Mighty Morphin' Power Rangers Genesis/System

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System

Stages

Every single stage in MMPRG is infinite (i.e: endlessly scrolls with no corners), which would normally be a big issue because of stalling, but it's made a non-issue by every character in the roster having atleast a single projectile, back walk speeds being rather slow and Forward Dashes being very fast. This also results in okizeme / pressure being more frame advantage based, and all combos being "midscreen", as there's nowhere to lock down your opponent.

With the Versus Mode ROMhack, it's worth noting that the "Rangers Stage" cannot be selected due to being disabled because of crashes.

Note: Projectiles will disappear when flying off-screen, but you can chase after it to scroll the screen and keep it flying (theoretically infinitely); this creates for really funny situations if the opponent jumps backwards at the other side of the screen to try to avoid the projectile, as they will likely land on top of it!

Game Level

Game Level is tweaked at the Configuration Screen before a match, and lets you directly control how much damage players take during said match, effectively increasing the damage of the game overall when both players set it to the same Game Level. Higher Game Levels also build the Rage bar faster, as the Rage bar fills 1-1 with how much damage the player takes.

Due to chip damage and chip kills being the primary way turtling is dealt with in MMPRG, the most common Game Level settings are 5-6, as 7-8 become comically swing-y and anything lower than the default 4 is universally agreed upon to be too low for a fun pace.

Cancelling

  • detail this section more soon, just adding so i don't forget

All A Normals can be special cancelled during start-up or active frames, allowing for special cancel combos.

Kara-cancellable normals change from character to character; all A normals can kara-cancel, while only some characters can kara-cancel B normals, and only specific ones, such as Ranger f.5B cancelling on its first few start-up frames.

"Power Bar" / Rage

The green bar on the HUD, as listed on the HUD page, is the Rage bar; it fills up as you take damage and eventually begins to flash, signifying it is active.

Rage is gained 1-1 as the player loses health, and roughly 45% health lost fills up the Rage bar. Additional Rage cannot be gained while Rage is active, and Rage lasts for roughly ~600 frames (10 seconds). During Rage, all damage you deal on all hits, including Super Special Attacks and chip damage, is increased significantly with no form of scaling. This can make simple link combos do absolutely devastating damage in Rage.

Evidence suggests that the game does an equation to calculate the "Rage Boost", and then rounds down the damage dealt per attack, but it is unknown exactly what the equation is currently.

Reflector

Inputted with 6+AB, the universal Reflector sends back projectiles back towards the direction they came*, reflecting for a large amount of the duration. Every character's Reflector has different active frames and recovery; see individual move-lists for more info.

Reflectors will always have at minimum one frame of start-up because you are forced to walk forward slightly before the input processes, and the Reflector comes out.

Some moves that are classified as projectiles cannot be reflected, such as Madam Woe's Ice Breath. Check respective character pages for moves that work like this.

  • Important distinction, as reflecting Madam Woe's aerial Water Blast actually sends it hurling into the floor.

Dashes

Forward Dashes:

Every Forward Dash in MMPRG starts on frame 1, and can be cancelled into any action as early as frame 2, or extended by holding 6 up to a maximum of roughly a second and a half.
You can also cancel Forward Dashes into any basic forms of movement, not only "actions"; resetting to 5 from 6 cancels the dash as does tapping 4 from 6, allowing you to very precisely control how far you move forwards and also creating powerful Dash Blocking strategies.

Backdashes:

All Backdashes in MMPRG are invincible on start-up, and have lingering invincibility that differs from character to character (All 7 Rangers share the same amount of invincibility on backdash). Invincibility windows are as follows:
Character Total Invul.
All Rangers 24f 1-9f
Megazord 32f 1-13f
Dragonzord 32f 1-17f
Minotaur 34f 1-21f
Madam Woe 44f* 1-13
Goldar 27f 1-22f(?*)
Cyclopsis 36f 1-22
  • Madam Woe is air special actionable immediately after Invul ends, from frame 14-30, which makes the recovery far less.
  • Need to re-verify Goldar

Jump Heights

Every character in the game has a different jump height and floatiness to said jump. Madam Woe, for instance, has one of the shortest jumps in the game while also having the floatiest jump in the game, while Minotaur falls very fast and has an average jump. A Table will be added here eventually detailing jump stats.

