Power Rangers: Battle for the Grid/Gia Moran

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Gia Moran
Super Megaforce Yellow Ranger

Introduction

Health: 1050
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. With excellent reach on her grounded normals and special moves, she excels at controlling space and keeping the opponent at bay, though 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 solid combo damage. Her assist is also excellent for combo extensions and lockdown, making her a strong pick on any team.

Normal Moves

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

Typical jab.

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 - - - -

One of the few normals in the game to inflict a hard knockdown.

5M
5M
BFTG GIA 5M.png
Damage Guard Startup Active Recovery Frame Adv
50 - - - - -
  • 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
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.

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

Target combo from 4M. Final hit causes a wall bounce.

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

Very high reach.

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 - - - -

Dedicated anti-air/launcher. Air-unblockable.

6H
6H
Overhead Slice
BFTG GIA 6H.png
Damage Guard Startup Active Recovery Frame Adv
60 High/Air - - - -

Overhead. Can link a jab on hit to confirm into a combo. Can hit OTG, where it causes a ground bounce.

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

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
  • Knocks down
j.L
j.L
BFTG GIA j.L.png
Damage Guard Startup Active Recovery Frame Adv
40 High/Air - - - -

Mostly meant for air battles, though it also serves as combo filler.

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.

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
Very spammable online
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.

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
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.

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.

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. Good aerial poke, but can't combo out of it without assists. Also useful in combos, where it causes a hard knockdown on air hit.

Can also hit opponents OTG, where it causes a ground bounce.

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 - - - -
  • If the first hit is blocked, the rest of the move will not come out.

Gia performs an altered version of her 6S, which ends in her 2H. This move has some invincibility on startup.

Throws

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

Standard throw. You can cancel the recovery frames of the grab by holding a direction (usually forward) which will allow you to combo off this throw from anywhere.

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.

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.

Team Synergy

Combos

Solo

Tested as of version 2.0

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
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