

dummy text

Toggle Hitboxes
Toggle Hitboxes


Ice Breath
4.png1.png2.png3.png6.png Genesis b-A.png/Genesis b-B.png
41236 A/B
MMPRG MWoe 41236X.png
MMPRG MWoe HB 41236X 1.png
Your life ends 5 frames from now
MMPRG MWoe HB 41236X 2.png
Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
41236A - - - - - - - -

dummy text

Version Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
41236B - - - - - - - -

dummy text

Toggle Hitboxes
Toggle Hitboxes


Super Secret Attack
4.png1.png2.png3.png6.pngx6 +Genesis b-A.png
41236x6 + A
MMPRG MWoe 2B.png
MMPRG MWoe HB 2B 2.png
Damage Start-up Active Recovery Hit Adv. Block Adv. Guard Invul.
- - - - - - - -
  • Rapidly flickers between f.5A, f.5B and 2B for hitboxes
  • Despite the finishing hit looking like 2B, it cannot be cancelled in any way.
Toggle Hitboxes
Toggle Hitboxes

Combos

WIP, remove when adept amount of combos are added


Type Combo Damage Notes Video Example
BnB
Grounded
c.5A > c.5A > c.5A > c.5A TBA Very basic link combo. No applicable ender, but decent damage. Note that linking c.5A into itself can be bizarrely tight for all of Madam Woe's combos. -
BnB
Grounded
c.5A > c.5A xx A Ice Breath TBA Does more damage than the above, but inputting the 41236A quick enough so that it combos can be tricky. -
BnB
Grounded
B Water Blast(3) > B Hair Whip / 66 c.5A xx A Ice Breath TBA Combo with 2 enders off of unblockable point-blank Water Blast that accomplish the same thing and do comparable damage, the only notable difference being Hair Whip does not knock down. -

Strategy

TBA

Advanced Strategy

TBA

Tech

TBA

Match-ups

MMPRG MU red ranger.gif
Red Ranger
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU black ranger.gif
Black Ranger
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU blue ranger.gif
Blue Ranger
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU pink ranger.gif
Pink Ranger
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU yellow ranger.gif
Yellow Ranger
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU green ranger.gif
Green Ranger
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU evil green.gif
Evil Green
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU megazord.gif
Megazord
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU dragonzord.gif
Dragonzord
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU minotaur.gif
Minotaur
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU madam woe.gif
Madam Woe
(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 goldar.gif
Goldar
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
MMPRG MU cyclopsis.gif
Cyclopsis
[character page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:



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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