Esoterics

From this point, all listings will be more oddities with the game than intended mechanics, but note that some of these things will still be important to know, so be sure to give it a glance!

Esoterics will be listed in no specific order, so it is highly recommended to use the Table of Contents at the top of the page.


Pre-Jump and Landing Frames

Every character, on top of the unique jump heights listed earlier, also has unique amounts of pre-jump frames landing frames.

Pre-jump frames are exactly what they sound like; the amount of time your character has to squat before they jump. Not much to them.

Landing frames, on the contrary, have a lot of nuances; Landing frames have different rules depending on if you landed from a raw jump or if you got air reset and landed;

Raw Jump:

When landing from any normal jump, you'll go into landing frames upon hitting the ground. Landing frames can be cancelled into attacks but you cannot block during landing frames; however, you can cancel landing frames into either a forward dash or backdash.

Air Reset:

When getting hit in the air, your character will do a small flip before flying backwards and then hitting the ground. When landing from an air reset, you cannot do any actions at all, including before-mentioned dash cancels, meaning that the opponent gets a free hit and even potential combo; This makes air-to-airs, and anti-airs that cause an air reset instead of a HKD, incredibly valuable in MMPRG (especially on higher Game Levels).
You can find an example of an air reset combo extension here.
Pre-jump and Landing Frames Table
Character Pre-jump Landing Frames
All Rangers 3f 4f
Megazord 6f 4f
Dragonzord 10f 8f
Minotaur 6f 12f
Madam Woe 2f 2f
Goldar 4f 3f
Cyclopsis 6f 4f

Blocking

For some reason, when you block standing (4), you will be pushed back much farther than if you blocked crouching (1); This is critical for escaping some blockstring loops and some forms of pressure, but comes at the obvious risk of getting hit by a low attack.

Additionally, like many older fighters, Proximity Block is crazy and triggers even if an attack is done from a distance away; this doesn't do a whole lot as long as you don't continue to hold back, and rarely interrupts actions.

Input Handler

Negative Edge (hold button for X amount of time, release) input moves, as seen on Goldar and Dragonzord, cannot begin to charge during another move; what this means is that you cannot do an A normal, and hold B during the middle of it to start charging the negative edge. You will instead have to whiff a B normal, or use a B version of a special move, and start charging negative edge from that point.

MMPRG's Input handler can store different inputs for up to 7-10+ frames, which has a lot of implications depending on the character;

Charge characters like Blue Ranger and Dragonzord can easily dash a good distance and still unleash a move that requires charge after the dash because of how long inputs get stored.

This also makes Tiger Knee'ing aerial specials like Madam Woe's aerial Water Blast and Yellow Ranger's Tiger Crash far more lenient than they would be otherwise, as the 236 input gets stored beyond the point you initially leave the ground.

Fireballs and Reflectors

Projectiles can be reflected an infinite number of times in MMPRG, allowing for comical ping-pong matches.

If a player with Rage active reflects a projectile, their Rage damage bonus will be applied to the opponent's reflected projectile; Very useful when matches get down to the wire, as the opponent may attempt to chip you out with projectiles.

Additionally, All projectiles, excluding ones inherently coded to clear out others, do not clash, which causes many very chaotic fireball wars (especially if both players continue shooting fireballs after their original one landed and vary between A and B speeds).

Dash Passthroughs

Large Characters (Megazord, Dragonzord, Minotaur, Madam Woe, Goldar, Cyclopsis) can, strangely, dash through other large characters that are knocked down, but cannot dash through Rangers.

This applies vice versa; Rangers can also dash through other knocked down Rangers, but cannot ever dash through a large character. Why this happens is still unknown.

Unblockables?

Requires further testing!

For some obscene reason, Madam Woe's B Water Blast and Minotaur's Super Special Attack become completely unblockable at point blank during seemingly arbitrary hits. This requires more study.

Requires MUCH further testing!

Additionally, on the very first frame of wake-up after getting hit by a move that knocks down in mid-air(?), you are not able to block low attacks. Unknown why this is the case or how consistent it is.

Navigation

General
FAQ
Controls
HUD
System & Esoterics
Community
Characters
Red Ranger
Black Ranger
Blue Ranger
Pink Ranger
Yellow Ranger
(N) Green Ranger
Megazord
Dragonzord
Minotaur
Madam Woe
Goldar
Cyclopsis
(E) Green Ranger