Power Rangers: Battle for the Grid/FAQ

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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Because BFTG is constantly being updated, some info on the wiki may be outdated.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.

Is there a burst?

There is no burst in Battle for the Grid. The developers have told us directly that there is no burst and there never will be a burst added to the game.

ShadyK stating that there is no burst in BFTG.

Unless your opponent drops or finishes their combo, there is no way to break out of a combo. However, games of BFTG are not won or lost off of one touch:

  • Many combos will kill a character, but not all. It is common for your character to survive if your opponent gets a weird starter or isn't optimal with their combos.
  • Outside of special circumstances such as a happy birthday, a victory requires three separate hits. Surviving incoming mix can let you reset to neutral and take back control of the game.
  • There are plenty of tools to survive incoming.
    • BFTG has an air auto-block, so you don't need to deal with as many things when you're still in the air. Combining air block with pushblock can mess up the timing of your opponent's mix.
    • Land -> EX is a high risk, high reward way to get out of many mixups. At worst, you have spent a bar to let your character to get hit. At best, you can start your own combo and maybe even a happy birthday.
    • Land -> Zord Counter is normally available after you've lost a character. This requires you to already be blocking, but it can stuff more delayed setups.
    • Sometimes you can just mash on incoming. This is risky against meaty incoming setups, but can stuff some of the more-unsafe setups.
  • Zord is an incredibly strong comeback mechanic. In most cases, losing a character will give you enough Zord meter to use your Zord Ultra. These can dominate games and completely turn the tides.
  • Drops DO happen.

How do I build a team?

Your First Team

Many players recommend picking any three characters that interest you for your first team. This will most likely not be the strongest or most synergistic team, but the assist and tagout system allow for lots of flow and creativity. You can use this first team to find synergies and see which of those characters really click with you. For the order, try putting the character you're most comfortable with last, and try to make sure they are the last character alive. This gives you the best chance at a comeback should you need one.

Improving Your First Team

After getting comfortable with your first team, try to find some gaps in the team's game plan. If your team is weak at round start, maybe you need a different point character. If your team is low on damage, maybe you need characters with higher solo damage or better tag in value. If your team is weak in neutral, maybe you need assists that cover more area or more effectively stuff approaches and other assists. This step relies on your own playstyle and what you're looking for in your team.

I'm not sure what I want. Just tell me what to do!

Dostrow has created a list that shows his opinions on team building. It is a great way to quickly fill out your team if you already have one or two characters picked.

Dostrow's thoughts on team building

Characters near the top of the list are more likely to fit on any team. Characters near the bottom of the list are a bit more finicky and might require specific team members.

Video Guides

Grimbakor has made a short video guide to team building.

Technically Footsies has interviewed top players to talk about their approaches to team building. Here is the first video of the series:

If you're interested in more, check out the rest of the Team Talk playlist

Is there a tier list?

We put together two tier lists based on input from top NA and EU players. These lists are roughly an average of the opinions given. This may be different than tier lists you've seen for other fighting games. Due to BFTG's nature as a team game, normal tier lists don't show all aspects of a character's strengths and weaknesses. One chart shows a character's strength on point vs as an assist, and the other shows a character's overall strength vs ease of use.

Bftgtierlist122022.png

These charts do not necessarily reflect the opinions of the entire community. They are best used as a starting point. You can always ask character experts in the Discord their opinions on any character's strengths and weaknesses.

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 separate 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.

I keep seeing people talk about plinks and karas, what are those?

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. Generally if someone talks about "plinking" they are referring to plink dashing, which is kara cancelling from M or L into a dash.

How do I get the skins?

Super Edition contains every skin released so far.

Collectors Edition comes with the season 1 pass, and Drakkon Evo 2/Kimberly Hart Skins

Season 1 Pass contains Dragon Shield Jason

Season 2 Contains White Ranger Tommy

Season 3 Contains Phoenix King Dai Shi

Street Fighter pack contains the class of '93 skins for Ryu and Chun Li

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). [1]

Character Hashtag
Adam Park #BFTG_ADM
Anubis "Doggie" Cruger #BFTG_DOG
Cenozoic Blue Ranger #BFTG_CBR
Chun Li Ranger #BFTG_CLR
Dai Shi #BFTG_DAI
Dragon Armor Trini #BFTG_DAT
Eric Myers #BFTG_ERC
Gia Moran #BFTG_GIA
Goldar #BFTG_GDR
Jason Lee Scott #BFTG_RED
Jen Scotts #BFTG_JEN
Kat Manx #BFTG_KAT
Lauren Shiba #BFTG_LRN
Lord Drakkon #BFTG_LRD
Lord Zedd #BFTG_ZED
Magna Defender #BFTG_MAG
Mastodon Sentry #BFTG_SEN
Poisandra #BFTG_POI
Ranger Slayer #BFTG_SLY
Rita Repulsa #BFTG_RTA
Robert "RJ" James #BFTG_WLF
Ryu Ranger #BFTG_RYU
Scorpina #BFTG_SCP
Tommy Oliver #BFTG_GRN
Trey of Triforia #BFTG_TREY
Udonna #BFTG_UDN


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
Scorpina
Ryu
Chun-Li
Adam Park
Poisandra
Rita Repulsa
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord
Samurai Megazord
Gravezord