Introduction
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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
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Jason Lee Scott, the Red Ranger and one of the 5 (later 6) Power Rangers, is the closest thing to a proper Shoto-type character in MMPRG; the Power Gun which is shared between all of the Rangers acts as his fireball, while Wheel Kick and Power Sword act as the quintessential "Tatsumaki" and "Shoryuken" respectively.
Red Ranger is arguably the most well-rounded of the Rangers, handling himself nicely in most match-ups and having formidable versatility with his simple but effective special moves.
He specializes in having easy knock-down combos and very strong to even suffocating block pressure with Heel Kick. Definitely one of the stronger characters in the game and a great pick for anyone, from new players to the more advanced.
Strengths |
Weaknesses
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- Is a Ranger, which has many benefits like a small hurtbox, solid normals and consistent plus frames for solid pressure.
- Power Sword is an incredibly useful (partially) invulnerable DP that also makes a great counter-poke in neutral, high damage ender in combos and a bizarrely safe chipping tool in block-strings.
- Powerful Anti-air options like c.5B, Power Sword and even solid air-to-airs can make getting in against Red Ranger difficult.
- Base move-set meaty options and Heel Kick allow Red Ranger to keep incredibly long turns in pressure in general, arguably longer than any other character in the game while being consistently plus.
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- Is a Ranger, which also has some downsides; generally predictable gameplan, a short duration reflector, strange hitbox interactions, mediocre projectile play and low damage when specials cannot be used in combos.
- Power Sword is only invincible a few frames after start-up, which makes it faulty as a reversal and makes Red Ranger have to rely solely on careful stand-blocking and backdashes to escape the opponent's block pressure.
- Heel Kick and Power Sword don't do much against projectiles, making Red Ranger have few counter-measures of his own versus projectiles and forcing him to rely on universal options.
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Stats & Properties
Jump: TBA
Pre-jump: TBA
- 1 notable thing
- 2 notable thing
Other description if necessary
Movelist
Normal Moves
Standing Normals
Standing 5A
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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- Has no proximity variant; same normal if performed close or far.
- Shared between all Rangers.
Quick Ranger punch. Commonly used across all Rangers as an advanced combo tool because of its dash-link potential, or as a block-pressure tool due to being plus and quite fast. Notably used in Red Ranger's gameplan to frame-trap after 63214A/B and prolong pressure in multiple ways.
Can sometimes be useful as an anti-air, in which case it air resets for a high damage combo, but all the Rangers have better options including their homogenous c.5B.
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Far Standing f.5B
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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- Shared between all Rangers.
Big roundhouse kick. Can anti-air but far too slow to do so reliably when combined with it being proximity, and more often happens by accident. Generally mediocre normal that goes unused in many Rangers' gameplans and only comes out by mistake most of the time.
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Close Standing c.5B
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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- Shared between all Rangers.
The breadwinner button, a simple uppercut. Has a criminal amount of active frames and hits standing and crouching opponents alike with its start-up hitbox, making it arguably the best meaty in the entire game and can go as high in advantage as +15. You can do a tight dash after hitting a late meaty c.5B to hit 5A, which lets you continue the blockstring.
Used in Red Ranger's gameplan to continue long turns of pressure after every knockdown. When you hit the double digit plus frames, you can go into 63214A/B immediately and have it be an air-tight blockstring; in practice, you're better off going for 2A or dash 5A though.
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Crouching Normals
Crouching 2A
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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- Shared between all Rangers.
The other breadwinner button, a simple low kick. Has great range, is plus on block and has an abnormal amount of advantage on hit, which enables advanced dash 5A combos or simple consistent hit-confirms with specials.
Incredibly useful button for Red Ranger in basically every way, as A Power Sword combos directly from 2A at most distances, but also a great pressure tool.
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Crouching 2B
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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- Shared between all Rangers.
Long-range sweep, one of the better sweeps in the game. Has a very small hurtbox during active frames, making it a very powerful low-profile move (and can notably low-profile Ranger c.5B in Ranger/Ranger MUs), also useful to catch the opponent mashing after stagger pressure.
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Jumping Normals
Jumping j.A
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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Jumping j.B
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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- Same normal on straight jump.
dummy text
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Special Moves
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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Universal reflect. Infamously hard to have come out after pressing back.
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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A
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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B
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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A
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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B
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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A
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Version
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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B
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Super Secret Attackx6 +41236x6 + A yes, the hitbox is that big Goes far off the screen.
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Damage
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Start-up
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Active
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Recovery
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Hit Adv.
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Block Adv.
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Guard
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Invul.
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- Temp description
- The input for the Super Special Attack is always the same; no need to change for every character.
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Combos
WIP, remove when adept amount of combos are added
Type |
Combo |
Damage |
Notes |
Video Example
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Class Type Detail
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Combo Notation |
Damage |
Descrption |
Video
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Strategy
TBA
Advanced Strategy
TBA
Tech
TBA
Match-ups