Power Rangers: Battle for the Grid/Gia Moran

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Gia Moran
Super Megaforce Yellow Ranger

Introduction

Health: 1000
Walk Speed: 875 Forward, 375 Back

A little known fact about Gia is that she is actually part of an elite squadron of angelic fighters hailing from the realm of Gosei, which may or may not be the literal biblical heaven. She was turned into a pirate as punishment for illegally downloading her copy of Power Rangers: Battle for the Grid, but I think she might like it better this way.

Overview

Gia is a well-rounded character who thrives at the mid-range. She excels at controlling space with her long grounded normals and specials that keep the opponent at bay. That isn't to say she's a slouch in the close range, where she sports a fast low 2L, strong overheads (including a long range instant overhead in j.S) and unblockable setups. Her assist is excellent for combo extensions, long range pokes, and lockdown, making her a strong pick on any team.

Close Range

Plink cancels with Gia's 5L give massive frame advantage which yields potent mixups and frametraps. For example, if the opponent blocks any 5L or 2L, Gia can dash cancel into High(6H)/Low(2L)/Throw(6H~M), or even just do another 5L/2L plink cancel.

EX is a high-risk, high-reward reversal. Combo off of it with dash 6H into full combo.

Mid Range

5H and 5M are your best friends at this range. Fish for counterhits and either setup for 5S tag out setups or condition the opponent to block and transition into a close-range mixup. This is your strongest range to be in, so try to stand your ground from here.

4M is a somewhat low commitment anti-air poke, and the follow-up normals act as a built-in frame trap. If you happen to miss a shot, you can react to an opponent's punish attempt with EX, since the whole chain is ex cancellable.

Long Range

4SS should be used primarily as a punish tool. You're generally looking to dash back into Mid range to continue your poke game.

Normal Moves

5L
5L
BFTG GIA 5L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Low/Air 6 - - 0

Average jab. Great range and excellent for plink cancels.

  • Forced Flipout (on airborne opponents)
5LL
5LL
BFTG GIA 5LL.png
Damage Guard Startup Active Recovery Frame Adv
26* High/Low/Air - - - -
5LLL
5LLL
BFTG GIA 5LLL.png
Damage Guard Startup Active Recovery Frame Adv
22* High/Low/Air - - - -
5LLLL
5LLLL
BFTG GIA 5LLLL.png
Damage Guard Startup Active Recovery Frame Adv
42* High/Low/Air - - - -
  • Hard knockdown.
5M
5M
BFTG GIA 5M.png
Damage Guard Startup Active Recovery Frame Adv
50 - - - - -

Excellent horizontal poke.

  • Treated as a projectile, so it can nullify single-hit projectiles
5MM
5MM
BFTG GIA 5MM.png
Damage Guard Startup Active Recovery Frame Adv
50 - - - - -
  • Treated as a projectile, so it can nullify single-hit projectiles
  • Causes spin knockdown on airborne opponents, no spin state is consumed
5MMM
5MMM
BFTG GIA 5MMM.png
Damage Guard Startup Active Recovery Frame Adv
75 High/Low/Air - - - -
  • Treated as a projectile, so it can nullify single-hit projectiles
4M
4M
Diagonal Shot
BFTG GIA 4M.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air - - - -

Treated as a projectile, so it can nullify single-hit projectiles. Excellent as a meaty on incoming. Great anti-air poke that leads to full combo on hit. Can chain into EX at any point during the 4MMH string.

4MMH
4MMH
Pistol Combination
BFTG GIA 5HHH.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Low/Air - - - -

Target combo from 4M.

  • Wall bounce
5H
5H
BFTG GIA 5H.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air 13 - - -1

Very high reach. Excellent poke due to being only -1 on block and chainable into 5HH on both hit and whiff.

  • Groundbounce on airborne opponents
5HH
5HH
BFTG GIA 5HH.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Low/Air - - - -

Very high reach.

Unlike most normals tied to autocombos, this one can be done on whiff.

5HHH
5HHH
BFTG GIA 5HHH.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Low/Air - - - -
  • Treated as a projectile, so it can nullify single-hit projectiles
4H
4H
Scimitar
BFTG GIA 4H.png
Damage Guard Startup Active Recovery Frame Adv
80 High/Low - - - -
  • Launcher.
  • Air-unblockable.
6H
6H
Overhead Slice
BFTG GIA 6H.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Air - - - -

Excellent far range overhead. Links into 5L and 2L. Unsafe on block, but safe if pushblocked. Also good to kara throw with using 6H~M.

