Power Rangers: Battle for the Grid/Anubis Doggie Cruger

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Anubis "Doggie" Cruger
SPD Shadow Ranger

Introduction

Health: 1100
Walk Speed: - forward, - back

Anubis "Doggie" Cruger is the commander of the Earth branch of the Space Patrol Delta. He also acts as the SPD Shadow Ranger and is a very good boy.

Overview

Doggie's stance not only gives him effectively 3 extra special moves compared to other characters, but instantly canceling out of it is a strong pressure tool and enables Doggie to keep opponents juggled without having to use launchers, bounces, or any other resource. That, combined with his ability to combo after super, gives Doggie easy access to highly damaging combos.

Normal Moves

5L
5L
BFTG DOG 5L.png
Damage Guard Startup Active Recovery Frame Adv
35 Low/Air 7f - - -1

Kick to the shin. A standing low. A good, fast normal to use when you're plus and in their face to catch jump-outs.

5LL
5LL
BFTG DOG 5LL.png
Damage Guard Startup Active Recovery Frame Adv
37* High/Low/Air - - - -4

Push kick. Knocks down. You rarely want this move to actually come out.

2L
2L
BFTG DOG 2L.png
Damage Guard Startup Active Recovery Frame Adv
35 High/Low/Air 5f - - -8

Jab with sword hilt. Not a low. Fastest option to mash out of strings. Also useful in juggles midscreen when 5M is too slow to hit before the opponent falls outside its range. Can be linked into from heavy stance cancels until hitstun deteriorates.

5M
5M
BFTG DOG 5M.png
Party starter
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air 9f - - -2

Basic slash. Pretty average hitbox for a medium, but leads to scary pressure and damaging combos. Dash 5M is a decent approach/whiff punish.

5MM
5MM
BFTG DOG 5MM.png
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air - - - -1

Turning slash. +3 after Stance Cancel. A second hitbox that you can put out after 5M, used in juggles a lot.

5MMM
5MMM
BFTG DOG 5MMM.png
Damage Guard Startup Active Recovery Frame Adv
50 High/Low/Air - - - -5

Crossing slash. Restands/Staggers on hit. Sideswaps on hit/block. Good tool to combo from super with if you have enough juggle limit left. Punishable on block, so the side swap property there is mostly only useful if you have an assist covering you and/or are swapping characters.

2M
2M
BFTG DOG 2M.png
Damage Guard Startup Active Recovery Frame Adv
50 Low/Air 8f - - -13

Low kick. Slower than 5A but big range and is a low. Cancelable into 5H and 4H. 5M/5MM tend to be better options in combos, but the ability to chain into 4H is very useful when juggle limit is full. In neutral, the low hurtbox and its range make this a very key move.

5H
5H
BFTG DOG 5H.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air 11 - - -1

Force slash. +4 after Stance Cancel. Mostly a bigger, slower version of 5M.

5HH
5HH
BFTG DOG 5HH.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air - - - -23

Slash through that knocks the opponent away. Lots of recovery as you'd expect on an auto combo. Can cancel into super but nothing else. Useful for when you confirm a 5H late and aren't in a position where 2H is a great idea.

2H
2H
BFTG DOG 2H.png
Damage Guard Startup Active Recovery Frame Adv
30 Low/Air 16f - - -18

Pretty standard sword sweep. +3 after Stance Cancel. Causes a spinning knockdown and is limited to 2 in combos (a third 2H will cause flip out). Stance canceling this move is Doggie's primary way to start juggles from a standing hit, as the high launch from a juggled hit is helpful to correct for accidentally delaying juggles.

