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Power Rangers: Battle for the Grid/FAQ
Is this information accurate?
Because BFTG is constantly being updated, some info on the wiki may be outdated. Combos and frame data are the things that are most likely to change, look for notes at the top of a character page for when frame data was last checked and on the top of the combo section for when combos were last verified.
How do I get Dragon Shield Jason?
You had to get the collector's edition to get Dragon Shield Jason.
How do combos work
Why do opponents sometimes flash and get out of combos?
In BFTG opponents will be forced out of hitstun if one of 3 things happens: They are hit with a move that inflicts a limited combo state too many times (see below), they are hit with a move that forces flipout (5L for every character), or they are hit with a move that is not a special combo state when their juggle limit is maxed.
What is a special combo state?
There are a number of moves that will combo even at max juggle limit, but often have their own seperate limit for how many times they can be used. The various kinds of special combo state moves are:
- Launchers (limit 2, when past limit they cause the opponent to become invincible and fall to the ground), moves that launch the opponent into the air such as Tommy 2H.
- Spin State (limit 2, when past limit they cause flipout), moves that cause a spinning hitstun animation such as Gia 2H. Note that this only applies on juggle. Moves that cause this reaction on standing opponents will not count to this limit and will cause a combo to drop if done when juggle limit is maxed.
- Reverse Launches (Limit 1, when past limit they cause the opponent to become invincible and fall to the ground), moves that cause a launch but pull the opponent into the player such as jen 6SS.
- Wall Bounces (limit 1, when past limit they cause hard knockdowns), moves that cause the opponent to bounce off the wall, such as Quantum Ranger 5[S].
- Ground Bounces (Limit 1, when past limit they cause soft knockdowns), moves that slam the opponent into the ground and bounce them back into the air. Most characters have this property on at least one of their air normals, most commonly j.H. Note that like Spin States, moves that cause a ground bounce animation on a standing opponent, such as Magna Defender 5HH do not count to this limit.
- OTG bounces (Limit 1, when past limit they become regular OTGS), moves that hit the opponent out of a hard knockdown and cause a ground bounce animation such as Zedd 6H
- Crumples (Limit 1, when past limit they become hard knockdowns), moves that restand the opponent and cause them to fall onto their knees and then their face such as Jason 5S.
- Staggers (Limit 1, when past limit they become hard knockdowns), moves that restand the opponent and cause them to stumple backwards such as Doggie 5MMM.
- Freeze (Limit 1, when past limit they still freeze but cause the opponent to become invincible until they become unfrozen), moves that cause the opponent to become frozen in ice such as Udonna 5S.
- Shock (Limit 2, when past limit they cause flipout), moves that hold the opponent in place with and electric effect such as Trey 6SS.
- OTGs (no limit), moves that hit the opponent out of a hard knockdown state but do not cause an otg bounce such as RJ 2M.
- Moves that connect standing and do not launch are not subject to juggle limit, however the amount of hitstun these moves inflict has it's own limit in the form of hitstun decay, meaning all strings that connect against standing opponents should, in theory, stop working after a combo has gone on so long. That being said hitstun decay is relatively minor after a point, so while something like Jen 5S > 5L becomes an impossible link after a while, some links such as a jab infinite will only drop well after the opponent has died.
- Additionally some moves do not have any special properties, but do not cause combos to drop at max juggle regardless. This includes any special move that doesn't fall into one of the above categories, and the initial hits of multi-hit normals.
With all that being said, there are some exceptions. Most notably Zord moves and assists that apply a special combo state will count towards the limit, but will always apply their effects, even if the limit is up. Additionally, moves that connect after you tag out are considered assists and thus will apply special combo states even after the limit is reached
What is a flipout?
When you hit a juggled opponent with 5L, they will become invincible and flip out of the combo, when recovering from this flipout they cannot perform any reversals, meaning if you meaty them their only options are to block, tech throw, or get hit.
How do I block when I get hit with a High and a Low at the same time?
You can't! If the high and low hit on the same frame then the situation is unblockable.
A kara cancel is canceling the early startup frames of a move into another move, in bftg it's mostly done from Lights/Mediums into dash (kara dash/plink dash) or from Mediums/Heavies into throw (kara throw). Plinking was a technique in street fighter 4 that made links easier, the term is sometimes used outside that context to refer to the input timing of hitting one button a frame after the another.
How do I find tech on Twitter?
Each character in the game has a specific hashtag which people should aim to use when posting tech for ease of searching. The rule of thumb is to start with #BFTG_ (for Battle for the Grid) and append three letters (except for Trey?) representing a character. They could allude to the Ranger's color (RED Ranger), name (JEN Scotts), or acronym (Dragon Armor Trini, Cenozoic Blue Ranger). 
|Anubis "Doggie" Cruger||#BFTG_DOG|
|Cenozoic Blue Ranger||#BFTG_CBR|
|Dragon Armor Trini||#BFTG_DAT|
|Jason Lee Scott||#BFTG_RED|
|Robert "RJ" James||#BFTG_WLF|
|Trey of Triforia||#BFTG_TREY|