  • Overhead
  • OTG, uses OTG bounce
2L
2L
BFTG GIA 2L.png
Damage Guard Startup Active Recovery Frame Adv
40 Low/Air 6 - - 2

Gia's fastest low.

2M
2M
BFTG GIA 2M.png
Damage Guard Startup Active Recovery Frame Adv
65 Low/Air - - - -

Unlike most crouching mediums, Gia's 2M doesn't knock down.

2H
2H
BFTG GIA 2H.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Low/Air - - - -
  • Treated as a projectile, so it can nullify single-hit projectiles
  • Uses spin
j.L
j.L
BFTG GIA j.L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Air - - - -

Excellent air-to-ground normal. Used as a button to press on incoming because it hits behind her as well.

j.M
j.M
BFTG GIA j.M.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Air - - - -

Mainly an air-to-air tool due to how high Gia kicks, though the ground bounce makes it useful in combos.

  • Ground bounce
j.H
j.H
BFTG GIA j.H.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Air - - - -

Gia's j.H is a jump-in that can hit very deep.

Special Moves

5S
Double Whip
5S
BFTG GIA 5S.png
BFTG GIA 5S (2).png
Damage Guard Startup Active Recovery Frame Adv
40, 60 Low/Air, High/Air - - - -

First hit is low, second is overhead that wallbounces. Exceptionally far range.

First hit can hit opponents OTG, which is primarily useful for cancelling into super after a hard knockdown.

  • Juggle limit immune
4S
Whip Fling
4S
BFTG GIA 4S.png
BFTG GIA 4S (2).png
Version Damage Guard Startup Active Recovery Frame Adv
Whip Fling
4S
35 - - - - -

Hitbox is tied to the sword, not the cord. Excellent far-range punish option.

  • Juggle limit immune
Engage
4S~S
0 - - - - -

Press S a second time to pull yourself in for a combo. Can cancel into normals as soon as Gia lands. Can be jump canceled by forward jump only.

  • Juggle limit immune
6S
Saber Whip
6S
BFTG GIA 6S.png
BFTG GIA 6S (2).png
Damage Guard Startup Active Recovery Frame Adv
30, 40, 50 High/Low/Air - - - -

Gia advances forward while spinning. Third hit knocks down.

  • Juggle limit immune
j.S
Saber Strike
j.S
BFTG GIA j.S.png
Damage Guard Startup Active Recovery Frame Adv
65 High/Air - - - -

Instant overhead with very long reach. Excellent air-to-air tool, can combo off of the air hard knockdown with OTG 6H for a full combo.

  • Hard knockdown, air-to-air only
  • OTG, uses OTG bounce
  • Juggle limit immune

EX Attack

5L+S
Saber Rush
5S+L
BFTG GIA 5S+L.png
BFTG GIA 5S+L (2).png
BFTG GIA 5S+L (3).png
Damage Guard Startup Active Recovery Frame Adv
40x4, 80 High/Low/Air - - - -

Gia performs an altered version of her 6S, which ends in her 2H. If the first hit is blocked, the rest of the move will not come out. It has excellent range and leads into full combo if it makes contact.

  • Invincible startup
  • Hard Knockdown

Throws

Forward Throw
Forward Throw
5M+H/6M+H
BFTG GIA FT.png
Damage Guard Startup Active Recovery Frame Adv
61 Throw 8 - - -

Standard throw. Kara throw with 6H~M. Can combo off of this move from anywhere with dash 2M for full combo (although heavily scaled).

Back Throw
Back Throw
4M+H
BFTG GIA BT.png
BFTG GIA BT (2).png
Damage Guard Startup Active Recovery Frame Adv
81 Throw 6 - - -
  • Switches sides
  • Groundbounces

Super

Mega Blast
H+S
BFTG GIA Super.png
BFTG GIA Super (2).png
Damage Guard Startup Active Recovery Frame Adv
60x4, 150 High/Low/Air - - - -

After a brief delay, Gia launches a multi-hitting wave forward.