4H
4H
Saber Upper
BFTG DOG 4H.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Low 8f - - -26

Backward slash. Air-unblockable launcher and anti-air. Pretty fast, jump-cancelable and special-cancelable, thus leading into Stance stuff. In the corner 4H>4S works. Moves Doggie backwards, which can be helpful for Anti-airing, but also makes it a little hard to use in pressure. Cannot kara-cancel into throw for some reason.

j.L
j.L
BFTG DOG j.L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Air 6f - - -

A normal jump-in, which makes it weird for Doggie.

j.M
j.M
BFTG DOG j.M.png
BFTG DOG j.M (2).png
Damage Guard Startup Active Recovery Frame Adv
50 High/Air 10f - - -

Drop kick. On hit/block, Doggie will jump back, which can make conversions awkward, but also allows for weird double cross-ups.

j.H
j.H
BFTG DOG j.H.png
BFTG DOG j.H (2).png
BFTG DOG j.H (3).png
Damage Guard Startup Active Recovery Frame Adv
65 High/Air 12f - - -

A pretty normal heavy sword slash, except that it causes a huge amount of landing recovery as Doggie rolls and strikes a cool pose. The end of the pose is cancelable so it's not as awful as it looks, but it's enough to make whiffing a j.H extremely bad. Causes a groundbounce on air hit.

Special Moves

5S
Shadow Form
5S
BFTG DOG 5S.png
"Shadow..."

BFTG DOG 5S (Cancel).png

Stance Cancel

BFTG DOG 5SL.png

Mist Finer

BFTG DOG 5SM.png
BFTG DOG 5SM (2).png

"UPPER!"

BFTG DOG 5SH.png
BFTG DOG 5SH (2).png
BFTG DOG 5SH (3).png

"For Isinia!"

BFTG DOG 5S664S.png
BFTG DOG 4SSS.png
Version Damage Guard Startup Active Recovery Frame Adv
Stance 0 - 9f - - -

Doggie enters his Stance. There's some startup before Stance Moves can be done, but not a lot. 53f total recovery if you just let it be.

Shadow Slash
5S~L
65 High/Low/Air 14f - - -30

Long-ranged slash. Can immediately cancel into a second slash by pressing L again. Wallbounces on air hit. If you're far from the corner, you can get 2 before the opponent hits the wall and bounces off. The recovery can be partially canceled by pressing S and going back into Stance. This can let you slash a third time to pick up after the wall bounce. If a slash connects on an airborne opponent after Doggie has used his wallbounce, it'll cause a hard knockdown.

Shadow Upper
5S~M
20, 50 High/Low/Air 15f - - -26

Dash into an uppercut. An advancing launcher which can be jump-canceled or canceled back into Stance by pressing S. Because you can go straight back into Stance, this lets Doggie chain 2 launchers back to back and/or launch into 5S~L into 5S~H or stance cancel and do whatever.

For Isinia
5S~H
10x6, 20x2, 50 High/Low/Air 23f - - -14

Doggie channels the power of his wife, Isinia, and uses it to do a fullscreen energy slash. Connects after a hard knockdown, which makes it a common ender. It also does a good bit of chip and takes up a ton of space if you can manage to get it out in neutral. The hitbox is the light blade and becomes active as soon as that animation starts. If you catch an opponent behind you and get all the hits to connect it'll build roughly a half a stock of meter, which makes this a staple in combos. Ends with a wall bounce or hard knockdown if Doggie has already used his wallbounce. Because the active frames begin behind Doggie, this move is something more like 30f when done point blank.

Shadow Cancel
5S~S
0 - 9f - - -

Cancels the Stance. While not instant, it's very fast. You can't buffer the input for stance cancel, so the advantage you get for stance canceling can be a little variable unless your execution is exact.

Shadowstep
5S~66
0 - - - - -

Stance forward dash. Can also be performed with L+M. Has a followup executed by inputting 4S.

Guard Breaker
5S~66~4S
70 High/Air 21f - - -16

Overhead slash. Has OTG properties. Though an actual overhead, it isn't really necessary for mixup; if you want, you can just dash forward and then leave Stance and go low or throw or whatever. The overhead doesn't chain into any normals, but it does cancel back into Stance and will combo into 5S~L or 5S~M. Useful for when your opponent is scared of frame traps and wants to try and block it all out.

Eviscerate
5S~66~4SS
9x2, 70 High/Low/Air - - - -

Uppercut slash. Followup to 5S~66~4S.