Tag Actions

Assist
Assist
Saber Whip
A1/A2
BFTG GIA Assist.png
Damage Guard Startup Active Recovery Frame Adv
86 High/Low/Air - - - -

Based on her 6S, making it a good assist for combo extension. Great lockdown and poke.

  • Juggle limit immune
Swap Strike
Swap Strike
A1/A2+S
BFTG GIA Swap Strike.png
Damage Guard Startup Active Recovery Frame Adv
70 High/Low/Air 6 - - -

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.

Because it shares the same animation as 5H, this Swap Strike has great range.

Setups

With access to both a standing overhead in 6H, and a standing low/overhead in 5S, Gia's tag out setups can frequently lead into unlockable or hard-to-blockable situations.

Jab Reset

This is Gia's most efficient ender. Most characters in the cast have some form of this. At the end of any combo, use 5L to force a flipout that guarantees 1 frame where the opponent can't use a reversal. In other words, this guarantess a meaty without fear of getting interrupted by an EX, or some other invulnerable move. After 5L, you have the following options:

  • 6H, link 5L or 2L for full combo
  • 2L
  • Kara dash cancel crossunder 6H
  • Kara dash cancel crossunder 2L

Neutral Setups

5S hard-to-blockable:

5S+assist, tag, dash 5L>2M (or whatever low).

This setup is especially good because it can be used at the end of a blockstring, turning your advantage state into almost a guaranteed hit. The opponent can react with a zord counter, however, if you're ready for it, your tagged in character can also kara grab this option on reaction.

Combos

Solo

Tested as of version 2.0

2L>5HHH, dash>6H, 2M>4H>9j.L>j.H>2M>4H>j.M>j.H, 2L>2H, 2L>5MM>2H>4SS, 2L>5MM>Ender

Simple Gia bnb, can be modified for any hit. Omit j.M from the combo if groundbounce was already used, and replace j.M>j.H with j.L>j.H. If this is confirmed off of a longer opener, replace "2L>2H, 2L>5MM>2H>4SS, 2L>5MM>Ender" with "2L>5MM>4SS, 2L>5MM> Ender"

Possible enders are:

EX,5S(1H),Super: 896 DMG,

6S>Super: 805 DMG, .25 bar start, 0 bar end.

4SS,5L,Assist,6H+tag>Tag>2L/2M(whatever fast low your tagged in character has): Unblockable reset, 1 assist required

Fullscreen corner-to-corner bnb off of any hit. Very stable. Pretty easy.

5LL > 5M > 5HH > 5S > 6H > 5MM > 4SS > [2M > 2H > 2L > 5MM]x2 > 2M > 4H > j.M > j.H > (2L) > 2M > 4H > 5S > 5S(1) > H+S

Full corner carry from anywhere, including the corner. Delay the j.M after the first 4H until the peak of your jump, and then slightly delay the j.H so that you can land 2M before the opponent is knocked down. Use 2L > 2M for a more consistent link. You can change up the ender as well if you want to do something other than combo to super. video example

5LL > 5M > 5HH > 5S > 6H > 5MM > 4SS > [2M > 2H > 2L > 5MM]x2 > 2M > 4H > 4M > 4SS > 2M > 4H > 5S > 5S(1) > H+S

Same combo as above, but with an easier transition into the ender if you're not confident in the j.M j.S 2M route. Try to delay each part of the combo as little as possible, otherwise you may hit juggle limit on the final 2M.

6M+H~6 > 5M > 2H > 4SS > 2M > 2H > 4SS > [2L > 5MM]x2 > 2M > 4H > j.L > j.S > 6H > 5MM > 2M > 4H > j.M > j.S > 2L > 5MM > 6S > H+S

Throw combo. Holding 6 cancels the recovery of the throw faster, allowing you to act sooner. You can remove either 4SS (or both) if you don't need the extra corner carry. You want to slightly delay the j.M > j.S sequence as you would in the first combo.

Assist combos

5L > 5M > 5H > assist name > 5L > 5M > 5H

Example combo

Videos

Colors

Color 1
Color 2

External Links


General
Controls
Patch Notes
FAQ
HUD
System
Characters
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Kat Manx
Gia Moran
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Tommy Oliver
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Magna Defender
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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