4S
Shadow Strike
4S
BFTG DOG 4S.png
BFTG DOG 4S (2).png
BFTG DOG 4SS.png
BFTG DOG 4SSS.png
Version Damage Guard Startup Active Recovery Frame Adv
Shadow Strike
4S
80 High/Air 30f - - -

Teleport drop. Groundbounces and has OTG properties. Acts as the start of a rekka. Doesn't track like the assist version does, but hits overhead unlike the assist. Realistically, the overhead isn't a very good mix-up solo, but you can swap out to an assist and make it scarier, or cover the screen up with a bunch of explosions or something. If you've already used your groundbounce, this move will knockdown and the rekka followups won't connect. Because Doggie comes in from such a high point, this move will likely not hit with its initial active frames, especially against crouching opponents. The exact timing of when it'll hit depends on the character's height. Height will also affect the exact disadvantage, but it will always be punishable, with -30 being the general ballpark.

Guard Breaker
4SS
- High/Air - - - -16

Overhead slash. Identical to 5S~66~4S. The timing for this is weirdly specific after Doggie has landed from the teleport, but if you delay too much it'll whiff. Against a grounded opponent you can just mash it out, but on airborne opponents, you may need to delay a bit. Can cancel into Stance and connect 5S~L.

Eviscerate
4SSS
9x2, 70 High/Low/Air - - - -

Uppercut slash. Identical to 5S~66~4SS. Finishes out the rekka, launching the opponent pretty far. Cancelable into Super when Doggie lands. Going for all rekka hits is good when you're out of juggle limit after a Super but have a groundbounce still.

6S
Justice Defense
6S
BFTG DOG 6S.png
BFTG DOG 6S (2).png
Version Damage Guard Startup Active Recovery Frame Adv
6S 0 - - - - -
Catch 20, 1, 66 - - - - -

Counter that will also reflect fireballs. Counter window is very tight, but rewarding because it crumples the opponent. Has some recovery even after a reflect, which can make reflecting projectiles a bad idea if there's multiple on screen. Can reflect any projectile, even Gia's Super. Pressing 6SS transitions back into Stance.

j.S
Saber Slash
j.S
BFTG DOG j.S.png
BFTG DOG j.SS.png
Version Damage Guard Startup Active Recovery Frame Adv
j.S 50 High/Low/Air 16f - - -

Diagonally downwards aerial version of 5S~L. Stops Doggie in the air, which can mess with anti-air attempts.

j.SS 50 High/Low/Air - - - -

Straight ahead air version of 5S~L. Wallbounces.

EX Attack

5L+S
Justice Assault
5S+L
BFTG DOG 5S+L.png
BFTG DOG 5S+L (2).png
Damage Guard Startup Active Recovery Frame Adv
20x3, 50x2, 70 High/Low/Air 9+5f - - -14
  • If the first hits are blocked, the rest of the move will not come out.

Upon use, Doggie does a move similar to his 4H. If it connects, he performs an altered version of the final hit of his 4S rekka. Invincible on startup, and cancelable to Super, but it tends to not combo unless it's canceled as soon as he lands.

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG DOG FT.png
Get put in T H E B O X
Damage Guard Startup Active Recovery Frame Adv
101 Throw 6 - - -

Doggie applies the SPD badge on the opponent. As long as the badge is in place, the opponent can't jump, enabling some silly setups.

Back Throw
Back Throw
4M+H
BFTG DOG BT.png
BFTG DOG BT (2).png
Damage Guard Startup Active Recovery Frame Adv
61 Throw 6 - - -

Doggie performs a crossing slash. Since it's special-cancelable, Doggie can solo combo off his back throw with either 5S~L, 5S~M, or just straight up Super.

Super

Super
Shadow Saber
H+S
BFTG DOG Super.png
"Shadow Saber!"
BFTG DOG Super (2).png
BFTG DOG Super (3).png
BFTG DOG Super (4).png
"Justice is served!"
Damage Guard Startup Active Recovery Frame Adv
1, 80, 50x3, 100 High/Low/Air 6+7f - - -30

Doggie performs a dashing slash slash that, if it hits, transitions into a cinematic sequence. Not invincible but pretty fast. Although it only covers about half screen, its range increases if the opponent is in a hard knockdown state. On a succesful hit, it crumples the opponent, which means Doggie can follow up from this Super. This move always sideswaps, but this can be negated via 5MMM. This Super is incredibly good, especially given Doggie's great meter gain, the fact that he doesn't need launchers/bounces to keep up juggles, and the sheer number of special moves he has which will keep combos alive when juggle limit is up.

Tag Actions

Assist
Assist
Shadow Strike
A1/A2
BFTG DOG Assist.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air - - - -

Based on 4S. Unlike the original, this tracks, which makes it a lot more useful. It doesn't hit overhead though.

Swap Strike
Swap Strike
2A1/A2+S
BFTG DOG Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Low/Air 6 - - -4

Faster than EX Attack, making it a little more reliable as a reversal, but far less damaging. Forces a character switch on hit; knocks down if only one character remains.

Range and animation based on 5M.

Doggie's combos are very damaging, but also very long. If you have some damage on an assist, they might heal it all back by the time you finish your TOD, so consider snapping sometimes.

Strategy

Neutral

For approaches dashing with 5M or 5H takes up a lot of space, both can lead to combos on hit through 5MM or stance canceling 5H into 2L. Between the two moves 5M is better in terms of startup (tho not by too much) and is more consistent for catching jumps. It also has more cancel options for less linear followups. 5H's main benefit is that stance canceling it makes it harder to punish on push block.

5A is also a strong move for approaches, it's hitbox isn't great but it hits low which can punish jump startup or opponents walking/dashing.

5S~H is a great move for tagging out, or to chip a very defensive opponent since it hits everywhere and keeps hitting for a while.

2A is doggie's fastest normal which makes it the go to for checking an opponent's sloppy pressure or to challenge after a throw tech.

4H is Doggie's air unblockable anti-air. The backwards movement and fast startup mean you sometimes need to react kind of late to get it to hit. S+L is easier to land as it has way more active frames, but costs meter and gives no followup unless you spend more meter

Doggie super goes fullscreen which gives it some utility as a punish, although it's not invincible so it can't blow through moves. Getting a full combo afterwards makes punishing with raw super a pretty good option for doggie when it's possible

Team Synergy

Doggie's main weakness is that his neutral isn't spectacular, a teammate who can open opponents up and then tag Doggie in are good partners, especially if they don't use up a wall bounce so that Doggie can build bar from backhit 5S~H.

Combos

Tested in 1.6.2

Solo

5MM > 5H > 2H > 5S~S > 5MM > 5H > 2H > 5S~S > 5MM > 5H > 2H > 5S~S > 5MMM > back throw > super > back throw > 5S~M > 5S~M > 5S~L > 5S~H > 4SSS > super

Solo double super corner combo. Does a little over 1.1k which TODs everybody except Trini. Damage is a little variable depending on how the 5S~H hits. Pre-super this builds around 1 bar, post super it builds an extra bar.

5MM > 5H > 2H > 5S~S > 5MM > 5H > 2H > 5S~S > 5MM > 5H > 2H > 5S~S > 5MMM > back throw > 5S~M > 5S~M > 5S~L > 5S~H > super > back throw > 5S~L > 5S~H > 5S~66~4SS

same as above but doing the back throw earlier to build a second bar. Unfortunately the back throw sequence uses up a lot of bounces so the combo post-super isn't as crazy as you'd hope. It does a little over 900 damage although the exact ammount will depend on how many hits of 5S~H you get. Will TOD low health characters and do a good grip on anyone else. This is a solid foundation for a BnB, there's plenty of spots where assists can extend and push the damage up a bit.

Assist combos

Super > filler > call Jen assist > second super > Jen missiles hit

Jen's missiles take long enough that you can call her before super, and then have them hit OTG after for an extension

Videos

Colors

Color 1
Color 2

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